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authorelioat <{ID}+{username}@users.noreply.github.com>2024-12-19 17:12:44 -0500
committerelioat <{ID}+{username}@users.noreply.github.com>2024-12-19 17:12:44 -0500
commit97f98d4f223147ade7f0351ded18136d56c967cb (patch)
tree0665da7343e53f3925951d077f4c0ed82ea49595 /html/plains
parent8a8ad9ab33524769b5327be78cfaadb426cf859d (diff)
downloadtour-97f98d4f223147ade7f0351ded18136d56c967cb.tar.gz
*
Diffstat (limited to 'html/plains')
-rw-r--r--html/plains/game.js100
1 files changed, 39 insertions, 61 deletions
diff --git a/html/plains/game.js b/html/plains/game.js
index 5b23e5b..7c73a19 100644
--- a/html/plains/game.js
+++ b/html/plains/game.js
@@ -12,30 +12,32 @@ const worldToGrid = (x, y) => ({
     y: Math.floor(y / CONFIG.display.grid.size)
 });
 
+// Helper function to create a villager object
+const createVillager = (cellX, cellY) => ({
+    x: (cellX * CONFIG.display.grid.size) + (CONFIG.display.grid.size / 2),
+    y: (cellY * CONFIG.display.grid.size) + (CONFIG.display.grid.size / 2),
+    color: CONFIG.world.villagers.colors[Math.floor(Math.random() * CONFIG.world.villagers.colors.length)],
+    shape: CONFIG.world.villagers.shapes[Math.floor(Math.random() * CONFIG.world.villagers.shapes.length)],
+    status: 'lost',
+    cellX,
+    cellY,
+    bobSpeed: 0.005 + Math.random() * 0.005,
+    bobAmplitude: 2 + Math.random() * 2,
+    lostBobSpeed: 0.005 + Math.random() * 0.005,
+    lostBobAmplitude: 2 + Math.random() * 2
+});
+
 const generateVillagers = () => {
     const villagers = [];
     const occupiedCells = new Set();
     const gridSize = CONFIG.display.grid.size;
     const villageSize = CONFIG.world.village.size;
     const worldSize = CONFIG.display.grid.worldSize;
-    
-    // place one villager near the village, so that hopefully the player can find them easily
+
+    // Place one villager near the village
     const nearVillageX = villageSize + Math.floor(Math.random() * 2);
     const nearVillageY = villageSize + Math.floor(Math.random() * 2);
-    
-    villagers.push({
-        x: (nearVillageX * gridSize) + (gridSize / 2),
-        y: (nearVillageY * gridSize) + (gridSize / 2),
-        color: CONFIG.world.villagers.colors[Math.floor(Math.random() * CONFIG.world.villagers.colors.length)],
-        shape: CONFIG.world.villagers.shapes[Math.floor(Math.random() * CONFIG.world.villagers.shapes.length)],
-        status: 'lost',
-        cellX: nearVillageX,
-        cellY: nearVillageY,
-        bobSpeed: 0.005 + Math.random() * 0.005,
-        bobAmplitude: 2 + Math.random() * 2,
-        lostBobSpeed: 0.005 + Math.random() * 0.005,
-        lostBobAmplitude: 2 + Math.random() * 2
-    });
+    villagers.push(createVillager(nearVillageX, nearVillageY));
     occupiedCells.add(`${nearVillageX},${nearVillageY}`);
 
     while (villagers.length < CONFIG.world.villagers.total) {
@@ -43,66 +45,42 @@ const generateVillagers = () => {
         const cellY = villageSize + Math.floor(Math.random() * (worldSize - villageSize));
         const cellKey = `${cellX},${cellY}`;
 
-        // try not to put villagers into trees...but this doesn't always work
         if (occupiedCells.has(cellKey) || state.collisionMap.has(cellKey)) {
             continue;
         }
 
-        // look...sometimes copy and paste is easy and good
-        villagers.push({
-            x: (cellX * gridSize) + (gridSize / 2),
-            y: (cellY * gridSize) + (gridSize / 2),
-            color: CONFIG.world.villagers.colors[Math.floor(Math.random() * CONFIG.world.villagers.colors.length)],
-            shape: CONFIG.world.villagers.shapes[Math.floor(Math.random() * CONFIG.world.villagers.shapes.length)],
-            status: 'lost',
-            cellX,
-            cellY,
-            bobSpeed: 0.005 + Math.random() * 0.005,
-            bobAmplitude: 2 + Math.random() * 2,
-            lostBobSpeed: 0.005 + Math.random() * 0.005,
-            lostBobAmplitude: 2 + Math.random() * 2
-        });
+        villagers.push(createVillager(cellX, cellY));
         occupiedCells.add(cellKey);
     }
-    
+
     return villagers;
 };
 
+// Refactored drawVillagerShape function
 const drawVillagerShape = (ctx, x, y, shape, size) => {
     ctx.beginPath();
-    
-    switch (shape) {
-        case 'square':
-            ctx.rect(x - size/2, y - size/2, size, size);
-            break;
-            
-        case 'triangle':
-            ctx.moveTo(x, y - size/2);
-            ctx.lineTo(x + size/2, y + size/2);
-            ctx.lineTo(x - size/2, y + size/2);
-            break;
-            
-        case 'pentagon':
+    const shapes = {
+        square: () => ctx.rect(x - size / 2, y - size / 2, size, size),
+        triangle: () => {
+            ctx.moveTo(x, y - size / 2);
+            ctx.lineTo(x + size / 2, y + size / 2);
+            ctx.lineTo(x - size / 2, y + size / 2);
+        },
+        pentagon: () => {
             for (let i = 0; i < 5; i++) {
-                const angle = (i * 2 * Math.PI / 5) - Math.PI/2;
-                const px = x + Math.cos(angle) * size/2;
-                const py = y + Math.sin(angle) * size/2;
-                if (i === 0) ctx.moveTo(px, py);
-                else ctx.lineTo(px, py);
+                const angle = (i * 2 * Math.PI / 5) - Math.PI / 2;
+                ctx.lineTo(x + Math.cos(angle) * size / 2, y + Math.sin(angle) * size / 2);
             }
-            break;
-            
-        case 'hexagon':
+        },
+        hexagon: () => {
             for (let i = 0; i < 6; i++) {
                 const angle = (i * 2 * Math.PI / 6);
-                const px = x + Math.cos(angle) * size/2;
-                const py = y + Math.sin(angle) * size/2;
-                if (i === 0) ctx.moveTo(px, py);
-                else ctx.lineTo(px, py);
+                ctx.lineTo(x + Math.cos(angle) * size / 2, y + Math.sin(angle) * size / 2);
             }
-            break;
-    }
-    
+        }
+    };
+
+    if (shapes[shape]) shapes[shape]();
     ctx.closePath();
 };
 
@@ -152,7 +130,7 @@ const CONFIG = {
             lookRadius: 0.4
         },
         equipment: {
-            swordUnlockCount: 5,  // The number of villagers you need to rescue to unlock the sword
+            swordUnlockCount: 8,  // The number of villagers you need to rescue to unlock the sword
             unlockAnimation: {
                 duration: 1500,
                 glowColor: 'rgba(255, 215, 0, 0.6)',