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sketch.js
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sketch.js
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// Horizontal Directional Drilling Simulation
// https://thecodingtrain.com/challenges/172-directional-boring
// from The Coding Train (https://thecodingtrain.com/)
// Inspired by Practical Engineering (https://practical.engineering/)
// CT video: https://youtu.be/FfCBNL6lWK0
// Practical Engineering Video: https://youtu.be/JAhdb7dKQpU
// Play the simulator: https://codingtrain.github.io/Directional-Boring/
// Event listeners
// Prevents scrolling while toggling bias
window.addEventListener('keydown', function(e) {
if((e.key == " " || e.code == 32) && e.target == document.body) {
e.preventDefault();
}
});
const defaultWidth = 600;
const defaultHeight = 400;
let ratio = 1;
// Vectors for current position and direction
let pos, dir;
// Bias of current drill (up or down, 1 or -1)
let bias;
// All the points along the drill path so far
let path;
let reversePath;
let pathPosition;
let finalPathLength;
let oldPaths;
let actionSequence;
// let randomTurnResistance = 0;
let stuckCount = 0;
let sideTrackCount = 0;
let startCount = 0;
const maxStarts = 9;
const maxStuckTimes = 3;
const maxSideTracks = 5;
const referenceSaturation = 60;
// const randomTurnCorrelation = 0.2;
// corresponding Divs
let startDiv;
let sideTracksDiv;
let stuckDiv;
// Current state of game
let state;
let currentSeed = undefined;
let curRopDevider = 1;
let curRandomFactor6 = 3;
// Div for replays
let shareLinkDiv;
let shareTwitDiv;
let shareLinkedInDiv;
let linkToSolution = '';
// The turning radius to be computed
let turnCircleRadius;
let boulders;
let canvas;
// images of the drilling machine
let machineBack;
let machineFront;
// Groundcolor is used to determine win or lose state
const groundColor = [11, 106, 136];
const groundLevel = 100;
const boulderColor = [220, 150, 130];
const riverColor = [0, 0, 255];
const backgroundColor = [45, 197, 244];
const boundaryColor = [0, 0, 0];
// Position of the goal square box (relative to ground)
const goal = { x: 540, w: 20 };
const goalColor = [252, 238, 33];
const surfacePipeColor = [103, 88, 76];
const dirtLayers = 7;
let connectionCountDown = 0;
let playbackCountDown = 0;
// simulations constants
const turnAnglePerPixel = 0.01;
const startingAngle = 0.2967; // that is 17 degrees
const machineWidth = 80;
const machineHeight = machineWidth * 9 / 16; // proportions according to the image
const pipeLengthMult = 0.87688219663; // relative to drilling machine width
const pipeLengthPixels = Math.floor(pipeLengthMult * machineWidth) - 2; // -2 accounts for the rounding of the pipe
// constants for machine visualization
const startingDepth = 2;
const startingX = 90;
const pipeOffset = 22;
const verticalPipeMovement = 5; // this is used to initialize the connection time
const pauseTimePlayback = 25;
// values related to current game speed;
let deltaSpeedCurGame = 1;
let turnAngleCurSpeed = turnAnglePerPixel;
let pipeLengthSteps = pipeLengthPixels;
// playback string undefined
let playback = undefined;
// Pixel map for scene
let hddScene;
let fogOfUncertinty;
let reflections;
// Buttons
// Button to start
let startButton;
let pullBackButton;
let toggleButton;
let newGameButton;
// Divs with information
let curLevelDiv;
// Divs which control behaviour
let nextLevelDiv;
let globalSpeedDiv;
let randomnessDiv;
// todo think of new controll?
// Checkboxes
let aimingCheckbox;
// let fogCheckbox;
// Sliders
let randomSlider;
let speedSliderP5;
// label
let speedLabel;
function setGradient(image, x, y, w, h, c1, c2, axis) {
image.noFill();
if (axis === 1) {
// Top to bottom gradient
for (let i = y; i <= y + h; i++) {
let inter = map(i, y, y + h, 0, 1);
let c = lerpColor(c1, c2, inter);
image.stroke(c);
image.line(x, i, x + w, i);
}
} else if (axis === 0) {
// Left to right gradient
for (let i = x; i <= x + w; i++) {
let inter = map(i, x, x + w, 0, 1);
let c = lerpColor(c1, c2, inter);
image.stroke(c);
image.line(i, y, i, y + h);
}
}
}
function toggleBias() {
bias *= -1;
}
function newGameAction(){
currentSeed = getNewSeed();
playback = undefined;
updateDivWithLinkToThisSolution(false);
randomSeed(currentSeed);
startDrill();
}
function getNewSeed(){
return Math.floor(Math.random() * 999998)+1;
}
function startStopUserAction(){
if (!playback){
startStopAction();
}else{
playback = undefined;
startDrill();
}
}
function updateSideTrackDiv(){
sideTracksDiv.html(`Sidetracks ${sideTrackCount}/${maxSideTracks}`);
}
function updateStartDiv(){
startDiv.html(`Starts ${startCount}/${maxStarts}`);
}
function updateStuckDiv(){
stuckDiv.html(`Bitwear ${stuckCount}/${maxStuckTimes}`);
}
function startStopAction(){
if (state == 'PAUSED' || state == 'STUCK') {
state = 'DRILLING';
// actionSequence.push(1);
let prevPath = undefined;
if (oldPaths.length > 0){
prevPath = oldPaths[oldPaths.length - 1];
}
let oldPathPoint = undefined;
if (prevPath && prevPath.length > 0) {
// taking the first element of the last path (closest to the current bit position)
oldPathPoint = prevPath[0];
}
// check if the previous segment drilled is near by and we are 'side-tracking'
if (oldPathPoint &&
dist(pos.x, pos.y, oldPathPoint[0].x, oldPathPoint[0].y) < 1.5){
sideTrackCount++;
console.log("Side-track count" + sideTrackCount);
// update side teack div
updateSideTrackDiv();
} //else {
startCount++;
console.log("Start count" + startCount);
updateStartDiv();
} else if (state == 'DRILLING') {
state = 'PAUSED';
actionSequence.push(1);
// initializing playback countdown in case we are in playback mode
playbackCountDown = pauseTimePlayback;
} else if (state == 'WIN' || state == 'LOSE') {
startDrill();
}
updateStartButtonText();
}
function pullBackUserAction(){
if (!playback){
pullBack();
}
}
function pullBack() {
if (state == "PAUSED" || state == "DRILLING" || state == "STUCK") {
actionSequence.push(3);
state = 'PAUSED';
playbackCountDown = pauseTimePlayback;
let prevPosition = Math.floor((pathPosition - 1) / pipeLengthSteps) * pipeLengthSteps;
if (prevPosition > 0) {
oldPaths.push(path.slice(prevPosition));
path = path.slice(0, prevPosition);
pathPosition = path.length - 1;
pos = path[pathPosition][0].copy();
dir = path[pathPosition][1].copy();
}
updateStartButtonText();
}
}
function touchStarted() {
// ellipse(mouseX, mouseY, 5, 5);
if (mouseY > height || mouseX < 0 || mouseX > width){
return true;
}
//todo add click zone in the bottom of the screen
else if (mouseX <= machineWidth*ratio &&
mouseY <= groundLevel*ratio)
// && mouseY >= groundLevel - machineHeight)
{
startStopUserAction();
}
else{
toggleBias();
}
// prevent default
return false;
}
function keyPressed() {
if (key == " ") {
toggleBias();
} else if (keyCode == ESCAPE || keyCode == RETURN || keyCode == ENTER) {
startStopUserAction();
} else if (keyCode == BACKSPACE) {
pullBackUserAction();
}
}
function drawRiver(hddScene, riverColor) {
hddScene.noStroke();
// hddScene.rectMode(CORNER);
// hddScene.fill(groundColor);
// hddScene.rect(0, groundLevel, width, defaultHeight - groundLevel);
hddScene.fill(riverColor);
hddScene.arc(defaultWidth / 2 + startingX / 2, groundLevel, defaultWidth / 2, defaultWidth / 4, 0, PI);
}
function createHddScene() {
hddScene = createGraphics(defaultWidth, defaultHeight);
// Draw a new scene
hddScene.background(backgroundColor);
// Generate the dirt layers
const landscapeIterations = 100;
let dirt = [];
for (let l = 0; l < dirtLayers; l++) {
noiseSeed(random(1000));
dirt.push([]);
for (let i = 0; i < landscapeIterations; i++) {
dirt[dirt.length - 1].push(
noise((i * defaultWidth) / (landscapeIterations * 100))
);
}
}
// Draw the dirt layers
hddScene.push();
hddScene.noFill();
hddScene.strokeWeight(3);
for (let l = 0; l < dirtLayers; l++) {
hddScene.noStroke();
// hsl mode can be used in rgb to extract saturation
hddScene.colorMode(HSL);
// let earthColor = color(`hsba(9.4%, ${random(30, 90)}, 11.8%, 1)`)
hddScene.fill(24, random(referenceSaturation - 30, referenceSaturation + 30), 18);
// hddScene.fill(24, 90, 16);
// hddScene.fill(earthColor);
hddScene.beginShape();
for (let x = 0; x < landscapeIterations; x++) {
// Calculate the y of the dirt
let y = 0;
for (let i = 0; i < l; i++) {
y += ((2.5 * (defaultHeight - groundLevel)) / dirtLayers) * dirt[i][x];
}
hddScene.vertex((x * defaultWidth) / landscapeIterations, groundLevel + y);
}
// Wrap around so the whole shape can be filled
hddScene.vertex(defaultWidth, groundLevel);
hddScene.vertex(defaultWidth, defaultHeight);
hddScene.vertex(0, defaultHeight);
hddScene.endShape(CLOSE);
}
hddScene.pop();
drawRiver(hddScene, riverColor);
for (let i = 0; i < 10; i++) {
let r = random(8, 36);
let x = random(0, defaultWidth);
let y = random(groundLevel + 50, defaultHeight - 50);
boulders.push([x, y, r]);
hddScene.fill(boulderColor);
hddScene.circle(x, y, r * 2);
}
hddScene.fill(45, 197, 244);
hddScene.noStroke();
hddScene.rect(0, 0, defaultWidth, groundLevel);
// todo add the houses here
// it is important to color houses differently
// because the status checking occurs based on color
// Add the goal
hddScene.fill(goalColor);
hddScene.rect(goal.x - 2, groundLevel - goal.w - 2, goal.w + 4, goal.w + 4);
hddScene.triangle(goal.x - 6, groundLevel - goal.w - 2,
goal.x + goal.w + 6, groundLevel - goal.w - 2,
goal.x + goal.w / 2, groundLevel - goal.w * 1.8);
}
function createFogOfUncertainty() {
fogOfUncertinty = createGraphics(defaultWidth, defaultHeight);
// Draw a new scene
fogOfUncertinty.background(0, 0);
setGradient(fogOfUncertinty, 0, groundLevel, defaultWidth, goal.w*2, color(255), color(0), 1);
fogOfUncertinty.fill(0);
fogOfUncertinty.noStroke();
fogOfUncertinty.rect(0, groundLevel + goal.w*2, defaultWidth, defaultHeight);
drawRiver(fogOfUncertinty, color(255));
}
function createReflections() {
reflections = createGraphics(defaultWidth, defaultHeight);
reflections.background(0, 0);
drawReflection(reflections);
}
function recomputeDrillingConstants(){
// computing speed-related constants
// curRopMult = -speedSliderP5.value();
// speedLabel.html("Game speed: 1/" + curRopMult);
deltaSpeedCurGame = 1 / curRopDevider;
turnAngleCurSpeed = turnAnglePerPixel * deltaSpeedCurGame;
pipeLengthSteps = pipeLengthPixels * curRopDevider;
// reseting the bit postion and steering
pos = createVector(startingX, groundLevel + startingDepth);
dir = p5.Vector.fromAngle(startingAngle, deltaSpeedCurGame);
}
// Reset the initial state
function startDrill() {
randomSeed(currentSeed);
recomputeDrillingConstants();
// rest of the setup
path = [];
reversePath = [
[createVector(defaultWidth, groundLevel - 4)],
[createVector(goal.x + goal.w, groundLevel - 4)]];
actionSequence = [];
oldPaths = [];
pathPosition = -1;
finalPathLength = undefined;
stuckCount = 0;
startCount = 0;
// randomTurnResistance = 0;
sideTrackCount = 0;
updateStartDiv();
updateSideTrackDiv();
updateStuckDiv();
boulders = [];
bias = 1;
state = 'PAUSED';
updateStartButtonText();
// Related circle size
const turnCircleLen = (PI * 2) / turnAnglePerPixel;
turnCircleRadius = turnCircleLen / PI / 2;
createHddScene();
createFogOfUncertainty();
createReflections();
}
function generateLink(randomness, seed, speed, replay){
let link = `?rnd=${randomness}`;
if (seed){
link += `&seed=${seed}`;
}
link += `&ropd=${speed}`;
if (replay){
let sol4 = actionSequenceToCondencedString();
link += `&s4=${sol4}`;
}
return link;
}
function updateDivWithLinkToThisLevel() {
shareLinkDiv.html(`<a href="${generateLink(curRandomFactor6, currentSeed, curRopDevider, false)}">Link to THIS level</a>`);
}
function copyLinkToClipboard(){
navigator.clipboard.writeText(linkToSolution);
}
function updateDivWithLinkToThisSolution(addSolution = false) {
// let solution = actionSequenceToString();
// let restoredSequence = stringToActions(solution);
// href="https://twitter.com/intent/tweet/?text=SHARE_TEXT&url=SHARE_URLtwitter&hashtags=geobanana"
// <a class="resp-sharing-button__link" href="https://facebook.com/sharer/sharer.php?u=SHARE_URLfacebook" target="_blank"
// rel="noopener" aria-label="Share on Facebook" tabindex="-1">
// <a class="resp-sharing-button__link"
// href="https://www.linkedin.com/shareArticle?mini=true&url=SHARE_URLlinkedin&title=SHARE_TEXT&summary=SHARE_TEXT&source=SHARE_URLlinkedin" target="_blank"
// rel="noopener" aria-label="Share on LinkedIn" tabindex="-1">
//
if (addSolution){
const relativeLink = generateLink(curRandomFactor6, currentSeed, curRopDevider, true);
//simple link commented out
//shareLinkDiv.html(`<a href="${linkToSolution}">Link to YOUR result</a>`);
// shareLinkDiv.html(`<a onclick="copyLinkToClipboard()">Copy Result link</a>`);
const shareText = "Try to beat my score in the Underbore game."
linkToSolution = window.location.href.split('?')[0] + relativeLink;
const encodedUrl = encodeURIComponent(linkToSolution);
shareLinkDiv.html(`<a href="${relativeLink}">Sharable link to Result</a>`);
shareTwitDiv.html(`<a href="https://twitter.com/intent/tweet/?text=${shareText}&url=${encodedUrl}&hashtags=underbore" target="_blank" rel="noopener">Twit Result</a>`);
//https://www.linkedin.com/sharing/share-offsite/?url=https%3A%2F%2Fstackoverflow.com%2Fquestions%2F10713542%2Fhow-to-make-custom-linkedin-share-button%2F10737122
shareLinkedInDiv.html(`<a href="https://www.linkedin.com/sharing/share-offsite/?mini=true&url=${encodedUrl}&title=${shareText}" target="_blank" rel="noopener">Link Result In</a>`);
//&title=${shareText}&summary=${shareText}&source=${window.location.href.split('?')[0]}
}else{
shareTwitDiv.html('');
shareLinkedInDiv.html('');
updateDivWithLinkToThisLevel();
}
}
// note, this funciton now also updates sharable link
function updateStartButtonText() {
if (playback){
updateDivWithLinkToThisSolution(false);
startButton.html("try to beat");
if (state == 'PAUSED' || state == 'STUCK') {
if (maxStarts - startCount <= 0 || maxSideTracks - sideTrackCount <= 0){
state = "LOSE";
}
}
return;
}
if (state == 'DRILLING' || state == 'CONNECTION') {
startButton.html('pause');
}
if (state == 'PAUSED' || state == 'STUCK') {
// startButton.html(`start (${maxStarts - startCount} left)`);
startButton.html('start');
if (maxStarts - startCount <= 0 || maxSideTracks - sideTrackCount <= 0){
state = "LOSE";
}
}
if (state == "WIN" || state == "LOSE") {
updateDivWithLinkToThisSolution(true);
startButton.html("try again");
}
}
function setup() {
// Let's begin!
// todo there are some canvases in the end of the page that look weird
const allowedWidth = min(windowWidth, screen.width);
if (allowedWidth > defaultWidth){
canvas = createCanvas(defaultWidth, defaultHeight);
}else{
ratio = allowedWidth / defaultWidth;
canvas = createCanvas(defaultWidth*ratio, defaultHeight*ratio);
// scale(ratio);
}
// canvas = createCanvas(375, 400);
// setting frame rate in case it is not set
// and it goes crazy on screen with variable refresh rate
frameRate(60);
let params = getURLParams();
if (params) {
if (params["seed"]) {
currentSeed = params["seed"];
randomSeed(currentSeed);
}
// using uncondenced string
if (params["sol"]) {
playback = stringToActions(params["sol"]);
}
// using condenced string
if (params["s4"]) {
playback = condencedStringToActions(params["s4"]);
}
// randomness
if (params["rnd"]) {
curRandomFactor6 = params["rnd"];
}
// ROP (Rate Of Penetration aka speed) factor
if (params["ropd"]) {
curRopDevider = params["ropd"];
}
}
if (!currentSeed) {
currentSeed = getNewSeed();
randomSeed(currentSeed);
}
// canvas.touchStarted(sceneOnTouchStarted);
// frameRate(10);
// todo Move to canvas?
// Stat divs row 0
startDiv = createDiv('Drill starts: ');
updateStartDiv();
sideTracksDiv = createDiv('Side tracks: ');
updateSideTrackDiv();
stuckDiv = createDiv('Bit damage: ');
updateStuckDiv();
// Buttons row 1
// Handle the start and pause button
startButton = createButton('start').mousePressed(startStopUserAction);
// Handle the toggle bias button
toggleButton = createButton("toggle bias").mousePressed(toggleBias);
// Handle the pull-back button
pullBackButton = createButton("pull back");
pullBackButton.mousePressed(pullBackUserAction);
// Divs with the links
shareTwitDiv = createDiv(); // empty until something interesting is shareable
shareLinkDiv = createDiv('<a href="?seed=">Link to THIS level</a>').id('seed-div');
shareLinkedInDiv = createDiv();
updateDivWithLinkToThisSolution(false);
// A button for previewing steering bounds for aiming (@Denisovich I insist on the "limits")
// // empty
// createDiv('');
// Handle new level button
// newGameButton = createButton("new level");
// newGameButton.mousePressed(newGameAction);
// Lnks with information row 3
// Links to control game behavior row 4
createGameControlDivs();
// Last row
createDiv(
'<a href="instructions/instructions-slide.png">Visual instructions</a>'
).id("visual-instructions");
createDiv(
'<a href="https://github.com/alin256/Directional-Boring">Link to GitHub</a>'
);
aimingCheckbox = createCheckbox("Steering limits", true).id("steer-lim-box");
// copyright row
const copyrightDiv = createDiv(
'Copyright (c) 2022 Daniel Shiffman; Sergey Alyaev; ArztKlein; Denisovich; tyomka896. <a href="LICENSE.md">MIT License</a>'
).id("copyright");
copyrightDiv.addClass('copyright');
machineBack = loadImage('assets/drilling-machine-small.png');
machineFront = loadImage('assets/machine-foreground-small.png');
startDrill();
// removing an anoying div from LaspPass
const annoyingDivs = document.querySelectorAll(`div`);
// [style="position: static !important;]
for (const annoying1 of annoyingDivs) {
// annoying1.remove();
if (annoying1.style[0] === "position"){
annoying1.remove();
}
}
}
function createGameControlDivs(){
// divs with information
// TODO remove curLevelDiv
curLevelDiv = createDiv(`Level`);
createDiv("Speed");
createDiv("Randomness");
let divText = '';
// current / next level
divText += `<b>${currentSeed}</b> `;
divText += hyperLink(generateLink(curRandomFactor6, getNewSeed(), curRopDevider, false),
'next ⏭');
nextLevelDiv = createDiv(divText);
// speed controls
divText = '';
divText += boldOrHyperLink(curRopDevider == 2,
generateLink(curRandomFactor6, currentSeed, 2, false), 'chill');
divText += boldOrHyperLink(curRopDevider == 1,
generateLink(curRandomFactor6, currentSeed, 1, false), 'standard');
createDiv(divText);
// randomness controls
divText = '';
divText += boldOrHyperLink(curRandomFactor6 == 0,
generateLink(0, currentSeed, curRopDevider, false), 'no');
divText += boldOrHyperLink(curRandomFactor6 == 3,
generateLink(3, currentSeed, curRopDevider, false), 'norm');
divText += boldOrHyperLink(curRandomFactor6 == 6,
generateLink(6, currentSeed, curRopDevider, false), 'chaos');
createDiv(divText);
}
function boldOrHyperLink(expression, link, text){
if (expression){
return `<b>${text}</b> `;
} else{
return hyperLink(link, text);
}
}
function hyperLink(link, text){
return `<a href="${link}">${text}</a> `;
}
function takeAction(){
if (playback){
let decisionNumber = actionSequence.length;
if (decisionNumber < playback.length){
let action = playback[decisionNumber];
if (action == 1){ // pause
startStopAction();
return;
}else if (action == 3){ // pull back
pullBack();
return;
} else {
if (decisionNumber == 0){
startStopAction();
}else if (state == "STUCK" || state == "PAUSED"){
startStopAction();
}
bias = playback[decisionNumber] - 1;
}
}
}
}
// One drill step
function drill() {
dir.rotate(turnAngleCurSpeed * bias);
// Add some randomness
// get color
let c1 = hddScene.get(pos.x, pos.y);
let c1Saturation = saturation(c1);
let c1Factor = c1Saturation / referenceSaturation;
// let c1Brightness = (c1[0] + c1[1] + c1[2]) / 3 / 60;
// console.log(`color ${c1}. saturation ${c1Saturation}. factor ${c1Factor}.`);
// random depending on the dirt color
const newRandom = c1Factor * (random(-curRandomFactor6, 0) * turnAngleCurSpeed * bias) / 6;
// updated with selected correlation
// randomTurnResistance = randomTurnResistance * randomTurnCorrelation + newRandom * (1 - randomTurnCorrelation);
dir.rotate(newRandom);
// Drilling mode
// Save previous position
path.push([pos.copy(), dir.copy(), bias]);
actionSequence.push(bias+1);
pathPosition = path.length - 1;
if (path.length % pipeLengthSteps == 0) {
state = "CONNECTION";
connectionCountDown = verticalPipeMovement;
}
// Reduce uncertainty
fogOfUncertinty.noStroke();
fogOfUncertinty.fill(255);
// todo do not reduce uncertainty in playback mode
if (!playback){
fogOfUncertinty.circle(pos.x, pos.y, goal.w*2);
}else{
fogOfUncertinty.circle(pos.x, pos.y, goal.w);
}
pos.add(dir);
if (pos.x < 0 || pos.x > defaultWidth || pos.y > defaultHeight) {
state = 'LOSE';
updateStartButtonText();
}
// Get pixel color under drill
let c = hddScene.get(pos.x, pos.y);
// Remove the alpha component
c = c.splice(0, 3);
// Turn the colour into a string so we can compare it
c = c.toString();
// Green you win!
if (c == goalColor.toString()) {
state = 'WIN';
updateStartButtonText();
// Anything else not the ground color you lose!
} else if (c == boulderColor.toString()) {
state = 'STUCK';
stuckCount++;
updateStuckDiv();
if (stuckCount >= maxStuckTimes) {
state = 'LOSE';
}else if (playback){
// state = 'PAUSED';
playbackCountDown = pauseTimePlayback;
}
updateStartButtonText();
} else if (
c == backgroundColor.toString() ||
c == riverColor.toString() ||
c == boundaryColor.toString()
) {
state = 'LOSE';
updateStartButtonText();
}
}
function drawReflection(reflectionImage) {
const spacing = goal.w;
const step = 1;
const visualRad = 3;
const errorPercent = 10;
for (let x = 0; x < defaultWidth - spacing; x+=step) {
let minTravelDist = computeReflextionTimeSinglePoint(x, x + spacing);
let distToObjWithNoize = (100 + random(-10, 10)) / 100. * minTravelDist / 2;
let xMid = x + spacing / 2;
reflectionImage.fill(125);
reflectionImage.noStroke();
reflectionImage.circle(xMid, distToObjWithNoize + groundLevel, visualRad);
}
// drawRiver(reflectionImage);
}
function computeReflextionTimeSinglePoint(x0, x1) {
let minArrivalDist = defaultHeight * 2;
//const maxSteps = defaultHeight * 2;
for (let j = 0; j < boulders.length; j++) {
for (let i = 0; i < 360; i+= 10) {
// looping angles on the boulder
let boulderDir = i * PI / 180;
let boulderPoint = createVector(boulders[j][0], boulders[j][1]);
boulderPoint.add(p5.Vector.fromAngle(boulderDir, boulders[j][2]));
if (boulderPoint.x > x1 || boulderPoint.x < x0) {
continue;
}
let distDown = dist(x0, groundLevel, boulderPoint.x, boulderPoint.y);
let distUp = dist(x1, groundLevel, boulderPoint.x, boulderPoint.y);
let totalDist = distDown + distUp;
if (totalDist < minArrivalDist) {
minArrivalDist = totalDist;
}
}
}
return minArrivalDist;
// for (let i = 1; i < 180; i++){
// let dir = p5.Vector.fromAngle(i * PI / 180);
// let pos = createVector(x0, groundLevel);
// let step = 0;
// while (step < maxSteps){
// pos.add(dir);
// step++;
// for (let j = 0; j < boulders.length; j++) {
// if (dist(pos.x, pos.y, boulders[j][0], boulders[j][1]) <= boulders[j][2]){
// // collision detected, reflect
// }
// }
// }
// }
}
function drawSurfacePipe() {
let visibleLength = pipeLengthPixels - path.length % pipeLengthSteps * deltaSpeedCurGame + pipeOffset;
push();
translate(startingX, groundLevel + startingDepth);
rotate(startingAngle);
strokeWeight(3);
stroke(surfacePipeColor);
if (state == "CONNECTION") {
// loading the pipe
line(-pipeLengthPixels - pipeOffset, -connectionCountDown, -pipeOffset, -connectionCountDown);
line(-pipeOffset, 0, 0, 0);
} else {
line(-visibleLength, 0, 0, 0);
}
noStroke();
fill('black');
rect(-visibleLength-4, -5, 4, 9); // top drive / pusher for the pipe constants are hard coded to look nice
pop();
}
function padNumber(num){
return String(Math.round(num)).padStart(5, ' ')
}
function pathToString(){
let sequence = "";
// go each 8 bit
for (let i = 0; i*8<path.length; ++i){
// compute 8-bit number
let number = 0;
let mult = 1;
for (let j = 0; j<8; ++j){
if (i*8+j < path.length){
let bias = path[i*8+j][2];
if (bias > 0){
number += mult * bias;
}
mult *= 2;
}
}
// add 8-bit number to sttring
sequence += String.fromCharCode(number);
}
// btoa encodes string to URL string
return btoa(sequence);
}
function stringToBias(urlstr){
// atob decodes from url string
let arrayFromStr = Array.from(atob(urlstr));
let biasArray = [];
for (let i=0; i<arrayFromStr.length; ++i){
let curNumber = arrayFromStr[i].charCodeAt(0);
for (let j=0; j<8; ++j){
biasArray.push(curNumber % 2);
curNumber = Math.floor(curNumber / 2);
}
}
return biasArray;
}
function actionSequenceToCondencedString(){
let sequence = "";
const maxLenght = 63;
let left = 0;
let right = 0;
while (left < actionSequence.length){
let command = actionSequence[left];
right = left + 1;
while (right < actionSequence.length
&& actionSequence[right] == command
&& right-left < maxLenght){
right++;
}
let repeat = right - left;
let encoded = repeat * 4 + command;
sequence += String.fromCharCode(encoded);
left = right;
}
return btoa(sequence);
}
function condencedStringToActions(urlstr){
let arrayFromStr = Array.from(atob(urlstr));
let actionArray = [];
for (let i=0; i<arrayFromStr.length; ++i){
let encoded = arrayFromStr[i].charCodeAt(0);
let command = encoded % 4;
let repeat = Math.floor(encoded / 4);
for (let j=0; j<repeat; ++j){
actionArray.push(command);
}
}
return actionArray;
}
function actionSequenceToString(){
let sequence = "";
// go each 8 bit
for (let i = 0; i*4<actionSequence.length; ++i){
// compute 8-bit number
let number = 0;
let mult = 1;
for (let j = 0; j<4; ++j){
if (i*4+j < actionSequence.length){
let action = actionSequence[i*4+j];
number += mult * action;
mult *= 4;
}
}
// add 8-bit number to sttring
sequence += String.fromCharCode(number);
}
// btoa encodes string to URL string
return btoa(sequence);
}
function stringToActions(urlstr){
// atob decodes from url string
let arrayFromStr = Array.from(atob(urlstr));
let actionArray = [];
for (let i=0; i<arrayFromStr.length; ++i){
let curNumber = arrayFromStr[i].charCodeAt(0);
for (let j=0; j<4; ++j){
actionArray.push(curNumber % 4);
curNumber = Math.floor(curNumber / 4);
}
}
return actionArray;
}
function drawEndGameStatsAtY(textY){
textAlign(RIGHT, TOP);
noStroke();
fill(255);
// todo fix font for linux
textFont('courier-bold');
const fontSize = 24;
const textX = defaultWidth - fontSize;
textSize(fontSize);
if (!finalPathLength){
finalPathLength = path.length;
}
let reward = 0;
if (state == "WIN"){
reward = 5000;
text(`mission reward = ${padNumber(reward)}+`, textX, textY);
} else {
reward = 1000;
text(`partial reward = ${padNumber(reward)}+`, textX, textY);
}
textY += fontSize;
if (state == "WIN"){
let drilledPathPixels = finalPathLength*deltaSpeedCurGame;
text(`final pipe length = ${padNumber(drilledPathPixels)}-`, textX, textY);
reward -= drilledPathPixels;
} else{
let remainingDistance = Math.ceil(dist(pos.x, pos.y, goal.x + goal.w/2, groundLevel));
text(`remaining distance = ${padNumber(remainingDistance)}-`, textX, textY);
reward -= remainingDistance;
}
textY += fontSize;
let length = finalPathLength;
for (let oldPath of oldPaths) {
length += oldPath.length;