added randomization to X axis movement
This commit is contained in:
18
.idea/workspace.xml
generated
18
.idea/workspace.xml
generated
@@ -3,7 +3,6 @@
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<component name="ChangeListManager">
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<list default="true" id="d9dac41b-fc54-4ab0-93ea-73586523c969" name="Default" comment="">
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<change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/background.js" beforeDir="false" afterPath="$PROJECT_DIR$/background.js" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/game.js" beforeDir="false" afterPath="$PROJECT_DIR$/game.js" afterDir="false" />
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</list>
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<ignored path="$PROJECT_DIR$/.tmp/" />
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@@ -39,8 +38,8 @@
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</entry>
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@@ -68,7 +67,7 @@
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<file leaf-file-name="background.js" pinned="false" current-in-tab="false">
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<entry file="file://$PROJECT_DIR$/background.js">
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</state>
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</provider>
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@@ -93,6 +92,7 @@
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<find>drawrace</find>
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<find>remainingdistance</find>
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<find>dra</find>
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<find>horses</find>
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</findStrings>
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<replaceStrings>
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<replace>cyclesRemaining</replace>
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@@ -192,12 +192,12 @@
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<option name="number" value="Default" />
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<option name="presentableId" value="Default" />
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<updated>1562211281380</updated>
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<option name="totallyTimeSpent" value="33713000" />
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<component name="ToolWindowManager">
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<frame x="0" y="-771" width="1366" height="771" extended-state="6" />
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@@ -262,15 +262,15 @@
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</entry>
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<entry file="file://$PROJECT_DIR$/background.js">
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<provider selected="true" editor-type-id="text-editor">
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</provider>
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</entry>
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<entry file="file://$PROJECT_DIR$/game.js">
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<provider selected="true" editor-type-id="text-editor">
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</entry>
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79
game.js
79
game.js
@@ -90,26 +90,28 @@ function runRace(ctx,bg_ctx){
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//todo- change these sway varibles to be "trot" objects, or something, at put it in a horse object, so we can reuse these better
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// horse 1 & 2 are hilarious, horse 3&4 are more normal paced
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const horse_1_sway = Math.sin(cyclesRemaining) * 10;
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const horse_1_X_sway = Math.cos(cyclesRemaining/3) * 10;
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const lane_2_height = HEIGHT - (horseHeight * 1.75);
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const horse_2_sway = Math.cos(cyclesRemaining) * 10;
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const horse_2_X_sway = Math.sin(cyclesRemaining/3) * 10;
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const lane_3_height = HEIGHT - (horseHeight * 2.25);
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const horse_3_sway = Math.sin(cyclesRemaining/2) * 10;
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const horse_3_X_sway = Math.cos(cyclesRemaining/4) * 10;
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const lane_4_height = HEIGHT - (horseHeight * 2.75);
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const horse_4_sway = Math.cos(cyclesRemaining/2) * 10;
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const horse_4_X_sway = Math.sin(cyclesRemaining/4) * 10;
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horses[3].x = horse_4_X_sway;
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horses[2].x = horse_3_X_sway;
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horses[1].x = horse_2_X_sway;
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horses[0].x = horse_1_X_sway;
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updateHorsePositions();
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// horses[3].x = horse_4_X_sway;
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// horses[2].x = horse_3_X_sway;
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// horses[1].x = horse_2_X_sway;
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// horses[0].x = horse_1_X_sway;
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//
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// draw horses
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ctx.drawImage(horses[3].image, horses[3].x , (lane_4_height + horse_4_sway) , horseWidth, horseHeight);
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@@ -160,8 +162,15 @@ function initHorses() {
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image: horse_image,
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x:0,
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y:0,
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place: null
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// todo - other horse things.
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currentSpeed: null,
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currentDestination:null,
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place: null,
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changePositionCycles:[
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Math.floor(Math.random() * (100)) + 700, // should be between 700 and 800
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Math.floor(Math.random() * (100)) + 450, // shuld be between 450 and 550
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Math.floor(Math.random() * (100)) + 200, //between 200 - 300
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]
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};
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horses.push(horse);
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}
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@@ -190,3 +199,53 @@ function startCountdown(seconds, bg_ctx){
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gameState = "running";
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}
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}
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function updateHorsePositions(){
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for (let i = 0; i < horses.length; i++) {
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const horse = horses[i];
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// update to current destination
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if (horse.currentDestination === null){
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horse.currentDestination = Math.floor(Math.random() * (WIDTH - horseWidth));
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}
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if (horse.currentSpeed === null){
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horse.currentSpeed= Math.floor(Math.random() * 5) + 3;
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}
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if (horse.x > horse.currentDestination + 5 ){
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horse.x -= horse.currentSpeed / 2;
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}
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else if (horse.x < horse.currentDestination - 5){
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horse.x += horse.currentSpeed;
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}
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//add x sway
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horse.x += swayPatternFunctions[i].x(cyclesRemaining);
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// blow away destination if horse has hit its reset point
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for (let i =0; i < horse.changePositionCycles.length; i ++){
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if (cyclesRemaining === horse.changePositionCycles[i]){
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horse.currentDestination = null;
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horse.currentSpeed = null;
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}
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}
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//last second reset for giggles!
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if(cyclesRemaining === 50 ){
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horse.currentDestination = null;
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horse.currentSpeed = null;
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}
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}
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}
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swayPatternFunctions = [
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{x:(cycle)=>{ return Math.cos(cycle/3) * 10;}, y:(cycle)=>{return Math.sin(cycle) * 10} },
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{x:(cycle)=>{ return Math.sin(cycle/3) * 10;}, y:(cycle)=>{ return Math.cos(cycle) * 10;}},
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{x:(cycle)=>{ return Math.cos(cycle/4) * 10;}, y:(cycle)=>{ return Math.sin(cycle/2) * 10}},
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{x:(cycle)=>{ return Math.sin(cycle/4) * 10;}, y:(cycle)=>{ return Math.cos(cycle/2) * 10}}
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];
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