Hello fellow programmers,
I'm trying to build a tower defense-like game in canvas, HTML. I'm currently working on the process of detecting coordinates within a range of a defense. Here's what I have worked out so far:
this.defensesInRangeArcher = 0;
for (var i = 0; i < buildArcherX.length; i++) {
for (var i = 0; i < buildArcherY.length; i++) {
if (Math.sqrt(Math.pow(buildArcherX[i] - this.x, 2) + Math.pow(buildArcherY[i] - this.y, 2)) <= arch.radius + 7) {
this.defensesInRangeArcher += 1;
this.attackByArcher = true;
} else {
this.attackByArcher = false;
}
}
}
So far in the following code, I have made it so that the "Defenses" could detect multiple coordinates within a range. "this" is able to detect the number of "defenses" in range but then arose a problem. Archers shoot one at a time but it affects all of "this" in range of the "defense". However, I don't want that so I was wondering how I could make it shoot one at a time.
I decided to use a global variable shown in the following code but had a bug in it.
this.defensesInRangeArcher = 0;
for (var i = 0; i < buildArcherX.length; i++) {
for (var i = 0; i < buildArcherY.length; i++) {
if (Math.sqrt(Math.pow(buildArcherX[i] - this.x, 2) + Math.pow(buildArcherY[i] - this.y, 2)) <= arch.radius + 7) {
this.defensesInRangeArcher += 1;
if (!v.singleAimArcher && !this.dead) {
this.attackByArcher = true;
v.singleAimArcher = true;
}
} else {
this.attackByArcher = false;
v.singleAimArcher = false;
}
}
}
It worked for the first defense it passed by, however not for the second one it passed by, so on.
I was wondering what kind of solution I could get to solve this.
Thanks!
Related
I'm trying to get N ways of solves a N rook problem. The issue I am having is currently, I seem to get n*n solutions while it needs to be N! . Below is my code, I have written it in simple loops and functions, so it's quite long. Any help would be greatly appreciated
Note: Please ignore case for n = 2. I get some duplicates which I thought I would handle via JSON.stringify
var createMatrix = function (n) {
var newMatrix = new Array(n);
// build matrix
for (var i = 0; i < n; i++) {
newMatrix[i] = new Array(n);
}
for (var i = 0; i < n; i++) {
for (var j = 0; j < n; j++) {
newMatrix[i][j] = 0;
}
}
return newMatrix;
};
var newMatrix = createMatrix(n);
// based on rook position, greying out function
var collision = function (i, j) {
var col = i;
var row = j;
while (col < n) {
// set the row (i) to all 'a'
col++;
if (col < n) {
if (newMatrix[col][j] !== 1) {
newMatrix[col][j] = 'x';
}
}
}
while (row < n) {
// set columns (j) to all 'a'
row++;
if (row < n) {
if (newMatrix[i][row] !== 1) {
newMatrix[i][row] = 'x';
}
}
}
if (i > 0) {
col = i;
while (col !== 0) {
col--;
if (newMatrix[col][j] !== 1) {
newMatrix[col][j] = 'x';
}
}
}
if (j > 0) {
row = j;
while (row !== 0) {
row--;
if (newMatrix[i][row] !== 1) {
newMatrix[i][row] = 'x';
}
}
}
};
// checks position with 0 and sets it with Rook
var emptyPositionChecker = function (matrix) {
for (var i = 0; i < matrix.length; i++) {
for (var j = 0; j < matrix.length; j++) {
if (matrix[i][j] === 0) {
matrix[i][j] = 1;
collision(i, j);
return true;
}
}
}
return false;
};
// loop for every position on the board
loop1:
for (var i = 0; i < newMatrix.length; i++) {
var row = newMatrix[i];
for (var j = 0; j < newMatrix.length; j++) {
// pick a position for rook
newMatrix[i][j] = 1;
// grey out collison zones due to the above position
collision(i, j);
var hasEmpty = true;
while (hasEmpty) {
//call empty position checker
if (emptyPositionChecker(newMatrix)) {
continue;
} else {
//else we found a complete matrix, break
hasEmpty = false;
solutionCount++;
// reinitiaze new array to start all over
newMatrix = createMatrix(n);
break;
}
}
}
}
There seem to be two underlying problems.
The first is that several copies of the same position are being found.
If we consider the case of N=3 and we visualise the positions by making the first rook placed red, the second placed green and the third to be placed blue, we get these three boards:
They are identical positions but will count as 3 separate ones in the given Javascript.
For a 3x3 board there are also 2 other positions which have duplicates. The gets the count of unique positions to 9 - 2 - 1 -1 = 5. But we are expecting N! = 6 positions.
This brings us to the second problem which is that some positions are missed. In the case of N=3 this occurs once when i===j==1 - ie the mid point of the board.
This position is reached:
This position is not reached:
So now we have the number of positions that should be found as 9 - 2 - 1 - 1 +1;
There appears to be nothing wrong with the actual Javascript in as much as it is implementing the given algorithm. What is wrong is the algorithm which is both finding and counting duplicates and is missing some positions.
A common way of solving the N Rooks problem is to use a recursive method rather than an iterative one, and indeed iteration might very soon get totally out of hand if it's trying to evaluate every single position on a board of any size.
This question is probably best taken up on one of the other stackexchange sites where algorithms are discussed.
i'm trying to do some modifications (in ES6) in this pen http://codepen.io/IMarty/pen/RaajQx, and it's almost perfectly working, except for these function
function drawLines(p) {
if(!p.active) return;
for(var i in p.closest) {
ctx.beginPath();
ctx.moveTo(p.x, p.y);
ctx.lineTo(p.closest[i].x, p.closest[i].y);
ctx.strokeStyle = 'rgba(255,255,255,'+ p.active+')';
ctx.stroke();
}
}
In my pen http://codepen.io/wendelnascimento/pen/PzRzGE, i've written everything in ES6 and it's working, but just the strokes aren't showing. The method looks like this
drawLines(p) {
if(!p.active)
return;
for(var i = 0; i < p.closest.length; i++) {
this._context.beginPath();
this._context.moveTo(p.x, p.y);
this._context.lineTo(p.closest[i].x, p.closest[i].y);
this._context.strokeStyle = `rgba(255,255,255,${p.active})`;
this._context.stroke();
}
}
Can anyone help me with this?
This is because your list of closest points has only one element, so the iteration draws no lines. Reason for it: you have
if(p1 == p2) {
let placed = false;
for(let k = 0; k < 5; k++) {
if(!placed) {
if(!closest[k]) {
closest[k] = p2;
placed = true;
}
}
}
}
While it should be:
if(!(p1 == p2)) {
let placed = false;
for(let k = 0; k < 5; k++) {
if(!placed) {
if(!closest[k]) {
closest[k] = p2;
placed = true;
}
}
}
}
You want to enter the above if when points are different.
This draws lines between points, however the effect is very different to the example you were inspired by. If that's what you wanted - well done; if not, there's probably another problem, like picking mouse position and finding points closest to that, not the origin.
I'm trying to animate a solution to the latin-square-problem in javascript.
To do so, I wrote the recursive backtracking algorithm below.
Solving the problem is initiated by calling search(0,0) and it works just fine, displaying a solution after calculating. But I want it to show an animation on it's progress, in terms of redrawing the whole canvas, after changing the colour of one square.
I tried to incoorporate many of the solutions to similar problems, found on stackoverflow or in tutorials about canvas gameloops. Neither of them worked for me, so I'm presenting the javascript code as close as possible to my pseudo-code algorithm (without any setTimeout's or requestAnimationFrame's)
Here's a working jsfiddle containing all the code.
function search(i, j){
if (latinSquare[i][j] != -1){
//this square is predefined, skip it
searchNext(i, j);
} else {
var colour = latinSquare[i][j];
while(colour < n-1){
colour = colour + 1;
latinSquare[i][j] = colour;
//redraw the whole canvas
drawLatinSquare();
//check if curent constellation is legal
var legal = true;
for (var k = 0; k < n; k++){
if (k != i){
if (latinSquare[k][j] == colour){
legal = false;
break;
}
}
if (k != j){
if (latinSquare[i][k] == colour){
legal = false;
break;
}
}
}
if (legal){
searchNext(i, j);
if (window.found) return;
}
}
latinSquare[i][j] = -1;
}
}
function searchNext(i, j){
if (i < n-1){
//proceed horizontally
search(i+1, j);
} else {
if (j < n-1){
//proceed in the next row
search(0, j+1);
} else {
//we're done
window.found = true;
}
}
}
In this solution, an array is created to hold each iteration of the latinSquare arrays. The timeout interval is a function of the length of the array.
An advantage of this method is that the animation doesn't start until all the calculations are completed, so it runs quite quickly (assuming a solution is found):
var lsa= [];
function drawLatinSquare() {
var l= [];
for(var i = 0 ; i < latinSquare.length ; i++) {
l.push(latinSquare[i].slice());
}
lsa.push(l);
setTimeout(function() {
var ls= lsa.shift();
ctx.clearRect ( 0 , 0 , canvas.width, canvas.height );
ctx.lineWidth= 1;
//draw the grid
for (var i = 0; i < n + 1; i++){
ctx.beginPath();
ctx.moveTo(0,i*21 + 0.5);
ctx.lineTo((n*(21)+1),i*21 + 0.5);
ctx.stroke();
}
for (var j = 0; j < n + 1; j++){
ctx.beginPath();
ctx.moveTo(j*21 + 0.5,0);
ctx.lineTo(j*21 + 0.5,(n*(21)+1));
ctx.stroke();
}
//draw the squares
for (var i = 0; i < n; i++){
for (var j = 0; j < n; j++){
colour = ls[i][j];
if (colour == -1){
colour = "#FFFFFF";
} else {
colour = colours[colour];
}
ctx.fillStyle = colour;
ctx.fillRect((i*21)+1.5,(j*21)+1.5,20,20);
}
}
},10*lsa.length);
} //drawLatinSquare
Fiddle
You can just wrap the call to the main compute function to have it display then delay the call to the actual compute function :
function search(i,j) {
drawLatinSquare();
setTimeout(function() { _search(i,j)} , 15);
}
function _search(i, j){
//... your real search function
issue being that there are too many combinations to see them all for a 'big' n : you should make a choice about what you want to show i fear.
Also if i was you i'd do a first pass to see the number of iterations, so that you can display a progress bar or like.
https://jsfiddle.net/ezstfj9f/4/
How do I generate objects on a map, without them occupying the same space or overlapping on a HTML5 Canvas?
X coordinate is randomly generated, to an extent. I thought checking inside the array to see if it's there already, and the next 20 values after that (to account for the width), with no luck.
var nrOfPlatforms = 14,
platforms = [],
platformWidth = 20,
platformHeight = 20;
var generatePlatforms = function(){
var positiony = 0, type;
for (var i = 0; i < nrOfPlatforms; i++) {
type = ~~(Math.random()*5);
if (type == 0) type = 1;
else type = 0;
var positionx = (Math.random() * 4000) + 500 - (points/100);
var duplicatetest = 21;
for (var d = 0; d < duplicatetest; d++) {
var duplicate = $(jQuery.inArray((positionx + d), platforms));
if (duplicate > 0) {
var duplicateconfirmed = true;
}
}
if (duplicateconfirmed) {
var positionx = positionx + 20;
}
var duplicateconfirmed = false;
platforms[i] = new Platform(positionx,positiony,type);
}
}();
I originally made a cheat fix by having them generate in an area roughly 4000 big, decreasing the odds, but I want to increase the difficulty as the game progresses, by making them appear more together, to make it harder. But then they overlap.
In crude picture form, I want this
....[]....[].....[]..[]..[][]...
not this
......[]...[[]]...[[]]....[]....
I hope that makes sense.
For reference, here is the code before the array check and difficulty, just the cheap distance hack.
var nrOfPlatforms = 14,
platforms = [],
platformWidth = 20,
platformHeight = 20;
var generatePlatforms = function(){
var position = 0, type;
for (var i = 0; i < nrOfPlatforms; i++) {
type = ~~(Math.random()*5);
if (type == 0) type = 1;
else type = 0;
platforms[i] = new Platform((Math.random() * 4000) + 500,position,type);
}
}();
EDIT 1
after some debugging, duplicate is returning as [object Object] instead of the index number, not sure why though
EDIT 2
the problem is the objects are in the array platforms, and x is in the array object, so how can I search inside again ? , that's why it was failing before.
Thanks to firebug and console.log(platforms);
platforms = [Object { image=img, x=1128, y=260, more...}, Object { image=img, x=1640, y=260, more...} etc
You could implement a while loop that tries to insert an object and silently fails if it collides. Then add a counter and exit the while loop after a desired number of successful objects have been placed. If the objects are close together this loop might run longer so you might also want to give it a maximum life span. Or you could implement a 'is it even possible to place z objects on a map of x and y' to prevent it from running forever.
Here is an example of this (demo):
//Fill an array with 20x20 points at random locations without overlap
var platforms = [],
platformSize = 20,
platformWidth = 200,
platformHeight = 200;
function generatePlatforms(k) {
var placed = 0,
maxAttempts = k*10;
while(placed < k && maxAttempts > 0) {
var x = Math.floor(Math.random()*platformWidth),
y = Math.floor(Math.random()*platformHeight),
available = true;
for(var point in platforms) {
if(Math.abs(point.x-x) < platformSize && Math.abs(point.y-y) < platformSize) {
available = false;
break;
}
}
if(available) {
platforms.push({
x: x,
y: y
});
placed += 1;
}
maxAttempts -= 1;
}
}
generatePlatforms(14);
console.log(platforms);
Here's how you would implement a grid-snapped hash: http://jsfiddle.net/tqFuy/1/
var can = document.getElementById("can"),
ctx = can.getContext('2d'),
wid = can.width,
hei = can.height,
numPlatforms = 14,
platWid = 20,
platHei = 20,
platforms = [],
hash = {};
for(var i = 0; i < numPlatforms; i++){
// get x/y values snapped to platform width/height increments
var posX = Math.floor(Math.random()*(wid-platWid)/platWid)*platWid,
posY = Math.floor(Math.random()*(hei-platHei)/platHei)*platHei;
while (hash[posX + 'x' + posY]){
posX = Math.floor(Math.random()*wid/platWid)*platWid;
posY = Math.floor(Math.random()*hei/platHei)*platHei;
}
hash[posX + 'x' + posY] = 1;
platforms.push(new Platform(/* your arguments */));
}
Note that I'm concatenating the x and y values and using that as the hash key. This is to simplify the check, and is only a feasible solution because we are snapping the x/y coordinates to specific increments. The collision check would be more complicated if we weren't snapping.
For large sets (seems unlikely from your criteria), it'd probably be better to use an exclusion method: Generate an array of all possible positions, then for each "platform", pick an item from the array at random, then remove it from the array. This is similar to how you might go about shuffling a deck of cards.
Edit — One thing to note is that numPlatforms <= (wid*hei)/(platWid*platHei) must evaluate to true, otherwise the while loop will never end.
I found the answer on another question ( Searching for objects in JavaScript arrays ) using this bit of code to search the objects in the array
function search(array, value){
var j, k;
for (j = 0; j < array.length; j++) {
for (k in array[j]) {
if (array[j][k] === value) return j;
}
}
}
I also ended up rewriting a bunch of the code to speed it up elsewhere and recycle platforms better.
it works, but downside is I have fewer platforms, as it really starts to slow down. In the end this is what I wanted, but its no longer feasible to do it this way.
var platforms = new Array();
var nrOfPlatforms = 7;
platformWidth = 20,
platformHeight = 20;
var positionx = 0;
var positiony = 0;
var arrayneedle = 0;
var duplicatetest = 21;
function search(array, value){
var j, k;
for (j = 0; j < array.length; j++) {
for (k in array[j]) {
if (array[j][k] === value) return j;
}
}
}
function generatePlatforms(ind){
roughx = Math.round((Math.random() * 2000) + 500);
type = ~~(Math.random()*5);
if (type == 0) type = 1;
else type = 0;
var duplicate = false;
for (var d = 0; d < duplicatetest; d++) {
arrayneedle = roughx + d;
var result = search(platforms, arrayneedle);
if (result >= 0) {
duplicate = true;
}
}
if (duplicate = true) {
positionx = roughx + 20;
}
if (duplicate = false) {
positionx = roughx;
}
platforms[ind] = new Platform(positionx,positiony,type);
}
var generatedplatforms = function(){
for (var i = 0; i < nrOfPlatforms; i++) {
generatePlatforms(i);
};
}();
you go big data, generate all possibilities, store each in an array, shuffle the array,
trim the first X items, this is your non heuristic algorithm.
Alright so I just tried to cut down on lines of code by changing manually writing out everything into an array.. My problem is that he now teleports and gravity doesnt work...
first of all I have a grid of cell objects which basically are a 32x32 grid "640X480".
These objects are all passed onto an array like so-
var gridcellarray = [750];
gridcellarray[0] = cell0;
gridcellarray[1] = cell1;
gridcellarray[2] = cell2;
and so on for 750 32x32 cells...
Now as for the collision script I have this...
function collisioncheck(obj) {
obj = obj;
for(var i = 0; i < gridcellarray.length; i++){
//really long if statement// sorry...
if ((gridcellarray[i].solid == true) && ((obj.PosY >= gridcellarray[i].y - obj.maskImg.height) && !(obj.PosY >= gridcellarray[i].y ) && !((obj.PosX > gridcellarray[i].x + solidOriginX + solidImg.width/2-5) || (obj.PosX < gridcellarray[i].x - solidOriginX - solidImg.width/2)))){
if(obj.onground == 0){
obj.PosY = gridcellarray[i].y - obj.maskImg.height;
obj.VelY = 0;
obj.onground = 1;
obj.jump = 0;
}
}
else if (obj.PosY >= canvas.height - obj.maskImg.height){
if(obj.onground == 0){
obj.VelY = 0;
obj.onground = 1;
obj.jump = 0;
obj.PosY = canvas.height - obj.maskImg.height;
}
}
else {
obj.VelY += 1;
obj.onground = 0;
}
}
}
now this code worked just fine before If I had manually copied it 750 times for each cell
and the problem is that Now that I have one iteration of it cycling through them as an array it gets confused and teleports me to the bottom and If I try to jump even when not below or on a block it teleports me back to the bottom.
//edit
I think all the variables should explain their purpose by name but if you have any questions please ask.
//edit
All Variables apply the object your checking collision for such as collisioncheck(player)
here is a link to a running demo of the code... Zack Bloom's code is in it and it works great applied to the unposted horizontal collision scripts but vertically, it wont reset and acknowledge your standing on a block ie ongroud = true;
Demo link
//edit
Ok now that Zack pointed out resetting the y to and x amount it helped alot but he is still not able to jump, as the onground variable doesnt want to reset when the collision is detected... oh and the teleporting is due to my upwards script -
//Upwards Collision//
if ((cell.solid == true) && ((obj.PosY >= cell.y - 32) && !(obj.PosY > cell.y+32) && !((obj.PosX > cell.x + solidOriginX + solidImg.width/2-5) || (obj.PosX < cell.x - solidOriginX - solidImg.width/2)))){
if (obj.onground == 0){
obj.VelY += 1;
obj.onground = 0;
obj.PosY = cell.y + obj.maskImg.height-13;
}
}
Any Ideas on how to fix THIS mess above? to stop him from teleporting? It is only meant to check if the top of the collision mask(red rectangle) is touching the block as if trying to jump through it, but it is meant to stop that from happening so you hit your head and fall back down.
Thanks in Advance!
The else if / else really don't belong in the loop at all, they don't evaluate the cell being looped over, but will be triggered many times each time collisioncheck is called.
function collisioncheck(obj) {
for(var i = 0; i < gridcellarray.length; i++){
var cell = gridcellarray[i];
if (cell.solid && ((obj.PosY >= cell.y - obj.maskImg.height) && !(obj.PosY >= cell.y ) && !((obj.PosX > cell.x + solidOriginX + solidImg.width/2-5) || (obj.PosX < cell.x - solidOriginX - solidImg.width/2)))){
if(!obj.onground){
obj.PosY = cell.x - obj.maskImg.height;
obj.VelY = 0;
obj.onground = 1;
obj.jump = 0;
break;
}
}
}
if (obj.PosY >= canvas.height - obj.maskImg.height){
if(!obj.onground){
obj.VelY = 0;
obj.onground = 1;
obj.jump = 0;
obj.PosY = canvas.height - obj.maskImg.height;
}
} else {
obj.VelY += 1;
obj.onground = 0;
}
}
But an even better way of doing it would be to store each gridcell based on where it was, so you just have to look up the gridcells near the ship.
// You only have to do this once to build the structure, don't do it every time you
// need to check a collision.
var gridcells = {};
for (var i=0; i < gridcellarray.length; i++){
var cell = gridcellarray[i];
var row_num = Math.floor(cell.PosX / 32);
var col_num = Math.floor(cell.PosY / 32);
if (!gridcells[row_num])
gridcells[row_num] = {};
gridcells[row_num][col_num] = cell;
}
// Then to check a collision:
function collisioncheck(obj){
// I'm not sure exactly what your variables mean, so confirm that this will equal
// the width of the object:
var obj_width = solidImg.width;
var obj_height = obj.maskImg.height;
var collided = false;
var left_col = Math.floor(obj.PosX / 32),
right_col = Math.floor((obj.PosX + obj_width) / 32),
top_row = Math.floor(obj.PosY / 32),
bottom_row = Math.floor((obj.PosY + obj_height) / 32);
for (var row=top_row; row <= bottom_row; row++){
for (var col=left_col; col <= right_col; col++){
var cell = gridcells[row][col];
if (cell.solid){
collided = true;
if (row == top_row){
// We collided into something above us
obj.VelY = 0;
obj.PosY = cell.PosY + 32;
} else if (row == bottom_row && !obj.onground){
// We collided into the ground
obj.PosY = cell.x - obj_height;
obj.VelY = 0;
obj.onground = 1;
obj.jump = 0;
}
if (col == left_col){
// We collided left
obj.VelX = 0;
obj.PosX = cell.PosX + 32;
} else if (col == right_col){
// We collided right
obj.VelX = 0;
obj.PosX = cell.PosX - obj_width;
}
}
}
}
if (obj.PosY >= canvas.height - obj_height){
if (!obj.onground){
obj.VelY = 0;
obj.onground = 1;
obj.jump = 0;
obj.PosY = canvas.height - obj_height;
}
}
if (!collided){
obj.VelY += 1;
obj.onground = 0;
}
}
Rather than looping through 720 cells each frame, we are only looking at the cells we know we are overlapping. This is much more efficient and easier to read than all the position calculations.
Some comments on your code:
var gridcellarray = [750];
That creates an array with a single member that has a value of 750. I think you are assuming that it is equivalent to:
var gridcellarray = new Array(750);
which creates an array with a length of 750. There is no need to set the size of the array, just initialise it as an empty array and assign values.
var gridcellarray = [];
gridcellarray[0] = cell0;
This replaces the value of the first member with whatever the value of cell0 is.
function collisioncheck(obj) {
obj = obj;
There is no point in the second line, it just assigns the value of obj to obj (so it's redundant).
for(var i = 0; i < gridcellarray.length; i++){
It is much more efficient in most browsers to save the value of gridcellarray.length, otherwise it must be looked up every time (the compiler may not be able to work whether it can cache it), so:
for (var i = 0, iLen = gridcellarray.length; i < iLen; i++) {
It is more efficient to store a reference to gridcellarray[i] rather than look it up every time. Also, you can use a short name since it's only used within the loop so its purpose is easily found:
var c = gridcellarray[i];
so not only will the code run faster, but the if statement has fewer characters (and you might prefer to format it differently):
if ((c.solid == true) &&
((obj.PosY >= c.y - obj.maskImg.height) && !(obj.PosY >= c.y ) &&
!((obj.PosX > c.x + solidOriginX + solidImg.width/2-5) ||
(obj.PosX < c.x - solidOriginX - solidImg.width/2)))) {
Wow, that really is some if statement. Can you break it down into simpler, logical steps?
Ah, Zack has posted an answer too so I'll leave it here.