Files
hexo/public/game.js

565 lines
17 KiB
JavaScript

/**
* Hexo Game UI - Canvas Rendering and Interactions
*/
import { HexMap, CELL_TYPES } from './map.js';
// Game constants
const HEX_SIZE = 18;
const MAP_SIZE = 20;
const ANIMATION_DURATION = 300;
// Colors
const COLORS = {
blocked: '#2a2a4a',
empty: '#3a5a6a',
player1: '#4ecca3',
player2: '#e94560',
highlight: 'rgba(255, 255, 255, 0.3)',
selected: 'rgba(233, 69, 96, 0.6)',
target: 'rgba(78, 204, 163, 0.5)',
stroke: '#1a1a2e',
text: '#eeeeee',
textDark: '#1a1a2e',
dice: '#ffffff',
diceBorder: '#333333'
};
/**
* Game UI Controller
*/
class GameUI {
constructor() {
this.canvas = document.getElementById('game-canvas');
this.ctx = this.canvas.getContext('2d');
this.map = null;
this.selectedCell = null;
this.currentTarget = null;
this.currentPlayer = 1;
this.gamePhase = 'movement'; // movement, supply, gameover
this.hasMoved = false;
this.offsetX = 0;
this.offsetY = 0;
this.init();
}
init() {
this.setupEventListeners();
this.newGame();
console.log('Game initialized');
}
newGame() {
this.map = new HexMap(MAP_SIZE);
console.log('Map created, cells:', this.map.cells.size);
this.selectedCell = null;
this.currentTarget = null;
this.currentPlayer = 1;
this.gamePhase = 'movement';
this.hasMoved = false;
// Initialize starting positions
this.initializePlayers();
this.centerMap();
this.render();
this.updateUI();
this.log('New game started! Player 1\'s turn.');
}
initializePlayers() {
// Get random empty cells for each player
const emptyCells = this.map.getEmptyCells();
// Shuffle and pick starting positions
const shuffled = emptyCells.sort(() => Math.random() - 0.5);
// Player 1 starting position (top-left area)
const p1Cell = shuffled.find(c => c.q < 8 && c.r < 8);
if (p1Cell) {
this.map.setOwner(p1Cell.q, p1Cell.r, 1);
p1Cell.setStrength(8); // Starting strength
}
// Player 2 starting position (bottom-right area)
const p2Cell = shuffled.find(c => c.q > 10 && c.r > 10 && c.type === CELL_TYPES.EMPTY);
if (p2Cell) {
this.map.setOwner(p2Cell.q, p2Cell.r, 2);
p2Cell.setStrength(8);
}
}
centerMap() {
const canvasWidth = this.canvas.width;
const canvasHeight = this.canvas.height;
const sqrt3 = Math.sqrt(3);
// Map dimensions for pointy-top hex grid
const mapWidth = HEX_SIZE * sqrt3 * (MAP_SIZE + MAP_SIZE/2);
const mapHeight = HEX_SIZE * 1.5 * (MAP_SIZE - 1) + HEX_SIZE * 2;
this.offsetX = (canvasWidth - mapWidth) / 2 + HEX_SIZE * sqrt3;
this.offsetY = (canvasHeight - mapHeight) / 2 + HEX_SIZE;
}
setupEventListeners() {
this.canvas.addEventListener('click', (e) => this.handleClick(e));
this.canvas.addEventListener('mousemove', (e) => this.handleMouseMove(e));
document.getElementById('end-turn-btn').addEventListener('click', () => this.endTurn());
document.getElementById('new-game-btn').addEventListener('click', () => this.newGame());
document.getElementById('attack-btn').addEventListener('click', () => this.executeAttack());
document.getElementById('cancel-btn').addEventListener('click', () => this.cancelSelection());
}
hexToPixel(q, r) {
// Pointy-top hex grid with proper adjacency
// For pointy-top: width = sqrt(3) * size, height = 2 * size
// Horizontal spacing = width = sqrt(3) * size
// Vertical spacing = 3/4 * height = 1.5 * size
const sqrt3 = Math.sqrt(3);
// Convert axial to pixel coordinates for pointy-top hex
const x = this.offsetX + HEX_SIZE * sqrt3 * (q + r/2);
const y = this.offsetY + HEX_SIZE * 1.5 * r;
return { x, y };
}
pixelToHex(x, y) {
const adjX = x - this.offsetX;
const adjY = y - this.offsetY;
const sqrt3 = Math.sqrt(3);
const q = (adjX / (HEX_SIZE * sqrt3) - adjY / (HEX_SIZE * 1.5) / 2);
const r = adjY / (HEX_SIZE * 1.5);
const qi = Math.round(q);
const ri = Math.round(r);
if (qi >= 0 && qi < MAP_SIZE && ri >= 0 && ri < MAP_SIZE) {
return { q: qi, r: ri };
}
return null;
}
/**
* Get neighboring cells for pointy-top hex grid
* Directions for pointy-top hex in axial coordinates:
* - north-east: (+1, -1)
* - north-west: (0, -1)
* - west: (-1, 0)
* - south-west: (-1, +1)
* - south-east: (0, +1)
* - east: (+1, 0)
*/
getValidTargets(q, r) {
const directions = [
[+1, -1], // north-east
[0, -1], // north-west
[-1, 0], // west
[-1, +1], // south-west
[0, +1], // south-east
[+1, 0] // east
];
const targets = [];
for (const [dq, dr] of directions) {
const nq = q + dq;
const nr = r + dr;
if (nq >= 0 && nq < MAP_SIZE && nr >= 0 && nr < MAP_SIZE) {
const cell = this.map.getCell(nq, nr);
if (cell && cell.isPassable()) {
targets.push(cell);
}
}
}
return targets;
}
drawHex(q, r, fillStyle, strokeStyle = COLORS.stroke, lineWidth = 2) {
const { x, y } = this.hexToPixel(q, r);
// Draw pointy-top hexagon - size matches grid spacing
const size = HEX_SIZE * 0.98; // Almost full size for tight fit
// Pointy-top hexagon vertices (flat sides left/right)
const vertices = [];
for (let i = 0; i < 6; i++) {
const angle = Math.PI / 6 + (Math.PI / 3) * i; // Start at 30 degrees
vertices.push({
x: x + size * Math.cos(angle),
y: y + size * Math.sin(angle)
});
}
this.ctx.beginPath();
this.ctx.moveTo(vertices[0].x, vertices[0].y);
for (let i = 1; i < vertices.length; i++) {
this.ctx.lineTo(vertices[i].x, vertices[i].y);
}
this.ctx.closePath();
this.ctx.fillStyle = fillStyle;
this.ctx.fill();
this.ctx.strokeStyle = strokeStyle;
this.ctx.lineWidth = lineWidth;
this.ctx.stroke();
}
drawDice(cell) {
if (cell.dice.length === 0) return;
const { x, y } = this.hexToPixel(cell.q, cell.r);
const strength = cell.getStrength();
// Draw strength number
this.ctx.fillStyle = COLORS.text;
this.ctx.font = 'bold 11px Arial';
this.ctx.textAlign = 'center';
this.ctx.textBaseline = 'middle';
this.ctx.fillText(strength.toString(), x, y - 3);
// Draw dice count indicator (small dots)
if (cell.dice.length > 1) {
const dotY = y + 8;
for (let i = 0; i < Math.min(cell.dice.length, 5); i++) {
this.ctx.beginPath();
this.ctx.arc(x - 6 + i * 4, dotY, 1.5, 0, Math.PI * 2);
this.ctx.fillStyle = COLORS.dice;
this.ctx.fill();
}
}
}
drawOwnerIndicator(cell) {
if (!cell.isOwned()) return;
const { x, y } = this.hexToPixel(cell.q, cell.r);
const ownerColor = cell.getOwner() === 1 ? COLORS.player1 : COLORS.player2;
// Draw border matching the hexagon shape
const size = HEX_SIZE * 0.98 - 3;
const vertices = [];
for (let i = 0; i < 6; i++) {
const angle = Math.PI / 6 + (Math.PI / 3) * i;
vertices.push({
x: x + size * Math.cos(angle),
y: y + size * Math.sin(angle)
});
}
this.ctx.beginPath();
this.ctx.moveTo(vertices[0].x, vertices[0].y);
for (let i = 1; i < vertices.length; i++) {
this.ctx.lineTo(vertices[i].x, vertices[i].y);
}
this.ctx.closePath();
this.ctx.strokeStyle = ownerColor;
this.ctx.lineWidth = 3;
this.ctx.stroke();
}
render() {
// Clear canvas
this.ctx.fillStyle = COLORS.stroke;
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
if (!this.map) return;
// Draw all cells
for (let r = 0; r < MAP_SIZE; r++) {
for (let q = 0; q < MAP_SIZE; q++) {
const cell = this.map.getCell(q, r);
let color;
if (cell.type === CELL_TYPES.BLOCKED) {
color = COLORS.blocked;
} else if (cell.type === CELL_TYPES.PLAYER1) {
color = COLORS.player1;
} else if (cell.type === CELL_TYPES.PLAYER2) {
color = COLORS.player2;
} else {
color = COLORS.empty;
}
// Apply transparency for non-owned cells
if (!cell.isOwned()) {
color = this.hexToRgba(color, 0.6);
}
this.drawHex(q, r, color);
this.drawOwnerIndicator(cell);
this.drawDice(cell);
}
}
// Draw selection highlight
if (this.selectedCell) {
this.drawHex(
this.selectedCell.q,
this.selectedCell.r,
COLORS.selected,
COLORS.text,
3
);
// Highlight valid targets (not blocked, not own)
const targets = this.getValidTargets(this.selectedCell.q, this.selectedCell.r);
for (const target of targets) {
if (target.getOwner() !== this.currentPlayer) {
this.drawHex(
target.q,
target.r,
COLORS.target,
COLORS.player1,
2
);
}
}
}
}
hexToRgba(hex, alpha) {
const r = parseInt(hex.slice(1, 3), 16);
const g = parseInt(hex.slice(3, 5), 16);
const b = parseInt(hex.slice(5, 7), 16);
return `rgba(${r}, ${g}, ${b}, ${alpha})`;
}
handleClick(e) {
if (this.gamePhase !== 'movement') return;
const rect = this.canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
const hexPos = this.pixelToHex(x, y);
if (!hexPos) return;
const cell = this.map.getCell(hexPos.q, hexPos.r);
if (!cell || !cell.isPassable()) return;
// Handle cell selection
if (this.selectedCell === null) {
// Select own cell with strength > 1
if (cell.getOwner() === this.currentPlayer && cell.getStrength() > 1) {
this.selectedCell = cell;
this.instruction = `Select target cell or cancel`;
this.updateUI();
this.render();
}
} else {
// Check if clicking on same cell - deselect
if (cell === this.selectedCell) {
this.cancelSelection();
return;
}
// Check if valid target using isometric-aware adjacency
const targets = this.getValidTargets(this.selectedCell.q, this.selectedCell.r);
const isValidTarget = targets.some(n => n.q === cell.q && n.r === cell.r);
// Cannot move to own cells - only attack enemy or capture empty
if (cell.getOwner() === this.currentPlayer) {
// Select different own cell instead
if (cell.getStrength() > 1) {
this.selectedCell = cell;
this.updateUI();
this.render();
}
return;
}
if (isValidTarget) {
this.currentTarget = cell;
this.executeAttack();
} else {
this.cancelSelection();
}
}
}
handleMouseMove(e) {
// Could add hover effects here
}
executeAttack() {
if (!this.selectedCell || !this.currentTarget) return;
const attacker = this.selectedCell;
const defender = this.currentTarget;
const attackStrength = attacker.getStrength() - 1;
if (defender.type === CELL_TYPES.EMPTY || defender.getOwner() !== this.currentPlayer) {
// Attack empty or enemy cell
let defenseStrength = defender.getStrength();
if (defenseStrength > 0) {
// Combat! Roll dice
const attackRoll = Math.floor(Math.random() * attackStrength) + 1;
const defenseRoll = Math.floor(Math.random() * defenseStrength) + 1;
this.log(`Attack: ${attackStrength} vs ${defenseStrength} | Roll: ${attackRoll} vs ${defenseRoll}`);
if (attackRoll > defenseRoll) {
// Attacker wins
const remainingStrength = attackRoll - 1;
attacker.setStrength(1);
if (remainingStrength > 0) {
defender.setStrength(remainingStrength);
this.map.setOwner(defender.q, defender.r, this.currentPlayer);
this.log(`Victory! Captured cell with strength ${remainingStrength}`, 'victory');
}
} else {
// Defender wins
const remainingDefense = defenseRoll - attackRoll;
defender.setStrength(Math.max(1, remainingDefense));
this.log(`Attack repelled! Defender has ${Math.max(1, remainingDefense)} strength`, 'defeat');
}
} else {
// Move to empty cell - transfer attackStrength (original - 1)
attacker.setStrength(1);
defender.setStrength(attackStrength);
this.map.setOwner(defender.q, defender.r, this.currentPlayer);
this.log(`Moved to empty cell with strength ${attackStrength}`);
}
}
this.hasMoved = true;
this.cancelSelection();
this.render();
this.updateUI();
}
cancelSelection() {
this.selectedCell = null;
this.currentTarget = null;
this.updateUI();
this.render();
}
endTurn() {
if (this.gamePhase !== 'movement') return;
// Apply supply
const supply = this.map.calculateSupply(this.currentPlayer);
this.distributeSupply(supply);
this.log(`Player ${this.currentPlayer} received ${supply} supply`);
// Switch player
this.currentPlayer = this.currentPlayer === 1 ? 2 : 1;
this.hasMoved = false;
this.cancelSelection();
this.updateUI();
this.render();
this.log(`Player ${this.currentPlayer}'s turn`);
}
distributeSupply(supply) {
const playerCells = this.map.getPlayerCells(this.currentPlayer);
// Find cells that can receive more dice
const eligibleCells = playerCells.filter(cell => !cell.isMaxStrength());
if (eligibleCells.length === 0 || supply === 0) return;
// Distribute supply randomly among eligible cells
let remainingSupply = supply;
while (remainingSupply > 0 && eligibleCells.length > 0) {
const randomCell = eligibleCells[Math.floor(Math.random() * eligibleCells.length)];
const currentStrength = randomCell.getStrength();
if (currentStrength < 48) {
const addStrength = Math.min(remainingSupply, 48 - currentStrength);
const newStrength = currentStrength + addStrength;
randomCell.setStrength(newStrength);
remainingSupply -= addStrength;
}
if (randomCell.isMaxStrength()) {
eligibleCells.splice(eligibleCells.indexOf(randomCell), 1);
}
}
}
updateUI() {
// Update player stats
const p1Cells = this.map.getPlayerCells(1);
const p2Cells = this.map.getPlayerCells(2);
const p1Strength = p1Cells.reduce((sum, c) => sum + c.getStrength(), 0);
const p2Strength = p2Cells.reduce((sum, c) => sum + c.getStrength(), 0);
document.getElementById('player1-cells').textContent = p1Cells.length;
document.getElementById('player1-supply').textContent = this.map.calculateSupply(1);
document.getElementById('player1-strength').textContent = p1Strength;
document.getElementById('player2-cells').textContent = p2Cells.length;
document.getElementById('player2-supply').textContent = this.map.calculateSupply(2);
document.getElementById('player2-strength').textContent = p2Strength;
// Update active player
document.getElementById('player1-card').classList.toggle('active', this.currentPlayer === 1);
document.getElementById('player2-card').classList.toggle('active', this.currentPlayer === 2);
// Update game info
document.getElementById('current-turn').textContent = this.currentPlayer;
document.getElementById('game-phase').textContent = this.gamePhase;
// Update instruction
const instruction = document.getElementById('action-instruction');
if (this.selectedCell) {
instruction.textContent = `Select target to attack (strength: ${this.selectedCell.getStrength()})`;
} else {
instruction.textContent = 'Select a cell with dice to move';
}
// Update buttons
const attackBtn = document.getElementById('attack-btn');
const cancelBtn = document.getElementById('cancel-btn');
const endTurnBtn = document.getElementById('end-turn-btn');
attackBtn.disabled = !this.selectedCell;
cancelBtn.disabled = !this.selectedCell;
endTurnBtn.disabled = !this.hasMoved;
}
log(message, type = '') {
const logContainer = document.getElementById('battle-log');
const entry = document.createElement('div');
entry.className = `log-entry ${type}`;
entry.textContent = `[Turn ${this.currentPlayer}] ${message}`;
logContainer.insertBefore(entry, logContainer.firstChild);
// Keep only last 50 entries
while (logContainer.children.length > 50) {
logContainer.removeChild(logContainer.lastChild);
}
}
showMessage(message) {
const overlay = document.getElementById('message-overlay');
const messageEl = document.getElementById('overlay-message');
messageEl.textContent = message;
overlay.classList.add('visible');
setTimeout(() => {
overlay.classList.remove('visible');
}, 2000);
}
}
// Initialize game when DOM is ready
document.addEventListener('DOMContentLoaded', () => {
window.game = new GameUI();
});