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JavaScript

Patrick Karkafi
Patrick Karkafi
508 Points

Trying to remove quadtree from javascript game

I got an agar.io clone from online and I am trying to remove the Quadtree in the corner (acts as a map) completely! I try to delete everything associating with the quadtree but i end up with a gray screen. Could someone please remove the map from the top right corner for me or tell me which lines to remove?

Here is my HTML:

<div id="viewport">
        <canvas id="canvas1"></canvas>
        <canvas id="canvas2"></canvas>
        <canvas id="canvas3" width="250px" height="250px"></canvas>
</div>

Here is my Javascript:

var MouseHandler = (function() {
    var x = 0;
    var y = 0;
    var mouseIn = false;

    var init = function(eventSrc) {
        eventSrc.addEventListener('mousemove', onMouseMove);
        eventSrc.addEventListener('mouseout', onMouseOut);
        eventSrc.addEventListener('mouseover', onMouseOver);
    };

    var onMouseOut  = function() {
        mouseIn = false;
    };

    var onMouseOver = function() {
        mouseIn = true;
    };

    var onMouseMove = function(e) {
        x = e.clientX;
        y = e.clientY;
    };

    var getPos = function() {
        return {
            x: x,
            y: y
        };
    };

    var isMouseIn = function() {
        return mouseIn;
    };

    return {
        init: init,
        getPos: getPos,
        isMouseIn: isMouseIn
    };
}());

Quadtree.MAX_OBJECTS = 5;
Quadtree.MAX_LEVEL = 5;
function Quadtree(lvl, bnds) {
    var level = lvl;
    var bounds = bnds;
    var objects = [];
    var nodes = [];

    var xMiddle = bounds.x + (bounds.width / 2);
    var yMiddle = bounds.y + (bounds.height / 2);

    var clear = function() {
        objects = [];
        nodes = [];
    };

    var split = function() {
        nodes[0] = new Quadtree(level+1, {x: xMiddle, y: bounds.y , width: bounds.width/2, height: bounds.height/2});
        nodes[1] = new Quadtree(level+1, {x: bounds.x, y: bounds.y, width: bounds.width/2, height: bounds.height/2});
        nodes[2] = new Quadtree(level+1, {x: bounds.x, y: yMiddle, width: bounds.width/2, height: bounds.height/2});
        nodes[3] = new Quadtree(level+1, {x: xMiddle, y: yMiddle, width: bounds.width/2, height: bounds.height/2});
    };

    var getIndex = function(rec) {
        var top = (rec.y > bounds.y && (rec.y+rec.height) < yMiddle);
        var bottom = (rec.y > yMiddle && (rec.y+rec.height) < (bounds.y+bounds.height));

        if(rec.x > bounds.x && (rec.x+rec.width) < xMiddle) {
            if(top) {
                return 1;
            } else if(bottom) {//LEFT
                return 2;
            }
        } else if(rec.x > xMiddle && (rec.x+rec.width) < (bounds.x+bounds.width)) {
            if(top) {
                return 0;
            } else if(bottom) {//RIGHT
                return 3;
            }
        }
        return -1;
    };

    var insert = function(ent) {
        var rec = ent.getBounds();
        var index = getIndex(rec);
        var len = 0;
        var i = 0;

        if(nodes[0] && index !== -1) {
            nodes[index].insert(ent);
            return;
        }

        objects.push(ent);

        if(objects.length > Quadtree.MAX_OBJECTS && level < Quadtree.MAX_LEVEL) {
            if(!nodes[0]) {
                split();
            }

            len = objects.length;
            while(i < objects.length) {
                index = getIndex(objects[i].getBounds());

                if(index !== -1) {
                    nodes[index].insert(objects[i]);
                    objects.splice(i, 1);
                } else {
                    i += 1;
                }
            }

        }
    };

    var retrieve = function (list, ent) {
        var rec1 = bounds;
        var rec2 = ent.getBounds();

        if(rec2.x < (rec1.x+rec1.width)  && (rec2.x+rec2.width)  > rec1.x &&
           rec2.y < (rec1.y+rec1.height) && (rec2.y+rec2.height) > rec1.y) {

            for(var o in objects) {
                if(objects[o] !== ent) {
                    list.push(objects[o]);
                }
            }

            if(nodes.length) {
                nodes[0].retrieve(list, ent);
                nodes[1].retrieve(list, ent);
                nodes[2].retrieve(list, ent);
                nodes[3].retrieve(list, ent);
            }
        }

        return list;
    };

    var drawTree = function(ctx) {
        draw(ctx);
        if(nodes[0]) {
            nodes[0].drawTree(ctx);
            nodes[1].drawTree(ctx);
            nodes[2].drawTree(ctx);
            nodes[3].drawTree(ctx);
        }
    };

    var draw = function(ctx) {
        var entAttr = null
        ctx.strokeStyle = 'black';
        ctx.lineWidth = 1;
        ctx.strokeRect(bounds.x/20, bounds.y/20, bounds.width/20, bounds.height/20);

        ctx.fillStyle = 'gray';
        for(o in objects) {
            entAttr = objects[o].getAttr();
            ctx.fillRect(entAttr.x/20, entAttr.y/20, 3, 3);
        }
    };

    var toString = function() {
        return '('+bounds.x+','+bounds.y+')'+'['+bounds.width+','+bounds.height+']';
    };

    return {
        clear: clear,
        insert: insert,
        retrieve: retrieve,
        drawTree: drawTree,
        toString: toString,
    };
}

function Circle(attr) {
    attr = attr || {};

    var x = attr.x || 0;
    var y = attr.y || 0;
    var mass = attr.mass || 500;
    var color = attr.color || 'white';
    var borderColor = attr.borderColor || 'black';
    var velX = attr.velX || 0;
    var velY = attr.velY || 0;
    var droplet  = attr.droplet || false;

    var maxVel = 80 * (80 / Math.sqrt(mass));
    var radius = Math.sqrt( mass / Math.PI ); //1 unit of area === 1 uni of mass

    var getAttr = function() {
        return {
            x: x,
            y: y,
            mass: mass,
            radius: radius,
            color: color,
            velX: velX,
            velY: velY,
            maxVel: maxVel
        };
    };

    var setAttr = function(attr) {
        x = (attr.x !== undefined)? attr.x: x;
        y = (attr.y !== undefined)? attr.y: y;
        mass = (attr.mass !== undefined)? attr.mass: mass;
        color = (attr.color !== undefined)? attr.color: color;
        velX = (attr.velX !== undefined)? attr.velX: velX;
        velY = (attr.velY !== undefined)? attr.velY: velY;
    };

    var incMass = function(dMass) {
        mass += dMass;
        maxVel = 100 * (100 / Math.sqrt(mass));
        radius = Math.sqrt( mass / Math.PI );
    };

    var intersects = function(ent2) {
        var ent2Attr = ent2.getAttr();

        var dX = Math.abs(ent2Attr.x - x);
        var dY = Math.abs(ent2Attr.y - y);
        var totalRadius = ent2Attr.radius + radius;

        return (dX < totalRadius && dY < totalRadius);
    };

    var draw = function(ctx, cam) {
        var camSize = cam.getSize();
        var rPos = cam.getRelPos(getAttr());

        //if outside Cam view
        if((rPos.x + radius) <  0 || (rPos.y + radius) <  0 || (rPos.x - radius) >  camSize.width || (rPos.y - radius) > camSize.height) {
            return;
        }

        ctx.fillStyle = color;
        ctx.strokeStyle = borderColor;
        ctx.lineWidth = 5;

        ctx.beginPath();
        ctx.arc(rPos.x, rPos.y, radius, 0, 2 * Math.PI, false);
        ctx.fill();
        ctx.stroke();
    };

    var update = !droplet && function(dTime) {
        x += velX * dTime;
        y += velY * dTime;
    };

    var getBounds = function() {
        return {
            x: x-radius,
            y: y-radius,
            width: radius*2,
            height: radius*2,
        };
    };

    return {
        getBounds: getBounds,
        getAttr: getAttr,
        setAttr: setAttr,
        incMass: incMass,
        intersects: intersects,
        draw: draw,
        update: update
    };
}

var gameManager = (function() {
    var canvasGrid = null;
    var canvasEnt = null;
    var canvasQuadtree = null;
    var ctxGrid = null;
    var ctxEnt = null;
    var ctxQuadTree = null;
    var dTime = 1 / 60;
    var player = null;
    var entityBag = [];
    var qTree = null;
    var drwQuad = 0;

    var addEntity = function(ent) {
        entityBag.push(ent);
    };

    var removeEntity = function(ent) {
        var len =  entityBag.length;
        var i = 0;

        for(i=0; i<len; i+=1) {
            if(ent === entityBag[i]) {
                entityBag.splice(i, 1);
                return;
            }
        }
    };

    var init = function(cvsGridId, cvsEntId, cvsQuadtree) {
        canvasGrid = document.getElementById(cvsGridId);
        canvasEnt = document.getElementById(cvsEntId);
        canvasQuadtree = document.getElementById(cvsQuadtree);
        ctxGrid = canvasGrid.getContext('2d');
        ctxEnt = canvasEnt.getContext('2d');
        ctxQuadtree = canvasQuadtree.getContext('2d');

        fitToContainer(canvasGrid);
        fitToContainer(canvasEnt);

        ctxGrid.fillStyle = '#F0FBFF';
        ctxGrid.strokeStyle = '#BFBFBF';
        ctxGrid.lineWidth = 1;

        MouseHandler.init(document);

        qTree = new Quadtree(0, {x:0, y:0, width:5000, height:5000});

        player = new Circle({
            x: 50,
            y: 50,
            color: 'red',
            mass: 1000,
            velX: 500,
            velY:500
        });

        Camera.init(ctxEnt, player);

        addEntity(player);
        gameloop();
    };

    var handleInput = function() {
        if(MouseHandler.isMouseIn() === false) {
            player.setAttr({ velX: 0, velY: 0 });
            return;
        }

        var pAttr = player.getAttr();
        var rPlyrPos = Camera.getRelPos(player.getAttr());
        var mPos = MouseHandler.getPos();
        var dX = mPos.x - rPlyrPos.x;
        var dY = mPos.y - rPlyrPos.y;

        var vLength = Math.sqrt( (dX*dX) + (dY*dY) );

        var normX = dX / vLength;
        var normY = dY / vLength;

        var newVelX = normX * (pAttr.maxVel * vLength / 50);
        var newVelY = normY * (pAttr.maxVel * vLength / 50);

        player.setAttr({
            velX: newVelX,
            velY: newVelY
        });
    };

    var drawGrid = function() {
        var camPos = Camera.getPos();
        var camSize = Camera.getSize();

        var start = Math.floor(camPos.x / 40);
        var relX = Camera.getRelPos({x: (start*40), y: 0}).x;

        var numLines = camSize.width / 40;
        var i = 0;


        ctxGrid.fillRect(0, 0, canvasGrid.width, canvasGrid.height);

        for(i=0; i<numLines; i+=1) {
            ctxGrid.beginPath();
            ctxGrid.moveTo(relX + (40 * i), 0);
            ctxGrid.lineTo(relX + (40 * i), camSize.height);
            ctxGrid.stroke();
        }

        start = Math.floor(camPos.y / 40);
        var relY = Camera.getRelPos({x: 0, y: (start * 40)}).y;
        numLines = camSize.height / 40;

        for(i=0; i<numLines; i+=1) {
            ctxGrid.beginPath();
            ctxGrid.moveTo(0, relY + (40 * i));
            ctxGrid.lineTo(camSize.width, relY + (40 * i));
            ctxGrid.stroke();
        }
    };

    var handleCollisions = function() {
        var possibleColl = [];
        var collisions = [];
        var coll = null;
        var ent = null;
        var plyMass = player.getAttr().mass
        var entMass = 0;

        qTree.clear();
        for(ent in entityBag) {
            qTree.insert(entityBag[ent]);
        }

        possibleColl = qTree.retrieve([], player);

        while(ent = possibleColl.pop()) {

            if(player.intersects(ent)) {
                entMass = ent.getAttr().mass;

                if(plyMass > (1.5 * entMass)) {
                    removeEntity(ent);
                    player.incMass(entMass);
                }
            }

            var entAttr = ent.getAttr();
            ctxQuadtree.fillStyle = 'red';
            ctxQuadtree.fillRect(entAttr.x/20, entAttr.y/20, 3, 3);
        }
    };

    var fitToContainer = function(canvas) {
        canvas.style.width='100%';
        canvas.style.height='100%';
        canvas.width  = canvas.offsetWidth;
        canvas.height = canvas.offsetHeight;
    };

    var gameloop = function() {
        var len = entityBag.length;
        var i = 0;
        var ent = null;

        handleInput();
        Camera.update();

        drawGrid();

        if(drwQuad === 5) {
            ctxQuadtree.fillStyle = 'white';
            ctxQuadtree.fillRect(0, 0, 250, 250);
            qTree.drawTree(ctxQuadtree);
            drwQuad = 0;
        }
        drwQuad += 1;

        ctxEnt.clearRect(0, 0, canvasEnt.width, canvasEnt.height)

        for(i=0; i<len; i+=1) {
            ent = entityBag[i];

            if(ent.update) {
                ent.update(dTime);
            }

            if(ent.draw) {
                ent.draw(ctxEnt, Camera);
            }
        }

        handleCollisions();

        setTimeout(gameloop, dTime * 1000);
    };

    return {
        init: init,
        addEntity: addEntity,
        removeEntity: removeEntity
    };
}());


var Camera = (function() {
    var x = 0;
    var y = 0;
    var width = 0;
    var height = 0;
    var ctx = null;
    var player = null;


    var init = function(_ctx, plyr) {
        ctx = _ctx;
        player = plyr;
        width = ctx.canvas.width;
        height = ctx.canvas.height;
    };

    var update = function() {
        width = ctx.canvas.width;
        height = ctx.canvas.height;

        var plyrAttr = player.getAttr();
        x = (plyrAttr.x - width / 2);
        y = (plyrAttr.y - height / 2);
    };

    var getRelPos = function(entAttr) {

        var relX = entAttr.x - x;
        var relY = entAttr.y - y;

        return {
            x: relX,
            y: relY
        };
    };

    var getPos = function() {
        return {
            x: x,
            y: y
        };
    };

    var getSize = function() {
        return {
            width: width,
            height: height
        };
    };

    return {
        init: init,
        update: update,
        getRelPos: getRelPos,
        getPos: getPos,
        getSize: getSize
    };
}());

var i = 0;
var space = 70;
for(i=0; i<400; i+=1) {
    gameManager.addEntity(new Circle({
        x: 100 + Math.random() * 4850,//(i%20) * space,
        y: 100 + Math.random() * 4850,//Math.floor(i/20)*space,
        color: ['red', 'blue', 'green', 'yellow', 'purple', 'brown', 'violet'][Math.floor(Math.random()*7)],
        droplet: true
    }));
}

gameManager.init('canvas1', 'canvas2', 'canvas3');

And here is my CSS:

html, body {
    background: gray;
    width: 100%;
    height: 100%;
    margin: 0px;
}

#viewport {
    position: relative;
    width: 100%;
    height: 100%;
}

#viewport canvas {
    position: absolute;
}

canvas {
   background-color: transparent;
}

Thanks for your help!

1 Answer

Steven Parker
Steven Parker
231,269 Points

Perhaps the easiest thing to do is not disturb the program at all and just use CSS to make it not displayed:

#canvas3 {
    display: none;
}
Patrick Karkafi
Patrick Karkafi
508 Points

I did this already, but i still want to simplify my code so that it is easier to update / edit. Any other ideas?

Steven Parker
Steven Parker
231,269 Points

It will require getting familiar with the code to be able to safely remove any components related to the smaller image without affecting game play. This would be a good opportunity to practice using the browser dev tools.