【p5.js】クリア画面を表示する

プレイヤーがゴールに到達したら「Game Clear!!」を出力する。

let board_w, board_h, space_w, space_h, cell_space;
let maze1, position;
let state;
const PLAY = 0, CLEAR = 1;

function setup() {
  createCanvas(640, 480);
  board_w = 450;
  board_h = 450;
  space_w = (width-board_h)/2;
  space_h = (height-board_h)/2;
  cell_space = 5;
  
  maze1 = new Maze(5, 5);
  maze1.set_maze_boutaoshi();
  position = maze1.start;
  
  state = PLAY;
  textSize(50);
  textAlign(CENTER, CENTER);
}

function draw() {
  if (state == PLAY) {
    background("black");
    noFill();
    stroke("white");
    rect(space_w, space_h, board_w, board_h);
    for (let y = 1; y < 3; ++y) {
      line(space_w, y*(board_h/3)+space_h, width-space_w, y*(board_h/3)+space_h);
    }
    for (let x = 1; x < 3; ++x) {
      line(x*(board_w/3)+space_w, space_h, x*(board_w/3)+space_w, height-space_h);
    }
    fill("white");
    ellipse(width/2, height/2, (board_w/3)-(cell_space*2),(board_h/3)-(cell_space*2));
    for (let y = 0; y < 3; ++y) {
      for (let x = 0; x < 3; ++x) {
        if (maze1.maze[y+position[1]-1][x+position[0]-1] == 1) {
          rect(x*(board_w/3)+space_w+cell_space,y*(board_h/3)+space_h+cell_space,(board_w/3)-(cell_space*2),(board_h/3)-(cell_space*2));
        }
      }
    }
    if (position.toString() == maze1.goal.toString()) {
      state = 1;
    }
  }
  if (state == CLEAR) {
    background("black");
    text("GAME CLEAR!!", width/2, height/2);
  }
}

function keyPressed() {
  if (keyCode === LEFT_ARROW) {
    if (maze1.maze[position[1]][position[0]-1] == 0) {
      position[0] -= 1;
    }
  }
  if (keyCode === RIGHT_ARROW) {
    if (maze1.maze[position[1]][position[0]+1] == 0) {
      position[0] += 1;
    }
  }
  if (keyCode === UP_ARROW) {
    if (maze1.maze[position[1]-1][position[0]] == 0) {
      position[1] -= 1;
    }
  }
  if (keyCode === DOWN_ARROW) {
    if (maze1.maze[position[1]+1][position[0]] == 0) {
      position[1] += 1;
    }
  }
}

class Maze {
  constructor(width, height, seed=0) {
    this.PATH = 0;
    this.WALL = 1;
    this.width = width;
    this.height = height;
    if (this.width < 5 || this.height < 5) {
      return;
    }
    if (this.width%2 == 0) {
      this.width++;
    }
    if (this.height%2 == 0) {
      this.height++;
    }
    this.maze = Array.from(new Array(this.height), () => new Array(this.width).fill(this.PATH));
    this.dist = Array.from(new Array(this.height), () => new Array(this.width).fill(-1));
    this.start = [1, 1];
    this.goal = [this.width-2, this.height-2];
    randomSeed(seed);
  }

  set_outer_wall() {
    for (let y = 0; y < this.height; ++y) {
      for (let x = 0; x < this.width; ++x) {
        if (x == 0 || y == 0 || x == this.width-1 || y == this.height-1) {
          this.maze[y][x] = this.WALL;
        }
      }
    }
    return this.maze;
  }

  set_inner_wall() {
    for (let y = 2; y < this.height-1; y+=2) {
      for (let x = 2; x < this.width-1; x+=2) {
        this.maze[y][x] = this.WALL;
      }
    }
    return this.maze;
  }

  set_maze_boutaoshi() {
    let wall_x;
    let wall_y;
    let direction;
    this.set_outer_wall();
  this.set_inner_wall();
  for (let y = 2; y < this.height-1; y+=2) {
      for (let x = 2; x < this.width-1; x+=2) {
        while (true) {
          wall_x = x;
          wall_y = y;
          if (y == 2) {
            direction = floor(random(4));
          } else {
            direction = floor(random(3));
          }
          if (direction == 0) {
            wall_x += 1;
          } else if (direction == 1) {
            wall_y += 1;
          } else if (direction == 2) {
            wall_x -= 1;
          } else if (direction == 3) {
            wall_y -= 1;
          }
          if (this.maze[wall_y][wall_x] != this.WALL) {
            this.maze[wall_y][wall_x] = this.WALL;
            break;
          }
        }
      }
    }
    return this.maze;
  }

  set_start_goal(start, goal) {
    if (this.maze[start[1]][start[0]] == this.PATH) {
      this.start = start;
    }
    if (this.maze[goal[1]][goal[0]] == this.PATH) {
      this.goal = goal;
    }
    return this.maze;
  }

  set_dist_bfs(flag=false) {
    let queue = [];
    this.dist[this.start[1]][this.start[0]] = 0;
    queue.push(this.start);
    while (queue.length > 0) {
      let point = queue.shift();
      for (let x of [[0,-1],[1,0],[0,1],[-1,0]]) {
        if (this.maze[point[1]+x[1]][point[0]+x[0]] == 0 && this.dist[point[1]+x[1]][point[0]+x[0]] == -1) {
          this.dist[point[1]+x[1]][point[0]+x[0]] = this.dist[point[1]][point[0]] + 1;
          queue.push([point[0]+x[0],point[1]+x[1]]);
        }
        if (flag != true) {
          if (point[0]+x[0] == this.goal[0] && point[1]+x[1] == this.goal[1]) {
            queue = [];
            break;
          }
        }
      }
    }
    return this.dist;
  }

  set_dist_dfs(flag=false) {
    let stack = [];
    this.dist[this.start[1]][this.start[0]] = 0;
    stack.push(this.start);
    while (stack.length > 0) {
      let point = stack.pop();
      for (let x of [[0,-1],[1,0],[0,1],[-1,0]]) {
        if (this.maze[point[1]+x[1]][point[0]+x[0]] == 0 && this.dist[point[1]+x[1]][point[0]+x[0]] == -1) {
          this.dist[point[1]+x[1]][point[0]+x[0]] = this.dist[point[1]][point[0]] + 1;
          stack.push([point[0]+x[0],point[1]+x[1]]);
        }
        if (flag != true) {
          if (point[0]+x[0] == this.goal[0] && point[1]+x[1] == this.goal[1]) {
            stack = [];
            break;
          }
        }
      }
    }
    return this.dist;
  }

  set_shortest_path() {
    let point = this.goal;
    let x = [[0,-1],[1,0],[0,1],[-1,0]];
    this.maze[point[1]][point[0]] = '*';
    while (this.dist[point[1]][point[0]] > 0) {
      for (let i = 0; i < x.length; ++i) {
        if (this.dist[point[1]][point[0]]-this.dist[point[1]+x[i][1]][point[0]+x[i][0]] == 1) {
          if (this.dist[point[1]][point[0]] > 0) {
            this.maze[point[1]+x[i][1]][point[0]+x[i][0]] = '*';
            point = [point[0]+x[i][0],point[1]+x[i][1]];
          }
        }
      }
    }
    return this.maze;
  }

  print_maze() {
    this.maze[this.start[1]][this.start[0]] = 'S';
    this.maze[this.goal[1]][this.goal[0]] = 'G';
    for (let col of this.maze) {
      let arr = '';
      for(let cell of col) {
        if (cell == this.WALL) {
          arr += '#';
        } else if (cell == this.PATH) {
          arr += ' ';
        } else if (cell == 'S') {
          arr += 'S';
        } else if (cell == 'G') {
          arr += 'G';
        } else if (cell == '*') {
          arr += '*';
        }
      }
      console.log(arr);
    }
  }

  print_dist() {
    for (let col of this.dist) {
      let arr = '';
      for (let cell of col) {
        if (cell == -1) {
          if (Math.max.apply(null, Array.prototype.concat.apply([], this.dist)) == -1) {
            arr += '#';
          } else {
            for (let i = 0; i < str(Math.max.apply(null, Array.prototype.concat.apply([], this.dist))).length; ++i) {
              arr += '#';
            }
          }
        } else {
          if (str(cell).length == str(Math.max.apply(null, Array.prototype.concat.apply([], this.dist))).length) {
            arr += str(cell);
          } else {
            for (let i = 0; i < str(Math.max.apply(null, Array.prototype.concat.apply([], this.dist))).length-str(cell).length; ++i) {
              arr += ' ';
            }
            arr += str(cell);
          }
        }
      }
      console.log(arr);
    }
  }
}

今回は、以下のように出力される。

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A web editor for p5.js, a JavaScript library with the goal of making coding accessible to artists, designers, educators,...

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