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wu-chinese authoredfda022bf
game.js 20.74 KiB
function Game() {
// Current Sprite Selection from User -- might not be needed
let currUserSprite;
// Four numbers that define the transform, i hat and j hat
const i_x = 1;
const i_y = 0.5;
const j_x = -1;
const j_y = 0.5;
// Symmetric 2D array to store instances of TileClass
const tile_arr_size = 12;
let tileArr = new Array(tile_arr_size).fill(null).map(() => new Array(tile_arr_size).fill(null));
let playerSprite;
let playerSprite_curTgc; // the current tgc coordinates that the player is at
let playerSprite_curTileType; // The tile type that the player is currently sitting on
// Sprite size
const w = 64;
const h = 64;
// what the current cursor calculation is based off
let maxWinWidth = 1920;
let maxWinHeight = 1080;
// TODO: replace
let tools = ["Fix Sidewalk", "Add Curb Ramp"];
let currentToolIndex = 0; // keyPressed() has logic to make sure that index doens't go outisde of tools array bounds
// Variables for Pose Classifier
let video;
let poseNet;
let pose;
let skeleton;
let brain;
let poseLabel = "";
let state = 'waiting';
let targetLabel;
/*
0 --> grass block (use for where houses go for now)
1 --> road tile
2 --> sidewalk tile
3 --> sidewalk rotated 180 degrees
4 --> broken sidewalk
5 --> broken sidewalk rotated 180 degrees
6 --> sidewalk corner topLeft (no curb ramp)
7 --> sidewalk corner botLeft (no curb ramp)
8 --> sidewalk corner botRight (no curb ramp)
9 --> sidewalk corner topRight (no curb ramp)
*/
// Hardcoding tile placement for the first level
// x and y here are just the grid coordinates
const startingTileIndex = {
x: 3,
y: 0
};
const endingTileIndex = {
x: 3,
y: 11
};
const levelOne = [
[0, 0, 0, 2, 1, 1, 1, 1, 2, 0, 0, 0],
[0, 0, 0, 2, 1, 1, 1, 1, 2, 0, 0, 0],
[0, 0, 0, 2, 1, 1, 1, 1, 2, 0, 0, 0],
[3, 3, 5, 6, 1, 1, 1, 1, 9, 3, 5, 3],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],