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Diffstat (limited to 'src/modules/game/sight_line.js')
-rw-r--r--src/modules/game/sight_line.js57
1 files changed, 10 insertions, 47 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;