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import SETTINGS from '../AppSettings';
import * as TroggleActions from '../actions/board/troggle.actions';
import MuncherCtrl from './muncher.controller';
import BoardCtrl from './board.controller';
const troggles = [];
const troggleMoveTimers = [];
const troggleCreateTimers = [];
let frozen = false;
let dispatch;
const TroggleCtrl = {
setDispatch: (d) => dispatch = d,
getTroggles: () => troggles,
freeze: () => frozen = true,
unfreeze: () => frozen = false,
isFrozen: () => frozen,
clearTroggles() {
dispatch(TroggleActions.clearAll());
troggles.length = 0;
troggleMoveTimers.forEach((timer) => {
clearTimeout(timer);
});
troggleCreateTimers.forEach((timer) => {
clearTimeout(timer);
});
},
createTroggle(index) {
const coords = this.getStartingCoords();
troggles[index] = { x: coords.x, y: coords.y };
dispatch(TroggleActions.create(index, coords.x, coords.y));
const ref = this.moveTroggle.bind(this, index);
troggleMoveTimers[index] = setTimeout(ref, 1000);
},
createTroggles(level) {
const count = Math.min(Math.ceil((level + 1) / 2), 5);
for (let index = 0; index < count; index++) {
const ref = this.createTroggle.bind(this, index);
// troggleCreateTimers[index] = setTimeout(ref, 1000);
troggleCreateTimers[index] = setTimeout(ref, (index + 1) * Math.random() * 10000);
}
},
moveTroggle(index) {
if (frozen === false) {
const coords = this.getMoveCoords(troggles[index].x, troggles[index].y);
troggles[index].x = coords.x;
troggles[index].y = coords.y;
BoardCtrl.checkCollision();
dispatch(TroggleActions.update(index, coords.x, coords.y));
}
const ref = this.moveTroggle.bind(this, index);
troggleMoveTimers[index] = setTimeout(ref, 1000);
},
getMoveCoords(currX, currY) {
// Randomize movement with boolean flags. Aggression can be controlled here.
const moveToAttack = Boolean(Math.random() > 0.35);
const moveAlongXAxis = Boolean(Math.random() > 0.5);
const moveInPositiveDirection = Boolean(Math.random() > 0.5);
let newX = currX;
let newY = currY;
let muncherX = MuncherCtrl.getX();
let muncherY = MuncherCtrl.getY();
// DO NOT CONSOLIDATE. Attack first, ask questions later.
if (moveAlongXAxis === true) {
if (currX >= SETTINGS.GRID_WIDTH - 1 ||
(moveToAttack && currX > muncherX)) {
newX = currX - 1;
}
else if (currX <= 0 ||
(moveToAttack && currX < muncherX)) {
newX = currX + 1;
}
else if (moveInPositiveDirection) {
newX = currX + 1;
}
else if (!moveInPositiveDirection) {
newX = currX - 1;
}
}
else {
if (currY >= SETTINGS.GRID_HEIGHT - 1 ||
(moveToAttack && currY > muncherY)) {
newY = currY - 1;
}
else if (currY <= 0 ||
(moveToAttack && currY < muncherY)) {
newY = currY + 1;
}
else if (moveInPositiveDirection) {
newY = currY + 1;
}
else if (!moveInPositiveDirection) {
newY = currY - 1;
}
}
return { x: newX, y: newY };
},
getStartingCoords() {
// Start outside grid at a randomized location.
const enterOnXAxis = Boolean(Math.round(Math.random()));
const enterFromPositive = Boolean(Math.round(Math.random()));
let x = -1;
let y = -1;
if (enterFromPositive === true) {
x = SETTINGS.GRID_WIDTH;
y = SETTINGS.GRID_HEIGHT;
}
if (enterOnXAxis === true) {
y = Math.round(Math.random() * (SETTINGS.GRID_HEIGHT - 1));
}
else {
x = Math.round(Math.random() * (SETTINGS.GRID_WIDTH - 1));
}
return { x: x, y: y }
}
};
export default TroggleCtrl;