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code_graveyard.txt
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Code Graveyard
--------------------------
Antiquated, this version does not take row 12 and higher into account
// Finds the total number of frames required to display a chain animation
const getTotalFrames = function getTotalFrames(puyoLocs, boardState, settings) {
let poppingPuyos = [];
for (let i = 0; i < settings.cols; i++) {
poppingPuyos.push([]);
}
for (let i = 0; i < puyoLocs.length; i++) {
poppingPuyos[puyoLocs[i].col][puyoLocs[i].row] = true;
}
let maxPoppingUnder = 0;
let poppingUnder = 0;
let wasLastNonPopping = false;
for (let i = 0; i < settings.cols; i++) {
poppingUnder = 0;
wasLastNonPopping = false;
for (let j = settings.rows - 1; j >= 0 && poppingUnder === 0; j--) {
if (wasLastNonPopping && poppingPuyos[i][j]) {
poppingUnder = 1;
for (let j1 = j - 1; j1 >= 0; j1--) {
if(poppingPuyos[i][j1]) {
poppingUnder++;
}
}
} else if (boardState[i][j] != null && !poppingPuyos[i][j]) {
wasLastNonPopping = true;
}
}
if (poppingUnder > maxPoppingUnder) {
maxPoppingUnder = poppingUnder;
}
}
return maxPoppingUnder * settings.cascadeFramesPerRow + settings.popFrames;
};
--------------------------
Draws all the other drop shapes, but will need tweaking before used
draw_h(drop, size) {
let ctx = this.ctx;
ctx.save();
this.drawPuyo(drop.colours[0], size);
ctx.translate(size * Math.cos(drop.standardAngle + Math.PI / 2), - size * Math.sin(drop.standardAngle + Math.PI / 2));
this.drawPuyo(drop.colours[0], size);
ctx.restore();
ctx.save();
ctx.translate(size * Math.cos(drop.standardAngle), - size * Math.sin(drop.standardAngle));
this.drawPuyo(drop.colours[1], size);
ctx.restore();
}
draw_L(drop, size) {
let ctx = this.ctx;
ctx.save();
this.drawPuyo(drop.colours[0], size);
ctx.translate(size * Math.cos(drop.standardAngle + Math.PI / 2), - size * Math.sin(drop.standardAngle + Math.PI / 2));
this.drawPuyo(drop.colours[1], size);
ctx.restore();
ctx.save();
ctx.translate(size * Math.cos(drop.standardAngle), - size * Math.sin(drop.standardAngle));
this.drawPuyo(drop.colours[0], size);
ctx.restore();
}
draw_H(drop, size) {
let ctx = this.ctx;
ctx.save();
let xChange = size / Math.sqrt(2) * Math.cos(- drop.standardAngle + Math.PI / 4);
let yChange = size / Math.sqrt(2) * Math.sin(- drop.standardAngle + Math.PI / 4);
ctx.translate(- xChange, - yChange);
this.drawPuyo(drop.colours[0], size);
ctx.restore();
ctx.save();
ctx.translate(- yChange, xChange);
this.drawPuyo(drop.colours[0], size);
ctx.restore();
ctx.save();
ctx.translate(xChange, yChange);
this.drawPuyo(drop.colours[1], size);
ctx.restore();
ctx.save();
ctx.translate(yChange, - xChange);
this.drawPuyo(drop.colours[1], size);
ctx.restore();
}
draw_O(drop, size) {
let ctx = this.ctx;
ctx.save();
let xChange = size / 2;
let yChange = size / 2;
ctx.translate(- xChange, - yChange);
this.drawPuyo(drop.colours[0], size);
ctx.restore();
ctx.save();
ctx.translate(- yChange, xChange);
this.drawPuyo(drop.colours[0], size);
ctx.restore();
ctx.save();
ctx.translate(xChange, yChange);
this.drawPuyo(drop.colours[0], size);
ctx.restore();
ctx.save();
ctx.translate(yChange, - xChange);
this.drawPuyo(drop.colours[0], size);
ctx.restore();
}