breakout71/src/game_utils.ts

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import { Ball, GameState, PerkId, PerksMap } from "./types";
import { icons, upgrades } from "./loadGameData";
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export function getMajorityValue(arr: string[]): string {
const count: { [k: string]: number } = {};
arr.forEach((v) => (count[v] = (count[v] || 0) + 1));
// Object.values inline polyfill
const max = Math.max(...Object.keys(count).map((k) => count[k]));
return sample(Object.keys(count).filter((k) => count[k] == max));
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}
export function sample<T>(arr: T[]): T {
return arr[Math.floor(arr.length * Math.random())];
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}
export function sumOfKeys(obj: { [key: string]: number } | undefined | null) {
if (!obj) return 0;
return Object.values(obj)?.reduce((a, b) => a + b, 0) || 0;
}
export const makeEmptyPerksMap = (upgrades: { id: PerkId }[]) => {
const p = {} as any;
upgrades.forEach((u) => (p[u.id] = 0));
return p as PerksMap;
};
export function brickCenterX(gameState: GameState, index: number) {
return (
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gameState.offsetX +
((index % gameState.gridSize) + 0.5) * gameState.brickWidth
);
}
export function brickCenterY(gameState: GameState, index: number) {
return (Math.floor(index / gameState.gridSize) + 0.5) * gameState.brickWidth;
}
export function getRowColIndex(gameState: GameState, row: number, col: number) {
if (
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row < 0 ||
col < 0 ||
row >= gameState.gridSize ||
col >= gameState.gridSize
)
return -1;
return row * gameState.gridSize + col;
}
export function getPossibleUpgrades(gameState: GameState) {
return upgrades
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.filter((u) => gameState.totalScoreAtRunStart >= u.threshold)
.filter((u) => !u?.requires || gameState.perks[u?.requires]);
}
export function max_levels(gameState: GameState) {
return 7 + gameState.perks.extra_levels;
}
export function pickedUpgradesHTMl(gameState: GameState) {
let list = "";
for (let u of upgrades) {
for (let i = 0; i < gameState.perks[u.id]; i++)
list += icons["icon:" + u.id] + " ";
}
return list;
}
export function currentLevelInfo(gameState: GameState) {
return gameState.runLevels[
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gameState.currentLevel % gameState.runLevels.length
];
}
export function isTelekinesisActive(gameState: GameState, ball: Ball) {
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return gameState.perks.telekinesis && ball.vy < 0;
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}
export function isYoyoActive(gameState: GameState, ball: Ball) {
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return gameState.perks.yoyo && ball.vy > 0;
}
export function findLast<T>(
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arr: T[],
predicate: (item: T, index: number, array: T[]) => boolean,
) {
let i = arr.length;
while (--i)
if (predicate(arr[i], i, arr)) {
return arr[i];
}
}
export function distance2(
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a: { x: number; y: number },
b: { x: number; y: number },
) {
return Math.pow(a.x - b.x, 2) + Math.pow(a.y - b.y, 2);
}
export function distanceBetween(
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a: { x: number; y: number },
b: { x: number; y: number },
) {
return Math.sqrt(distance2(a, b));
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}
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export function clamp(value: number, min: number, max: number) {
return Math.max(min, Math.min(value, max));
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}
export function defaultSounds() {
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return {
aboutToPlaySound: {
wallBeep: { vol: 0, x: 0 },
comboIncreaseMaybe: { vol: 0, x: 0 },
comboDecrease: { vol: 0, x: 0 },
coinBounce: { vol: 0, x: 0 },
explode: { vol: 0, x: 0 },
lifeLost: { vol: 0, x: 0 },
coinCatch: { vol: 0, x: 0 },
colorChange: { vol: 0, x: 0 },
},
};
}
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export function shouldPierceByColor(
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gameState: GameState,
vhit: number | undefined,
hhit: number | undefined,
chit: number | undefined,
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) {
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if (!gameState.perks.pierce_color) return false;
if (
typeof vhit !== "undefined" &&
gameState.bricks[vhit] !== gameState.ballsColor
) {
return false;
}
if (
typeof hhit !== "undefined" &&
gameState.bricks[hhit] !== gameState.ballsColor
) {
return false;
}
if (
typeof chit !== "undefined" &&
gameState.bricks[chit] !== gameState.ballsColor
) {
return false;
}
return true;
}
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export function countBricksAbove(gameState: GameState, index: number) {
const col = index % gameState.gridSize;
const row = Math.floor(index / gameState.gridSize);
let count = 0;
for (let y = 0; y < row; y++) {
if (gameState.bricks[col + y * gameState.gridSize]) {
count++;
}
}
return count;
}
export function countBricksBelow(gameState: GameState, index: number) {
const col = index % gameState.gridSize;
const row = Math.floor(index / gameState.gridSize);
let count = 0;
for (let y = row + 1; y < gameState.gridSize; y++) {
if (gameState.bricks[col + y * gameState.gridSize]) {
count++;
}
}
return count;
}