index : btroops | |
Virtual board game-aid for BattleTroops, an infantry combat simulator wargame published by FASA in 1989. |
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author | Catalin Mititiuc <webdevcat@proton.me> | 2024-06-28 11:01:33 -0700 |
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committer | Catalin Mititiuc <webdevcat@proton.me> | 2024-06-28 11:01:33 -0700 |
commit | ade861767b9961590ba31ca6ba30be1ca8346ea1 (patch) | |
tree | faab247251939a41392b0d2559407188ae4ea481 /src/modules/game | |
parent | f270c13fb32666b3fe0c3579f5366dacc8ed1e2f (diff) |
WIP: get sightline working after cube coords update
Diffstat (limited to 'src/modules/game')
-rw-r--r-- | src/modules/game/sight_line.js | 57 | ||||
-rw-r--r-- | src/modules/game/soldier.js | 5 |
2 files changed, 13 insertions, 49 deletions
diff --git a/src/modules/game/sight_line.js b/src/modules/game/sight_line.js index 411faa8..476c607 100644 --- a/src/modules/game/sight_line.js +++ b/src/modules/game/sight_line.js @@ -1,34 +1,11 @@ const targetClassName = 'sight-line-target', activeClassName = 'active'; -function evenr_to_axial(x, y) { - return { q: x - (y + (y & 1)) / 2, r: y }; +function cubeDistance(a, b) { + return Math.max(Math.abs(a.q - b.q), Math.abs(a.r - b.r), Math.abs(a.s - b.s)); } -function axial_to_evenr(q, r) { - return { x: q + (r + (r & 1)) / 2, y: r }; -} - -function axial_distance(q1, r1, q2, r2) { - return (Math.abs(q1 - q2) + Math.abs(q1 + r1 - q2 - r2) + Math.abs(r1 - r2)) / 2; -} - -function offset_distance(x1, y1, x2, y2) { - const { q: q1, r: r1 } = evenr_to_axial(x1, y1), - { q: q2, r: r2 } = evenr_to_axial(x2, y2); - - return axial_distance(q1, r1, q2, r2); -} - -function cube_to_axial(q, r, _) { - return { q, r }; -} - -function axial_to_cube(q, r) { - return { q, r, s: -q - r }; -} - -function cube_round(q, r, s) { +function cubeRound({ q, r, s }) { let rQ = Math.round(q), rR = Math.round(r), rS = Math.round(s); @@ -48,20 +25,12 @@ function cube_round(q, r, s) { return { q: rQ, r: rR, s: rS }; } -function axial_round(q, r) { - const cube = axial_to_cube(q, r), - round = cube_round(cube.q, cube.r, cube.s), - axial = cube_to_axial(round.q, round.r, round.s); - - return { q: axial.q, r: axial.r }; -} - function lerp(a, b, t) { return a + (b - a) * t; } -function axial_lerp(q1, r1, q2, r2, t) { - return { q: lerp(q1, q2, t), r: lerp(r1, r2, t) }; +function cubeLerp(a, b, t) { + return { q: lerp(a.q, b.q, t), r: lerp(a.r, b.r, t), s: lerp(a.s, b.s, t) }; } function lock(sightLine, cell) { @@ -95,18 +64,12 @@ export function create({ x: x1, y: y1 }, { x: x2, y: y2 }) { return line; } -export function calcIndexes(x1, y1, x2, y2) { - const axial1 = evenr_to_axial(x1, y1), - axial2 = evenr_to_axial(x2, y2), - n = offset_distance(x1, y1, x2, y2), - results = []; - - for (let i = 0; i <= n; i++) { - const lerp = axial_lerp(axial1.q, axial1.r, axial2.q, axial2.r, 1.0 / n * i), - round = axial_round(lerp.q, lerp.r), - { x, y } = axial_to_evenr(round.q, round.r); +export function calcIndexes(a, b) { + const N = cubeDistance(a, b); + const results = []; - results.push([x, y]); + for (let i = 0; i <= N; i++) { + results.push(cubeRound(cubeLerp(a, b, 1.0 / N * i))); } return results; diff --git a/src/modules/game/soldier.js b/src/modules/game/soldier.js index 2a89426..12adf6b 100644 --- a/src/modules/game/soldier.js +++ b/src/modules/game/soldier.js @@ -66,8 +66,9 @@ function createTrace(previous, current, selected) { export function createCounter(selected) { const use = document.createElementNS(svgns, 'use'); const g = document.createElementNS(svgns, 'g'); - use.setAttributeNS(null, 'href', `#t-${selected.dataset.number}`); - // use.setAttributeNS(null, 'href', `counters.svg#rifle`); + // use.setAttributeNS(null, 'href', `#t-${selected.dataset.number}`); + use.setAttributeNS(null, 'href', `counters.svg#rifle`); + use.classList.add('primary-weapon'); g.classList.add('counter'); g.dataset.allegiance = selected.dataset.allegiance; g.dataset.number = selected.dataset.number; |