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generate.js
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generate.js
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'use strict';
// uncomment this before deploying
//const db = firebase.firestore();
const RULE_DEBUG_MODE = false;
// module aliases
const Engine = Matter.Engine;
const Render = Matter.Render;
const World = Matter.World;
const Bodies = Matter.Bodies;
const Body = Matter.Body;
const Events = Matter.Events;
const canv = canvas;
// modified so it works with dimensions from Peach Gobbler player's config file
const SCREEN_WIDTH = 540;
const SCREEN_HEIGHT = 960;
// Magic number alert
// 640000 is the width * height used during initial development
const SIZE_FACTOR = Math.sqrt(SCREEN_WIDTH * SCREEN_HEIGHT / 640000);
const BALL_RADIUS = SCREEN_WIDTH / 20;
// used to generate statistics
let numBeatable = 0;
let total = 0;
let max = 0;
/**
* for some reason, engine and render needs to be here
* or unexpected behaviors occur
*/
let engine;
let render;
// these variables need to be easily accessable during subsequent gens
let genShapes;
let encodedShapes;
let rule;
/**
* I have no clue why, but setting the restitution as an option during the
* initial set stage does not work.
* Needs to set restitution property after initialization
*/
function createLevelBorder(xPos) {
let border = Bodies.rectangle(
xPos,
SCREEN_HEIGHT / 2,
2,
SCREEN_HEIGHT,
{ isStatic: true }
);
border.restitution = 0.5;
return border;
}
// fruit construction
function makeFruit() {
const params = [
[
SCREEN_WIDTH / 2,
150 * SIZE_FACTOR,
BALL_RADIUS
],
[
SCREEN_WIDTH / 2 + BALL_RADIUS / 5,
150 * SIZE_FACTOR,
BALL_RADIUS
],
[
SCREEN_WIDTH / 2,
150 * SIZE_FACTOR + BALL_RADIUS / 5,
BALL_RADIUS
],
[
SCREEN_WIDTH / 2 - BALL_RADIUS / 5,
150 * SIZE_FACTOR,
BALL_RADIUS
],
[
SCREEN_WIDTH / 2,
150 * SIZE_FACTOR - BALL_RADIUS / 5,
BALL_RADIUS
]
];
return params.map(setFruit);
}
// intitializes individual fruit
function setFruit(param) {
let fruit = Bodies.circle(...param);
fruit.collisionFilter.group = -1;
fruit.restitution = 0;
fruit.render.strokeStyle = 'white';
fruit.render.lineWidth = 3;
return fruit;
}
function makeRule() {
rule = makeRuleLogic();
// for debugging purposes only
const swappedRule = swap(rule[1]);
console.log(
`Rule is based on: ${rule[0]}\n${swappedRule[0]} is normal, ${swappedRule[1]} is bouncey, ${swappedRule[2]} is icey`
);
}
// most important function
function gen(counter = 0) {
// constant level geometry
const
border0 = createLevelBorder(0),
border1 = createLevelBorder(SCREEN_WIDTH),
ground = Bodies.rectangle(
SCREEN_WIDTH / 2 - 10,
SCREEN_HEIGHT,
SCREEN_WIDTH + 20,
400 * SIZE_FACTOR,
{ isStatic: true }
),
fruit = makeFruit();
ground.collisionFilter.mask = -1;
// create an engine
engine = Engine.create();
// create a renderer
render = Render.create({
element: document.body,
canvas: canv,
options: {
width: SCREEN_WIDTH,
height: SCREEN_HEIGHT,
wireframes: false
},
engine: engine
});
engine.world.gravity.y = SIZE_FACTOR;
// create all physical game objects
let shapes = [];
let hits = 0;
let beatable = false;
let xposs = [];
shapes = [ground, border0, border1].concat(fruit);
if (counter === 0) {
if (!RULE_DEBUG_MODE) makeRule();
makeGeometry();
}
shapes = shapes.concat(genShapes);
// add all of the bodies to the engine's world
World.add(engine.world, shapes);
// run the engine
Engine.run(engine);
// run the renderer
Render.run(render);
// sets timer for that kills the level after 8 seconds of inactivity
let timeout = setTimeout(() => {
resetTimeout(); killLevel(xposs, false, 4, fruit)
}, 8000);
function resetTimeout() { clearTimeout(timeout); }
// level is considered not beatable if fruit does not move in x plane
// one section that deals with invalid levels
Events.on(engine, 'collisionStart', function ({ pairs }) {
const { bodyA, bodyB } = pairs[0];
if (fruitAndGround(bodyA, bodyB, fruit[0], ground)) {
if (fruit[0].position.x === SCREEN_WIDTH / 2) {
resetTimeout();
killLevel(xposs, false);
}
}
});
// deals with detecting collisions on floor
Events.on(engine, 'collisionActive', function ({ pairs }) {
const { bodyA, bodyB } = pairs[0];
for (let i = 0; i < fruit.length; i++) {
if (fruitAndGround(bodyA, bodyB, fruit[i], ground)) {
xposs[i] = fruit[i].position.x;
// teleports fruits off screen to avoid extra collisions
// maybe replace with object deletion?
fruit[i].position.y = SCREEN_HEIGHT + 1000;
hits++;
beatable = hits >= fruit.length;
if (beatable) {
resetTimeout();
killLevel(xposs, true);
}
}
// code below adds a feature where levels are invalid if a fruit hits a wall
// code was removed to better account for bouncey objects
// if (bodyA === border0 || bodyB === border0 || bodyA === border1 || bodyB === border1) {
// beatable = false;
// resetTimeout();
// killLevel(xposs, false);
// }
}
});
}
function fruitAndGround(bodyA, bodyB, fruit, ground) {
return (
(bodyA === ground || bodyB === ground) &&
(bodyA === fruit || bodyB === fruit)
);
}
const colorCodes = {
0: 'green',
1: 'blue',
2: 'red'
}
// sets the global variables with the level geometry
function makeGeometry() {
// begin level generation section
// generates random number of shapes between 3 and 10
const rand = Math.ceil(Math.random() * 7) + 2;
genShapes = [];
encodedShapes = [];
let shapeCenters = [];
for (let i = 0; i < rand; i++) {
const color = colorCodes[Math.floor(Math.random() * 3)];
const lineColor = colorCodes[Math.floor(Math.random() * 3)];
let randX;
let randY;
let shape;
let rot;
let prop;
let randShapeNum;
let center;
let contin = false;
while (!contin) {
randShapeNum = Math.floor(Math.random() * 10);
randX = (Math.random() * (SCREEN_WIDTH - 200 * SIZE_FACTOR)
+ 100 * SIZE_FACTOR);
randY = (Math.random() * (SCREEN_HEIGHT - 585 * SIZE_FACTOR)
+ 250 * SIZE_FACTOR);
shape;
prop = {};
rot;
center = [NaN, NaN];
// NOTE - all rotations are around the center of Matter object
switch (randShapeNum) {
// 0 for square
case 0:
const side = (Math.random() * (100 - BALL_RADIUS))
* SIZE_FACTOR + BALL_RADIUS;
prop = {
length: side
};
shape = Bodies.rectangle(
randX,
randY,
side,
side,
{ isStatic: true }
);
// valid rotations are between 10 and 80 degrees
rot = (Math.random() * 1.22 + 0.17) * Math.PI;
// find center of shape and add it to shapeCenters
center[0] = randX + side / 2;
center[1] = randY + side / 2;
break;
// 1 for circle
case 1:
const radius = (Math.random() * (100 - BALL_RADIUS))
* SIZE_FACTOR + BALL_RADIUS;
prop = {
radius: radius
};
shape = Bodies.circle(
randX,
randY,
radius,
{ isStatic: true }
);
rot = 0;
// find center of shape and add it to shapeCenters
center[0] = randX + radius;
center[1] = randY + radius;
break;
// 2 for isoceles triangle
// 3 for right triangle
case 2:
case 3:
const slope = randShapeNum - 1,
base = (Math.random() * (200 - BALL_RADIUS))
* SIZE_FACTOR + BALL_RADIUS,
triHeight = (Math.random() * (200 - BALL_RADIUS))
* SIZE_FACTOR + BALL_RADIUS;
prop = {
slope,
width: base,
height: triHeight
}
shape = Bodies.trapezoid(
randX,
randY,
base,
triHeight,
slope,
{ isStatic: true }
);
rot = Math.random() * 2 * Math.PI;
// find center of shape and add it to shapeCenters
if (rot % Math.PI < Math.PI / 4
|| rot % Math.PI > 3 * Math.PI / 4) {
center[0] = randX + base / 2;
center[1] = randY + triHeight / 2;
}
else {
center[0] = randX + triHeight / 2;
center[1] = randY + base / 2;
}
break;
// default should never trigger. added here for contingency
default:
console.log('this should not trigger');
console.log(randShapeNum);
// 4-7 for rectangle
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
const width = (Math.random() * (200 - BALL_RADIUS))
* SIZE_FACTOR + BALL_RADIUS,
height = width / (Math.ceil((Math.random() * 5)) + 1);
prop = {
width,
height
};
shape = Bodies.rectangle(randX, randY, width, height, {
isStatic: true
});
/*
* valid rotations are between -45 and -10 degrees
* and 10 and 45 degrees
* multiply decimals and pi to make rough radian amounts
* 50% chance of positive or negative rotation
*/
rot = Math.pow(-1, Math.floor(Math.random() * 2))
* (Math.random() * 0.61 + 0.17);
// find center of shape and add it to shapeCenters
center[0] = randX + width / 2;
center[1] = randY + height / 2;
}
// use this to determine if a shape should be placed
contin = placeShape(center, shapeCenters);
}
shapeCenters.push(center);
shape.collisionFilter.mask = -1;
shape.friction = 0.05;
shape.render.lineWidth = 10;
shape.render.fillStyle = color;
shape.render.strokeStyle = lineColor;
Body.rotate(shape, rot);
genShapes[i] = shape;
const encodeShape = {
xpos: randX,
ypos: randY,
shapeType: randShapeNum,
rotation: rot,
properties: prop,
color,
lineColor
};
encodedShapes[i] = encodeShape;
}
encodedShapes.forEach((eShape, i) => applyRules(eShape, i));
}
// function for turning 5 different shape ids into 3 named shapes
function shapeCodesToShape(shapeType) {
switch (shapeType) {
case 0:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
return 'rectangle';
case 1:
return 'circle';
default:
return 'triangle';
}
}
// get shape info and convert it to material type based on rules
function applyRules({ color, lineColor, shapeType }, i) {
let input;
switch (rule[0]) {
case 'fillColors':
input = color;
break;
case 'lineColors':
input = lineColor;
break;
case 'shape':
input = shapeCodesToShape(shapeType);
}
setProperties(rule[1][input], genShapes[i]);
}
// set the shapes to selected material
function setProperties(code, shape) {
switch (code) {
case 1:
shape.restitution = 1;
break;
case 2:
shape.friction = 0;
}
}
// O(n) function to find closest shape center to point
function findClosestDistance(point, shapeCenters) {
if (shapeCenters.length === 0) {
return false;
}
let minDistance = Number.MAX_SAFE_INTEGER;
for (let center in shapeCenters) {
const distance = Math.sqrt(
Math.pow(point[0] - center[0], 2) + Math.pow(point[1] - center[1], 2)
);
minDistance = Math.min(distance, minDistance);
}
return minDistance;
}
// returns a boolean which determines if a shape should be placed
function placeShape(point, shapeCenters) {
const CON = -5;
const closestDistance = findClosestDistance(point, shapeCenters);
if (closestDistance) {
const val = Math.pow(E, CON * closestDistance);
const rand = Math.random();
return (rand > val);
}
return true;
}
// stops render and engine and makes it ready to restart
function killLevel(xposs, beatable, counter = 0, fruits = null) {
console.log('Score:', beatable ? score(xposs) : -1);
Render.stop(render);
World.clear(engine.world);
Engine.clear(engine);
render.canvas.remove();
render.canvas = null;
render.context = null;
render.textures = {};
total++;
console.log(
`Ratio: ${numBeatable} : ${total} (${100 * numBeatable / total}%)`
);
if (counter !== 0) {
removeOne(fruits, counter);
}
else {
gen();
}
}
// for a given set of fruits, find all objects that collide with them
// used at the end for more complex level generation
function removeOne(fruits, counter) {
let colliders = [];
for (let i = 0; i < fruits.length; i++) {
const x = genShapes.filter(shape =>
Matter.SAT.collides(fruits[i], shape).collided);
colliders = colliders.concat(x);
}
if (colliders.length === 0 || genShapes.length === 3) {
gen();
}
const i =
genShapes.indexOf(colliders[parseInt(Math.random() * colliders.length)]);
genShapes.splice(i, 1);
encodedShapes.splice(i, 1);
gen(counter);
}
// calculates variance
// used for scoring the difficulty of levels
function variance(nums) {
let mean = 0,
numerator = 0;
for (let i = 0; i < nums.length; i++) {
mean += nums[i];
}
mean /= nums.length;
for (let i = 0; i < nums.length; i++) {
numerator += Math.pow(nums[i] - mean, 2);
}
return numerator / (nums.length - 1);
}
// Scoring algorithm
// Uses variance formula as proxy
function score(xposs) {
numBeatable++;
const vari = variance(xposs);
// uncomment this before deploying
//saveGameplayData(vari, JSON.stringify(encodedShapes), rule[0], JSON.stringify(rule[1]);
return vari;
}
// swaps key with value in dictionary
// for debugging purposes only
function swap(json) {
let ret = {};
for (let key in json) {
ret[json[key]] = key;
}
return ret;
}
// Uploads data to cloud firestore
function saveGameplayData(score, geometry, ruleType, rule) {
db.collection('PGLevels').add({
score,
geometry,
ruleType,
rule
})
.then(function (docRef) {
console.log('Document written with ID: ', docRef.id);
})
.catch(function (error) {
console.error('Error adding document: ', error);
});
}
if (RULE_DEBUG_MODE) makeRule();
gen();