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🧩 Syntax:
let wayToStr = (x,y) => (
  x === 0 && y === 0 ? '0'
  : x === 1 && y === 0 ? ">"
  : x === 0 && y === 1 ? 'v'
  : x === -1 && y === 0 ? '<'
  : x === 0 && y === -1 ? '^'
  : '?'
);

let turnLeft = (x,y) => (
  x === 1 && y === 0 ? [0, -1]
  : x === 0 && y === -1 ? [-1, 0]
  : x === -1 && y === 0 ? [0, 1]
  : x === 0 && y === 1 ? [1, 0]
  : [0, 0]
);

let leftOne = (x,y) => {
  if (x === 1 && y === 0) return [0, -1];
  if (x === 0 && y === 1) return [1, 0];
  if (x === -1 && y === 0) return [0, 1];
  if (x === 0 && y === -1) return [-1, 0];
};

class Level {
  constructor() {
    this.tiles = [
      [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
      [1,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,1],
      [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
      [1,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,1],
      [1,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,0,1,1],
      [1,1,0,0,0,0,1,1,1,1,1,1,0,1,1,1,1,0,1,1],
      [1,1,1,1,1,0,1,1,1,1,1,1,0,1,1,1,1,0,1,1],
      [1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1],
      [1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1],
      [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
    ];
    
    this.lenX = 20;
    this.lenY = 10;
  }
  tileAt(x, y) {
    if (x<0 || x>=this.lenX || y<0 || y>=this.lenY) return 1;
    return this.tiles[y][x];
  }
  setTile(x, y, value) {
    this.tiles[y][x] = value;
  }
  clear(value) {
    for(let y=0; y<this.lenY; y++) {
      for(let x=0; x<this.lenX; x++) {
        this.setTile(x, y, value);
      }
    }
  }
}

let Kind = {
  None: 0,
  Player: 1,
  Enemy: 2,
}

class Actor {
  constructor(kind, x,y,image) {
    this.kind = kind;
    this.x = x;
    this.y = y;
    this.wx = 1;
    this.wy = 0;
    this.image = image;
  }
}

class Camera {
  constructor(x,y) {
    this.x = x;
    this.y = y;
  }
}
////////////////////////////////////////////////////////
class ComMove {
  /**
   * @param {Actor} actor 移動させたいアクター
   * @param {number} dx 何マス移動するか
   * @param {number} dy 何マス移動するか
   */
  constructor(actor, dx, dy) {
    let t = this;
    t.actor = actor;
    t.dx = dx;
    t.dy = dy;
    t.beginX = -1;
    t.beginY = -1;
    t.endX = -1;
    t.endY = -1;
    /** 実行したフレーム数 */
    t.f = 0;
  }
  /**
   * コマンドを1フレーム実行する
   */
  exec() {
    let t = this;
    if (t.done) return t.done; //終了しているコマンドは実行しない
    t.f++;
    if (t.f === 1) {
      // 開始地点と終了地点の座標を計算
      t.beginX = t.actor.x;
      t.beginY = t.actor.y;
      t.endX = t.actor.x + t.dx;
      t.endY = t.actor.y + t.dy;
    }
    if (game.level.tileAt(t.endX, t.endY) === 1) {
      t.f = 20;
      return t.done;
    }
    // ↑で計算した座標の間を移動する
    t.actor.x = t.beginX + t.f*t.dx/20;
    t.actor.y = t.beginY + t.f*t.dy/20;

    return t.done;
  }
  /**
   * @returns {boolean} コマンドが終了していればtrue, 実行中ならfalse
   */
  get done() {
    return this.f >= 20;
  }
}
////////////////////////////////////////////////////////
class Game {
  constructor() {
    this.level = new Level();
    this.player = null;
    this.actors = [];
    this.camera = new Camera(0,0);
    this.commands = [];
  }
}

let game;

// 幅優先探索でdirMapを計算する
// 使用例 スタート地点を 4,2 ゴールを 4,5 としたい場合は
// calcDirMap(4, 2, 4, 5, game.level)
let calcDirMap = (startX, startY, goalX, goalY, level) => {
  let dirMap = new Level();
  dirMap.clear([0,0]);
  
  //---- 幅優先探索
  let posList = [[startX,startY]];
  
  while(posList.length >= 1) {
    let pos = posList.shift();
    let nextPosList = [
      [pos[0]+1, pos[1]],
      [pos[0], pos[1]+1],
      [pos[0]-1, pos[1]],
      [pos[0], pos[1]-1]
    ];
    for(let nextPos of nextPosList) {
      let vec = [pos[0]-nextPos[0], pos[1]-nextPos[1]];
      dirMap.setTile(...nextPos, vec);
    }
  }
  
  // dirMapをコンソールに出してみる(デバッグ用)
  let str = '';
  for(let y=0; y<dirMap.lenY; y++) {
    str += dirMap.tiles[y].map(vec => wayToStr(...vec)).join(' ');
    str += '\n';
  }
  console.log(str);
  
  return dirMap;
};

function setup() {
  game = new Game();
  
  let player = new Actor(Kind.Player, 4,2,'🧙‍♀️');
  let enemy1 = new Actor(Kind.Enemy, 2,1,'👻');
  let enemy2 = new Actor(Kind.Enemy, 1,1,'🎃');
  game.player = player;
  game.actors = [player, enemy1, enemy2];
  
  createCanvas(480, 480);
}

function draw() {
  let w = 60;
  
////////////////////////////////////////////////////////
  // プレイヤーの入力を受け付ける
  if (keyIsPressed && game.commands.length === 0) {
    let dxy = {37:[-1,0], 38:[0,-1], 39:[1,0], 40:[0,1]}[keyCode];
    if (dxy !== undefined) {
      game.commands.push(new ComMove(game.player, dxy[0], dxy[1]));

      // 敵を動かす
      for(let enemy1 of game.actors.filter(act => act.kind === Kind.Enemy)) {

        // 左手の方向
        let left = leftOne(enemy1.wx, enemy1.wy);
        // 左手にあるタイル番号(0は通路、1は壁)
        let leftTileNum = game.level.tileAt(enemy1.x+left[0], enemy1.y+left[1]);
        
        // 進行方向の左手に壁がないとき、反時計回りに向きをかえる
        if (leftTileNum === 0) {
          let leftWay = turnLeft(enemy1.wx, enemy1.wy);
          enemy1.wx = leftWay[0];
          enemy1.wy = leftWay[1];
        }
        
        let frontTileNum = game.level.tileAt(enemy1.x+enemy1.wx, enemy1.y+enemy1.wy);
        
        // 進行方向に壁があるとき、時計回りに向きをかえる
        if (frontTileNum === 1) {
          // turnRight関数がないので、3回turnLeftして代用
          let rightWay = [enemy1.wx, enemy1.wy];
          for(let i=0; i<3; i++) {
            rightWay = turnLeft(...rightWay);
          }
          enemy1.wx = rightWay[0];
          enemy1.wy = rightWay[1];
        }
        
        game.commands.push(new ComMove(enemy1, enemy1.wx, enemy1.wy));
      }
    }
  }

  // コマンドをすべて1フレーム分実行する
  for(let c of game.commands) {
    c.exec();
  }
  // 実行し終わったコマンドを消す
  game.commands = game.commands.filter(c => !c.done);
////////////////////////////////////////////////////////
  
  let p = game.player;
  let c = game.camera;
  c.x = p.x - 7/2;
  c.y = p.y - 7/2;
  let cx = w * c.x;
  let cy = w * c.y;
  
  background('Bisque');
  
  textAlign(LEFT, TOP);
  textSize(w * 7/8);
  for(let y=0; y<10; y++){
    for(let x=0; x<20; x++){
      let t = game.level.tileAt(x,y);
      if(t === 1){
        text('🟫', w*x-cx, w*y-cy);
      } 
    }
  }
  
  for(let a of game.actors) {
    text(a.image, w*a.x-cx, w*a.y-cy);
    text(wayToStr(a.wx, a.wy), w*a.x-cx, w*a.y-cy);
  }
}

/*--------------------------------------------------
11/06 enemyの動作アルゴリズム

進行方向の左手に壁がないとき、反時計回りに向きをかえる
進行方向に壁があるとき、時計回りに向きをかえる

反時計回りは、関数turnLeft
時計回りは、関数turnLeftを3回繰り返す

--------------------------------------------------*/