/**
 * Created by tomdt on 6/23/2017.
 */

let cyclesRemaining = 1000;


const horse_array = [
    {img: "./resources/horse_images/final/a_horse.png", name: "A Horse" , owner: "Ola"},
    {img: "./resources/horse_images/final/BlackJack_10.png", name: "BlackJack", owner: "Jenn"},
    {img: "resources/horse_images/final/char_azNEIGHHble.png", name: "Char AzNIEGHHble" , owner: "Riley"},
    {img: "./resources/horse_images/final/CrotchRocket_93_raw.png", name: "CROTCH ROCKET", owner: "Ben"},
    {img: "./resources/horse_images/final/DEMON_HORZE_666.png", name: "DEMON HORZE" , owner: "Ski"},
    {img: "./resources/horse_images/final/dickzilla.png", name: "DickZilla" , owner: "Alex"},
    {img: "./resources/horse_images/final/f-TheHaters.png", name: "Fuck the Haters" , owner: "Carlos"},
    {img: "./resources/horse_images/final/GH.png", name: "GH" , owner: "Skoo"},
    {img: "./resources/horse_images/final/Horse_cock.png", name: "Horse Cock" , owner: "Ben"},
    {img: "./resources/horse_images/final/horse_san_69.png", name: "Horse-San" , owner: "Riley"},
    {img: "./resources/horse_images/final/killme112.png", name: "Kill Me" , owner: "Quinn"},
    {img: "./resources/horse_images/final/lil_sebastian.png", name: "Lil' Sebastian" , owner: "Horsey Heaven"},
    {img: "./resources/horse_images/final/stonewall_000.png", name: "Stonewall", owner: "Davie"},

];


const GAME_CANVAS = document.getElementById("gamecanvas");
const BG_CANVAS = document.getElementById("bgcanvas");

const BG_CTX = BG_CANVAS.getContext("2d");
const CTX = GAME_CANVAS.getContext("2d");

const COUNTDOWN_START_SECS = 10;

// Size parameters, they will be adjusted to fit the size of the screen
let WIDTH = GAME_CANVAS.width;
let HEIGHT = GAME_CANVAS.height;

let horseWidth = WIDTH / 8;
let horseHeight = WIDTH / 8;

// state tracking
let gameState = "preRace";  // this should probably be an enum later
const horses = [];
const finalPlaces = [];
let finishLineScan = 0;

let fanfarePlayedFlag = false;

// sound effect triggers

const soundEffectTriggers = [Math.floor(Math.random() * (100)) + 700, // should be between 700 and 800
Math.floor(Math.random() * (100)) + 300, // shuld be between 300 and 400
//  Math.floor(Math.random() * (100)) + 200, //between 200 - 300
];


//Start game loop
window.onload = ( ) => {
     //  initBackground();


    initHorses();

    // The game loop should be a setInterval that way the screen size can be adjusted.
    // I think its a bit easier to keep track of the state from one loop  vs function callbacks
    setInterval(gameLoop, 20); //  a touch <60 FPS

};

function gameLoop(){

    switch(gameState){
        case "preRace":
            if (horses.length === 4){
                gameState = 'countdownStart';
                console.log ("Horses loaded, transitioning to countdown");
            }
            break;
        case "countdownStart":
                startCountdown(COUNTDOWN_START_SECS,BG_CTX);
            break;
        case "running":
            screenReset();
            runRace(CTX,BG_CTX);
            break;
        case "finishing":
            screenReset();
            runRace(CTX,BG_CTX);
            break;

        case "finished":
            //quick and dirty fanfare check
            if (!fanfarePlayedFlag){
                playFanfare();
                fanfarePlayedFlag = true;
                setTimeout(()=>{
                    gameState = "WinnerCloseUp";
                }, 7 * 1000);
            }
            CTX.clearRect(0, 0, WIDTH, HEIGHT);
            drawResults(BG_CTX, WIDTH, HEIGHT, horseHeight, finalPlaces);
            break;
        case "WinnerCloseUp":
            drawWinnerCloseUp(BG_CTX, WIDTH, HEIGHT, horseHeight, finalPlaces);
            break;

        default:
            break;
    }
}

function runRace(ctx,bg_ctx){

    cyclesRemaining --;

    //handle race background
    drawRaceBackground(bg_ctx, WIDTH, HEIGHT, horseHeight, cyclesRemaining, true);


    //Figure out horse postitions
    const x = WIDTH / 2;
    const y = HEIGHT / 2;

    const lane_1_height = HEIGHT - (horseHeight * 1.25);
    //todo- change these sway varibles to be "trot" objects, or something, at put it in a horse object, so we can reuse these better
    // horse 1 & 2 are hilarious, horse 3&4 are more normal paced
    const horse_1_sway = Math.sin(cyclesRemaining) * 10;


    const lane_2_height = HEIGHT - (horseHeight * 1.75);
    const horse_2_sway = Math.cos(cyclesRemaining) * 10;


    const lane_3_height = HEIGHT - (horseHeight * 2.25);
    const horse_3_sway = Math.sin(cyclesRemaining/2) * 10;


    const lane_4_height = HEIGHT - (horseHeight * 2.75);
    const horse_4_sway = Math.cos(cyclesRemaining/2) * 10;



    updateHorsePositions();

    checkForSoundEffects(cyclesRemaining);


    //draw shadows under horses

    // ctx.ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle [, anticlockwise]);
    ctx.fillStyle = "rgba(0,0,0,0.25)";
    ctx.beginPath();
    ctx.ellipse(
        horses[3].x + (horseWidth /2) , // center of horses position
        HEIGHT - (horseHeight * 1.75),// center of lane
        (horseWidth * .75) / 2,
        (horseHeight * .25) / 2,
        0, 0, Math.PI *2);
    ctx.fill();

    ctx.beginPath();
    ctx.ellipse(
        horses[2].x + (horseWidth /2) , // center of horses position
        HEIGHT - (horseHeight * 1.25),// center of lane
        (horseWidth * .75) / 2,
        (horseHeight * .25) / 2,
        0, 0, Math.PI *2);
    ctx.fill();
    ctx.beginPath();
    ctx.ellipse(
        horses[1].x + (horseWidth /2) , // center of horses position
        HEIGHT - (horseHeight * .75),// center of lane
        (horseWidth * .75) / 2,
        (horseHeight * .25) / 2,
        0, 0, Math.PI *2);
    ctx.fill();
    ctx.beginPath();
    ctx.ellipse(
        horses[0].x + (horseWidth /2) , // center of horses position
        HEIGHT - (horseHeight * .25),// center of lane
        (horseWidth * .75) / 2,
        (horseHeight * .25) / 2,
        0, 0, Math.PI *2);
    ctx.fill();




    // draw horses
    ctx.drawImage(horses[3].image, horses[3].x , (lane_4_height + horse_4_sway) , horseWidth, horseHeight);
    ctx.drawImage(horses[2].image, horses[2].x , (lane_3_height + horse_3_sway) , horseWidth, horseHeight);
    ctx.drawImage(horses[1].image, horses[1].x , (lane_2_height + horse_2_sway) , horseWidth, horseHeight);
    ctx.drawImage(horses[0].image, horses[0].x , (lane_1_height + horse_1_sway) , horseWidth, horseHeight);

    if (cyclesRemaining <= 0 ){
        if (gameState === 'running'){
            console.log("checking for winners now");
            finishLineScan = WIDTH - horseWidth;
            gameState = "finishing";
        }

        let foundHorseIndex = null;

        console.log(finishLineScan);

        for (let i = 0; i < horses.length; i++) {
            //horse has finished
            if (horses[i].x >= finishLineScan && horses[i].place === null){
              if (!foundHorseIndex || horses[foundHorseIndex].x < horses[i].x) {
                  foundHorseIndex = i;
              }
            }
        }
        if(foundHorseIndex != null){
            finalPlaces.push(horses[foundHorseIndex]);
            horses[foundHorseIndex].place = 1;
            console.log("Horse Finished - " + foundHorseIndex);
        }
       // horses.splice(foundHorseIndex);
        if (finalPlaces.length === 4){
           // gameState = "finished";
            stopGallop();

            // this will actually set the gamestate to finished for every frame, but it shouldnt matter since the gamestate never goes anywhere after finsihed
           setTimeout(() => {
               gameState = "finished";
           }, 2000)
        }
        finishLineScan -= finishLineSpeed;
    }
}


function initHorses() {
    console.log("initHorses");

    const temp_horse_array = [];

    //grab random horses
    while (temp_horse_array.length < 4) {
        let validPick = true;
        // pick an index
        let pick =  Math.floor(Math.random() * horse_array.length);
        // check if its taken
        for (let i =0; i < temp_horse_array.length; i ++){
            if (temp_horse_array[i].name === horse_array[pick].name){ validPick = false;}
        }
        //push to temp array
        if (validPick){
            temp_horse_array.push(horse_array[pick]);
        }
        console.log(temp_horse_array);
    }


    // build horse game play objects
    for (let i =0; i < 4; i ++ ){
        console.log(i);
        const horse_image = new Image();
        horse_image.src = temp_horse_array[i].img;
        const temphorse = temp_horse_array[i];

        horse_image.onload = function() {
            const horse = {
                image: horse_image,
                name: temphorse.name,
                owner: temphorse.owner,
                x:0,
                y:0,
                currentSpeed: null,
                currentDestination:null,
                place: null,
                changePositionCycles:[
                    Math.floor(Math.random() * (100)) + 700, // should be between 700 and 800
                    Math.floor(Math.random() * (100)) + 450, // shuld be between 450 and 550
                    Math.floor(Math.random() * (100)) + 200, //between 200 - 300
                ]

            };
            horses.push(horse);
        }
    }

}

function screenReset(){
        HEIGHT = GAME_CANVAS.height = BG_CANVAS.height = window.innerHeight;
        WIDTH = GAME_CANVAS.width = BG_CANVAS.width = window.innerWidth;
        horseWidth = horseHeight = WIDTH / 8;
}


function startCountdown(seconds, bg_ctx){
    playCountdownAudio(seconds);
    if (gameState === "countdownStart" ) {
        gameState = "countdownRunning";
    }
    console.log ("Coundown: " + seconds);

    if (seconds > 0) {
        screenReset();
        drawCountdown(bg_ctx, WIDTH, HEIGHT, horseHeight, seconds, horses);
        setTimeout (()=>{startCountdown( seconds - 1, bg_ctx)}, 1000);
    }
    else {
        gameState = "running";
    }
}


function updateHorsePositions(){

    for (let i = 0; i < horses.length; i++) {
        const horse = horses[i];

        // update to current destination
        if (horse.currentDestination === null){
            horse.currentDestination = Math.floor(Math.random() * (WIDTH - horseWidth));
        }

        if (horse.currentSpeed === null){
           horse.currentSpeed=  Math.floor(Math.random() * 5) + 3;
        }

        if (horse.x > horse.currentDestination + 5 ){
            horse.x -= horse.currentSpeed / 2;
        }
        else if (horse.x < horse.currentDestination - 5){
            horse.x += horse.currentSpeed;
        }

        //add x sway
        horse.x += swayPatternFunctions[i].x(cyclesRemaining);

        // blow away destination if horse has hit its reset point
        for (let i =0; i < horse.changePositionCycles.length; i ++){
            if (cyclesRemaining === horse.changePositionCycles[i]){
                horse.currentDestination = null;
                horse.currentSpeed = null;
            }
        }

        //last second reset for giggles!
        if(cyclesRemaining === 50 ){
            horse.currentDestination = null;
            horse.currentSpeed = null;
        }
    }

}

function checkForSoundEffects(cycle){
    for (let i = 0; i < soundEffectTriggers.length; i++) {
            if (cycle === soundEffectTriggers[i]){
                playRandomNeigh();
            }
    }
}

swayPatternFunctions = [
    {x:(cycle)=>{ return Math.cos(cycle/3) * 10;}, y:(cycle)=>{return Math.sin(cycle) * 10} },
    {x:(cycle)=>{ return Math.sin(cycle/3) * 10;}, y:(cycle)=>{ return Math.cos(cycle) * 10;}},
    {x:(cycle)=>{ return Math.cos(cycle/4) * 10;}, y:(cycle)=>{ return Math.sin(cycle/2) * 10}},
    {x:(cycle)=>{ return Math.sin(cycle/4) * 10;}, y:(cycle)=>{ return Math.cos(cycle/2) * 10}}
    ];