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utils.js
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177 lines (167 loc) · 6.27 KB
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function drawSettings(color, tranparency, size) {
// drawingContext.setLineDash([])
if (size) {
strokeWeight(size / 10)
} else {
strokeWeight(width / 1000)
}
colorMode(RGB)
switch (color) {
case 'red':
if (tranparency) {
fill(255, 120, 120, tranparency)
stroke(255, 150, 150, tranparency)
} else {
fill(255, 120, 120, 150)
stroke(255, 150, 150)
// fill(0, 150)
// stroke(0)
}
break;
case 'blue':
if (tranparency) {
fill(120, 120, 255, tranparency)
stroke(150, 150, 255, tranparency)
} else {
fill(120, 120, 255, 150)
stroke(150, 150, 255)
// fill(255, 150)
// stroke(255)
}
break;
}
}
function distSquaredVal(x, y, x1, y1) { //faster than sqrt
let dx = x1 - x;
let dy = y1 - y;
return dx * dx + dy * dy;
}
// vectors
function distSquared(a, b) {
return p5.Vector.sub(a, b).magSq()
}
function sqr(n) {
return n * n
}
function cb(n) {
return n * n * n
}
function lerp1(start, end, amt) {
return (1 - amt) * start + amt * end;
}
function clearTroops(team) {
battling = false;
if (team) {
if (team == 'red') {
redTroops = []
redProjectiles = []
redToRemove = []
} else if (team == 'blue') {
blueTroops = []
blueProjectiles = []
blueToRemove = []
}
} else {
clearTroops('red')
clearTroops('blue')
}
}
function randomTroops(team, stage) {
let buffer = width / 30
let offset = width / 2
let mult = team == 'red' ? -1 : 1
troops = team == 'red' ? redTroops : blueTroops
if (stage) {
switch (stage) {
case 1:
for (let i = 0; i < 5; i++) {
troops.push(new Soldier(offset + mult * random(buffer, offset - buffer), random(buffer, height - buffer), team))
}
break
case 2:
for (let i = 0; i < 5; i++) {
troops.push(new Soldier(offset + mult * random(buffer, offset - buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 2; i++) {
troops.push(new Archer(offset + mult * random(offset - 3 * buffer, offset - buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 5; i++) {
troops.push(new Zombie(offset + mult * random(buffer, offset - buffer), random(buffer, height - buffer), team))
}
break
case 3:
for (let i = 0; i < 10; i++) {
troops.push(new Soldier(offset + mult * random(buffer, offset - buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 4; i++) {
troops.push(new Archer(offset + mult * random(offset - 3 * buffer, offset - buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 15; i++) {
troops.push(new Zombie(offset + mult * random(buffer, offset - buffer), random(buffer, height - buffer), team))
}
break
case 4:
for (let i = 0; i < 10; i++) {
troops.push(new Soldier(offset + mult * random(buffer, offset - buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 4; i++) {
troops.push(new Archer(offset + mult * random(offset - 3 * buffer, offset - buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 15; i++) {
troops.push(new Zombie(offset + mult * random(buffer, offset - buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 3; i++) {
troops.push(new Shield(offset + mult * random(buffer / 2, buffer), random(buffer, height - buffer), team))
}
break
}
} else {
for (let i = 0; i < 150; i++) {
troops.push(new Soldier(offset + mult * random(buffer, offset - buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 2; i++) {
// troops.push(new Healer(offset + mult * random(buffer, offset - buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 40; i++) {
troops.push(new Shield(offset + mult * random(buffer / 2, buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 7; i++) {
troops.push(new Spear(offset + mult * random(buffer, buffer * 3 / 2), random(buffer, height - buffer), team))
}
for (let i = 0; i < 10; i++) {
troops.push(new Reaper(offset + mult * random(buffer, buffer * 2), random(buffer, height - buffer), team))
}
for (let i = 0; i < 30; i++) {
troops.push(new Archer(offset + mult * random(offset - 3 * buffer, offset - buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 2; i++) {
troops.push(new EWizard(offset + mult * random(offset - 3 * buffer, offset - buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 2; i++) {
troops.push(new Summoner(offset + mult * random(offset - 4 * buffer, offset - 3 * buffer), random(buffer, height - buffer), team))
}
for (let i = 0; i < 1; i++) {
troops.push(new Necromancer(offset + mult * random(offset - 6 * buffer, offset - 4 * buffer), random(buffer, height - buffer), team))
}
}
}
function changeScreen(newScreen) {
clearTroops()
switch (newScreen) {
case 'title':
break
case 'level_select':
break
case 'versus_lobby':
lobbyName = ""
break
case 'game':
menu = new Menu()
// randomSeed(1)
if (mode == 'autochess') {
autochessEngine = new AutochessEngine()
}
break
}
screen = newScreen
}