【p5.js】プレイヤー正面の配列を取得する

プレイヤー正面の配列を取得する。

let p1, arr;
const maze = [
  [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
 [1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1],
 [1, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1],
 [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
 [1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1],
 [1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1],
 [1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1],
 [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1],
 [1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1],
 [1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1],
 [1, 1, 1, 0, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1],
 [1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1],
 [1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 0, 1],
 [1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1],
 [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
];

function setup() {
  createCanvas(400, 400);
  p1 = new Player();
  arr = p1.getFrontView(maze,p1.direction,p1.position[0],p1.position[1]);
  p1.printPosition();
  p1.printDirection();
  p1.printFrontView(maze,p1.direction,p1.position[0],p1.position[1]);
}

function draw() {
  background(220);
  
  if (arr[0][0] === 1) {
    fill(255);
    rect(0,150,150,100);
    noFill();
  }

  if (arr[0][2] === 1) {
    fill(255);
    rect(width-150,150,150,100);
    noFill();
  }
  
  if (arr[0][1] === 1) {
    fill(255);
    rect(150,150,100,100);
    noFill();
  }

  if (arr[1][0] === 1) {
    fill(255);
    rect(0,100,100,200);
    beginShape();
    vertex(100,100);
    vertex(150,150);
    vertex(150,height-150);
    vertex(100,height-100);
    endShape();
    noFill();
  }
  
  if (arr[1][2] === 1) {
    fill(255);
    rect(width-100,100,100,200);
    beginShape();
    vertex(width-100,100);
    vertex(width-150,150);
    vertex(width-150,height-150);
    vertex(width-100,height-100);
    endShape();
    noFill();
  }
  
  if (arr[1][1] === 1) {
    fill(255);
    rect(100,100,200,200);
    noFill();
  }
  
  if (arr[2][0] === 1) {
    fill(255);
    rect(0,50,50,300);
    beginShape();
    vertex(50,50);
    vertex(100,100);
    vertex(100,height-100);
    vertex(50,height-50);
    endShape();
    noFill();
    noFill();
  }
  
  if (arr[2][2] === 1) {
    fill(255);
    rect(width-50,50,50,300);
    beginShape();
    vertex(width-50,50);
    vertex(width-100,100);
    vertex(width-100,height-100);
    vertex(width-50,height-50);
    endShape();
    noFill();
  }
  
  if (arr[2][1] === 1) {
    fill(255);
    rect(50,50,300,300);
    noFill();
  }
  
  if (arr[3][0] === 1) {
    fill(255);
    beginShape();
    vertex(0,0);
    vertex(50,50);
    vertex(50,height-50);
    vertex(0,height);
    endShape();
    noFill();
  }
  
  if (arr[3][2] === 1) {
    fill(255);
    beginShape();
    vertex(width,0);
    vertex(width-50,50);
    vertex(width-50,height-50);
    vertex(width,height);
    endShape();
    noFill();
  }
}

function keyPressed() {
  if (keyCode === LEFT_ARROW) {
    p1.turnLeft();
  }
  if (keyCode === RIGHT_ARROW) {
    p1.turnRight();
  }
  if (keyCode === UP_ARROW) {
    if (p1.direction === p1.NORTH) {
      if (maze[p1.position[1]-1][p1.position[0]] === 0) {
        p1.position[1]--;
      }
    } else if (p1.direction === p1.SOUTH) {
      if (maze[p1.position[1]+1][p1.position[0]] === 0) {
        p1.position[1]++;
      }
    } else if (p1.direction === p1.WEST) {
      if (maze[p1.position[1]][p1.position[0]-1] === 0) {
        p1.position[0]--;
      }
    } else if (p1.direction === p1.EAST) {
      if (maze[p1.position[1]][p1.position[0]+1] === 0) {
        p1.position[0]++;
      }
    }
  }
  if (keyCode === DOWN_ARROW) {
    if (p1.direction === p1.NORTH) {
      if (maze[p1.position[1]+1][p1.position[0]] === 0) {
        p1.position[1]++;
      }
    } else if (p1.direction === p1.SOUTH) {
      if (maze[p1.position[1]-1][p1.position[0]] === 0) {
        p1.position[1]--;
      }
    } else if (p1.direction === p1.WEST) {
      if (maze[p1.position[1]][p1.position[0]+1] === 0) {
        p1.position[0]++;
      }
    } else if (p1.direction === p1.EAST) {
      if (maze[p1.position[1]][p1.position[0]-1] === 0) {
        p1.position[0]--;
      }
    }
  }
  arr = p1.getFrontView(maze,p1.direction,p1.position[0],p1.position[1]);
  p1.printPosition();
  p1.printDirection();
  p1.printFrontView(maze,p1.direction,p1.position[0],p1.position[1]);
}

class Player {
  constructor() {
    this.NORTH = 0;
    this.SOUTH = 1;
    this.WEST = 2;
    this.EAST = 3;
    this.direction = this.SOUTH;
    this.position = [1, 1];
  }
  
  getFrontView(arr,d,x,y) {
    if (d === 0) {
      const px = x-1;
      const py = y-3;
      const front_arr = [];
      let tmp = [];
      for (let y = Math.max(py,0); y < Math.min(py+4,arr.length); y++) {
        for (let x = Math.max(px,0); x < Math.min(px+3,arr[0].length); x++) {
          tmp.push(arr[y][x]);
        }
        front_arr.push(tmp)
        tmp = [];
      }
      const view_arr = [...Array(4)].map(() => Array(3).fill(1));
      const flip_arr = this.flip(front_arr);
      for (let y = 0; y < front_arr.length; y++) {
        for (let x = 0; x < 3; x++) {
          view_arr[y][x] = flip_arr[y][x];
        }
      }
      return this.flip(view_arr);
    } else if (d === 1) {
      const px = x-1;
      const py = y;
      const front_arr = [];
      let tmp = [];
      for (let y = Math.max(py,0); y < Math.min(py+4,arr.length); y++) {
        for (let x = Math.max(px,0); x < Math.min(px+3,arr[0].length); x++) {
          tmp.push(arr[y][x]);
        }
        front_arr.push(tmp)
        tmp = [];
      }
      const view_arr = [...Array(4)].map(() => Array(3).fill(1));
      for (let y = 0; y < front_arr.length; y++) {
        for (let x = 0; x < 3; x++) {
          view_arr[y][x] = front_arr[y][x];
        }
      }
      return this.flip(view_arr);
    } else if (d === 2) {
      const px = x-3;
      const py = y-1;
      const front_arr = [];
      let tmp = [];
      for (let y = Math.max(py,0); y < Math.min(py+3,arr.length); y++) {
        for (let x = Math.max(px,0); x < Math.min(px+4,arr[0].length); x++) {
          tmp.push(arr[y][x]);
        }
        front_arr.push(tmp)
        tmp = [];
      }
      const view_arr = [...Array(4)].map(() => Array(3).fill(1));
      const rot_arr = this.flip(this.rot90(this.rot90(this.rot90(front_arr))));
      for (let y = 0; y < rot_arr.length; y++) {
        for (let x = 0; x < 3; x++) {
          view_arr[y][x] = rot_arr[y][x];
        }
      }
      return this.flip(view_arr);
    } else if (d === 3) {
      const px = x;
      const py = y-1;
      const front_arr = [];
      let tmp = [];
      for (let y = Math.max(py,0); y < Math.min(py+3,arr.length); y++) {
        for (let x = Math.max(px,0); x < Math.min(px+4,arr[0].length); x++) {
          tmp.push(arr[y][x]);
        }
        front_arr.push(tmp)
        tmp = [];
      }
      const view_arr = [...Array(4)].map(() => Array(3).fill(1));
      const rot_arr = this.flip(this.rot90(front_arr));
      for (let y = 0; y < rot_arr.length; y++) {
        for (let x = 0; x < 3; x++) {
          view_arr[y][x] = rot_arr[y][x];
        }
      }
      return this.flip(view_arr);
    }
  }
  
  turnLeft() {
    if (this.direction === this.NORTH) {
      this.direction = this.WEST;
    } else if (this.direction === this.WEST) {
      this.direction = this.SOUTH;
    } else if (this.direction === this.SOUTH) {
      this.direction = this.EAST;
    } else if (this.direction === this.EAST) {
      this.direction = this.NORTH;
    }
  }
  
  turnRight() {
    if (this.direction === this.NORTH) {
      this.direction = this.EAST;
    } else if (this.direction === this.EAST) {
      this.direction = this.SOUTH;
    } else if (this.direction === this.SOUTH) {
      this.direction = this.WEST;
    } else if (this.direction === this.WEST) {
      this.direction = this.NORTH;
    }
  }
  
  rot90(arr) {
    return arr[0].map((col,i) => arr.map(row => row[row.length-1-i]));
  }
  
  flip(arr) {
    return arr.map((row,i) => arr[arr.length-1-i]).map(row => arr[0].map((col,i) => row[row.length-1-i]));
  }
  
  printPosition() {
    console.log('position: ' + p1.position);
  }
  
  printDirection() {
    if (this.direction === this.NORTH) {
      console.log('direction: NORTH');
    } else if (this.direction === this.SOUTH) {
      console.log('direction: SOUTH');
    } else if (this.direction === this.WEST) {
      console.log('direction: WEST');
    } else if (this.direction === this.EAST) {
      console.log('direction: EAST');
    }
  }
  
  printFrontView(arr,d,x,y) {
    const view_arr = this.getFrontView(arr,d,x,y);
    for (let i = 0; i < view_arr.length; i++) {
      console.log(...view_arr[i]);
    }
  }
}
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