How to use currentPath method in storybook-root

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enemySpawner.js

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1class EnemySpawner {2 /**3 * Can be used to spawn enemy units along either a predefined path or a manual path. Useful for debugging.4 * Can also be inserted into the game engine's gameEntities to spawn waves of enemies.5 */6 constructor(game, mapNum) {7 Object.assign(this, { game, mapNum });8 this.priority = MISCELLANEOUSPRIORITY;9 this.spawnedWanderingZombies = false;10 //An array where each index represents whether that wave has spawned in (boolean value)11 this.spawnedWaveFlags = [];12 this.paths = [];13 this.initializePaths();14 }15 //Nothing needs to be drawn for the spawner16 draw() {17 }18 drawMinimap(ctx, mmX, mmY) {19 20 }21 update() {22 //Initial zombies wandering the map23 if(!this.spawnedWanderingZombies && this.game.elapsedHour >= 0) {24 this.spawnWanderingZombies();25 this.spawnedWanderingZombies = true;26 }27 switch(this.mapNum) {28 //Map 129 case 1:30 this.initializeZombieWaveFlags(4);31 this.map1ZombieSpawn();32 break;33 case 2:34 this.initializeZombieWaveFlags(5);35 this.map2ZombieSpawn();36 break;37 case 3:38 this.initializeZombieWaveFlags(6);39 this.map3ZombieSpawn();40 break;41 }42 }43 initializeZombieWaveFlags(numWaves) {44 for(let i = 0; i < numWaves; i++) {45 this.spawnedWaveFlags.push(false);46 }47 }48 initializePaths() {49 switch(this.mapNum) {50 case 1:51 //0 Upper path52 this.paths.push({ 53 startX : 39, startY : -1, path : [54 { x: 39, y: 7 }, 55 { x: 33, y: 7 }, 56 { x: 33, y: 16 },57 { x: 36, y: 16 }, 58 { x: 36, y: 22 }, 59 { x: 18, y: 22 },60 { x: 18, y: 35 },61 { x: 28, y: 35 }62 ]63 });64 //1 lower path65 this.paths.push({ 66 startX : 25, startY : 51, path : [67 { x: 25, y: 48 },68 { x: 22, y: 48 },69 { x: 22, y: 42 },70 { x: 28, y: 42 },71 { x: 28, y: 35 }72 ]});73 break;74 case 2:75 //0 Upper left76 this.paths.push({ 77 startX : 7, startY : -1, path : [78 { x: 7, y: 14 }, 79 { x: 10, y: 14 }, 80 { x: 10, y: 30 },81 { x: 21, y: 30 }82 ]83 });84 //1 Upper right85 this.paths.push({ 86 startX : 39, startY : -1, path : [87 { x: 39, y: 9 }, 88 { x: 36, y: 9 }, 89 { x: 36, y: 20 },90 { x: 33, y: 20 },91 { x: 33, y: 34 },92 { x: 21, y: 34 },93 { x: 21, y: 30 },94 ]95 });96 //2 Right up97 this.paths.push({ 98 startX : 50, startY : 14, path : [99 { x: 30, y: 14 }, 100 { x: 30, y: 11 }, 101 { x: 21, y: 11 },102 { x: 21, y: 30 }103 ]104 });105 //3 Right down106 this.paths.push({ 107 startX : 50, startY : 31, path : [108 { x: 33, y: 31 }, 109 { x: 33, y: 34 }, 110 { x: 21, y: 34 },111 { x: 21, y: 30 }112 ]113 });114 //4 Bottom right115 this.paths.push({ 116 startX : 30, startY : 50, path : [117 { x: 30, y: 40 }, 118 { x: 27, y: 40 }, 119 { x: 27, y: 34 },120 { x: 21, y: 34 },121 { x: 21, y: 30 }122 ]123 });124 //5 Bottom left125 this.paths.push({ 126 startX : 13, startY : 50, path : [127 { x: 13, y: 39 }, 128 { x: 16, y: 39 }, 129 { x: 16, y: 30 },130 { x: 21, y: 30 }131 ]132 });133 //6 Left down134 this.paths.push({ 135 startX : -1, startY : 28, path : [136 { x: 10, y: 28 }, 137 { x: 10, y: 30 }, 138 { x: 21, y: 30 }139 ]140 });141 break;142 case 3:143 //0 Far left144 this.paths.push({ 145 startX : 18, startY : -1, path : [146 { x: 18, y: 10 }, 147 { x: 12, y: 10 }, 148 { x: 12, y: 21 },149 { x: 3, y: 21 },150 { x: 3, y: 35 },151 { x: 21, y: 35 },152 { x: 21, y: 26 },153 { x: 24, y: 26 },154 { x: 24, y: 21 }155 ]156 });157 //1 Middle left158 this.paths.push({ 159 startX : 21, startY : -1, path : [160 { x: 21, y: 10 }, 161 { x: 12, y: 10 }, 162 { x: 12, y: 21 },163 { x: 24, y: 21 }164 ]165 });166 //2 Middle167 this.paths.push({ 168 startX : 24, startY : -1, path : [169 { x: 24, y: 10 }, 170 { x: 33, y: 10 }, 171 { x: 33, y: 16 },172 { x: 43, y: 16 },173 { x: 43, y: 19 },174 { x: 46, y: 19 },175 { x: 46, y: 26 },176 { x: 35, y: 26 },177 { x: 35, y: 21 },178 { x: 24, y: 21 },179 ]180 });181 //3 Middle right182 this.paths.push({ 183 startX : 27, startY : -1, path : [184 { x: 27, y: 10 }, 185 { x: 33, y: 10 }, 186 { x: 33, y: 16 },187 { x: 43, y: 16 },188 { x: 43, y: 19 },189 { x: 46, y: 19 },190 { x: 46, y: 26 },191 { x: 24, y: 26 },192 { x: 24, y: 21 },193 ]194 });195 //4 Far right196 this.paths.push({ 197 startX : 30, startY : -1, path : [198 { x: 30, y: 10 }, 199 { x: 33, y: 10 }, 200 { x: 33, y: 16 },201 { x: 43, y: 16 },202 { x: 43, y: 19 },203 { x: 46, y: 19 },204 { x: 46, y: 29 },205 { x: 33, y: 29 },206 { x: 33, y: 35 },207 { x: 21, y: 35 },208 { x: 21, y: 26 },209 { x: 24, y: 26 },210 { x: 24, y: 21 }211 ]212 });213 break;214 }215 }216 spawnWanderingZombies() {217 switch(this.mapNum) {218 case 1:219 //Open space upper left corner220 this.spawnEnemy(INFECTEDUNIT, 12, 5, [{ x: 12, y: 6 }])221 this.spawnEnemy(INFECTEDUNIT, 15, 4, [{ x: 16, y: 4 }])222 //Spawn zombies near upper left mine223 this.spawnEnemy(INFECTEDUNIT, 10, 16, [{ x: 10, y: 17 }])224 this.spawnEnemy(INFECTEDUNIT, 9, 14, [{ x: 9, y: 15 }])225 this.spawnEnemy(INFECTEDUNIT, 6, 16, [{ x: 6, y: 17 }])226 //Spawn zombies near upper middle part of map227 this.spawnEnemy(INFECTEDUNIT, 25, 14, [{ x: 25, y: 15 }])228 //Spawn zombies near upper right part of map229 this.spawnEnemy(INFECTEDUNIT, 42, 11, [{ x: 43, y: 11 }])230 //Spawn zombies near middle right mine231 this.spawnEnemy(INFECTEDUNIT, 40, 19, [{ x: 40, y: 20 }])232 this.spawnEnemy(INFECTEDUNIT, 43, 21, [{ x: 43, y: 22 }])233 this.spawnEnemy(INFECTEDUNIT, 43, 21, [{ x: 43, y: 22 }])234 //Spawn zombies near bottom left mine235 // this.spawnEnemy(INFECTEDUNIT, 10, 40, [{ x: 10, y: 41 }])236 // this.spawnEnemy(INFECTEDUNIT, 9, 39, [{ x: 8, y: 38 }])237 this.spawnEnemy(INFECTEDHARPY, 4, 44, [{ x: 5, y: 44 }])238 this.spawnEnemy(INFECTEDHARPY, 4, 42, [{ x: 5, y: 42 }])239 this.spawnEnemy(INFECTEDVENOM, 4, 43, [{ x: 5, y: 43 }])240 // this.spawnEnemy(INFECTEDUNIT, 10, 32, [{ x: 11, y: 32 }])241 // this.spawnEnemy(INFECTEDUNIT, 12, 29, [{ x: 12, y: 28 }])242 // Testing:243 /*this.spawnEnemy(INFECTEDUNIT, 18, 40, [{x: 19, y:40}])244 this.spawnEnemy(INFECTEDVENOM, 18, 36, [{x: 19, y:36}])245 this.spawnEnemy(INFECTEDHARPY, 18, 32, [{x: 19, y:32}])246 this.spawnEnemy(INFECTEDCHUBBY, 18, 28, [{x: 19, y:28}])*/247 //Location for test zombies248 this.spawnEnemy(INFECTEDUNIT, 23, 23, [{ x: 23, y: 24 }])249 break;250 case 2:251 //Upper left corner252 this.spawnEnemy(INFECTEDUNIT, 5, 6, [{ x: 5, y: 7 }])253 //Upper left corner near ores254 this.spawnEnemy(INFECTEDVENOM, 11, 13, [{ x: 11, y: 14 }])255 this.spawnEnemy(INFECTEDVENOM, 13, 13, [{ x: 13, y: 14 }])256 //Middle upper left corner near ores257 this.spawnEnemy(INFECTEDUNIT, 6, 20, [{ x: 7, y: 20 }])258 this.spawnEnemy(INFECTEDUNIT, 4, 24, [{ x: 4, y: 25 }])259 //Center upper woods260 this.spawnEnemy(INFECTEDVENOM, 24, 5, [{ x: 24, y: 6 }])261 this.spawnEnemy(INFECTEDCHUBBY, 24, 6, [{ x: 24, y: 7 }])262 //Center ore deposit263 this.spawnEnemy(INFECTEDUNIT, 20, 19, [{ x: 20, y: 20 }])264 this.spawnEnemy(INFECTEDUNIT, 25, 20, [{ x: 25, y: 21 }])265 //Bottom left266 this.spawnEnemy(INFECTEDUNIT, 4, 30, [{ x: 5, y: 30 }])267 this.spawnEnemy(INFECTEDUNIT, 7, 33, [{ x: 7, y: 34 }])268 this.spawnEnemy(INFECTEDUNIT, 7, 38, [{ x: 8, y: 38 }])269 this.spawnEnemy(INFECTEDVENOM, 7, 39, [{ x: 8, y: 39 }])270 //Bottom right (ores)271 this.spawnEnemy(INFECTEDCHUBBY, 41, 28, [{ x: 40, y: 28 }])272 this.spawnEnemy(INFECTEDUNIT, 42, 29, [{ x: 42, y: 30 }])273 this.spawnEnemy(INFECTEDUNIT, 37, 26, [{ x: 37, y: 25 }])274 //Upper right275 this.spawnEnemy(INFECTEDUNIT, 37, 10, [{ x: 38, y: 10 }])276 this.spawnEnemy(INFECTEDUNIT, 38, 12, [{ x: 38, y: 13 }])277 this.spawnEnemy(INFECTEDUNIT, 42, 13, [{ x: 42, y: 14 }])278 this.spawnEnemy(INFECTEDUNIT, 40, 18, [{ x: 41, y: 17 }])279 break;280 case 3:281 //Upper left282 this.spawnEnemy(INFECTEDHARPY, 5, 13, [{ x: 5, y: 14 }])283 this.spawnEnemy(INFECTEDHARPY, 6, 12, [{ x: 6, y: 13 }])284 this.spawnEnemy(INFECTEDHARPY, 6, 13, [{ x: 6, y: 14 }])285 this.spawnEnemy(INFECTEDHARPY, 7, 12, [{ x: 7, y: 13 }])286 this.spawnEnemy(INFECTEDHARPY, 7, 13, [{ x: 7, y: 14 }])287 //Left ore deposit288 this.spawnEnemy(INFECTEDUNIT, 5, 23, [{ x: 5, y: 22 }]) 289 this.spawnEnemy(INFECTEDUNIT, 12, 31, [{ x: 13, y: 32 }]) 290 this.spawnEnemy(INFECTEDVENOM, 7, 32, [{ x: 8, y: 32 }])291 this.spawnEnemy(INFECTEDVENOM, 7, 33, [{ x: 8, y: 33 }]) 292 //Scattered throughout bottom (called from left to right)293 this.spawnEnemy(INFECTEDUNIT, 3, 39, [{ x: 4, y: 39 }])294 this.spawnEnemy(INFECTEDUNIT, 7, 40, [{ x: 8, y: 39 }])295 this.spawnEnemy(INFECTEDVENOM, 10, 42, [{ x: 10, y: 41 }])296 this.spawnEnemy(INFECTEDUNIT, 12, 40, [{ x: 12, y: 39 }])297 this.spawnEnemy(INFECTEDCHUBBY, 14, 42, [{ x: 13, y: 41 }])298 this.spawnEnemy(INFECTEDUNIT, 15, 37, [{ x: 15, y: 38 }])299 this.spawnEnemy(INFECTEDUNIT, 21, 40, [{ x: 20, y: 40 }])300 this.spawnEnemy(INFECTEDUNIT, 25, 39, [{ x: 26, y: 38 }])301 this.spawnEnemy(INFECTEDVENOM, 29, 43, [{ x: 29, y: 42 }])302 this.spawnEnemy(INFECTEDUNIT, 33, 38, [{ x: 33, y: 39 }])303 //Right ore deposit304 this.spawnEnemy(INFECTEDUNIT, 42, 22, [{ x: 42, y: 23 }]) 305 this.spawnEnemy(INFECTEDVENOM, 43, 22, [{ x: 43, y: 23 }]) 306 this.spawnEnemy(INFECTEDUNIT, 44, 22, [{ x: 44, y: 23 }]) 307 //Bottom right brown square308 this.spawnEnemy(INFECTEDCHUBBY, 41, 35, [{ x: 41, y: 36 }]) 309 this.spawnEnemy(INFECTEDVENOM, 41, 36, [{ x: 42, y: 36 }]) 310 this.spawnEnemy(INFECTEDVENOM, 41, 36, [{ x: 41, y: 37 }]) 311 this.spawnEnemy(INFECTEDVENOM, 41, 36, [{ x: 40, y: 36 }]) 312 this.spawnEnemy(INFECTEDVENOM, 41, 36, [{ x: 41, y: 35 }]) 313 //Upper right314 this.spawnEnemy(INFECTEDHARPY, 35, 10, [{ x: 35, y: 11 }])315 this.spawnEnemy(INFECTEDHARPY, 36, 10, [{ x: 36, y: 11 }])316 this.spawnEnemy(INFECTEDHARPY, 37, 10, [{ x: 37, y: 11 }])317 }318 }319 320 /**321 * Spawns an Enemy on a random path along the railroads.322 * @param {entity} id The type of you unit you want to spawn. ENTITIES.INFECTEDUNIT = InfectedUnit, etc.323 */324 spawnEnemyPrewrittenPath(id) {325 let roll = Math.random(); 326 let step = roll / this.paths.length;327 for(let i = 1; i <= this.paths.length; i++) {328 if(roll < i * step) {329 this.spawnEnemyPrewrittenPath(id, i);330 return;331 }332 }333 //In case of weird rounding issues334 this.spawnEnemyPrewrittenPath(id, this.paths.length);335 }336 /**337 * Spawns an Enemy that travels a prewritten path specified by the pathNum parameter.338 * @param {entity} id The type of you unit you want to spawn. ENTITIES.INFECTEDUNIT = InfectedUnit, etc.339 * @param {integer} pathNum Path to travel on this map. 1 = Path goes from TOP towards town center, 2 = Path goes from BOTTOM towards town center340 */341 spawnEnemyPrewrittenPath(id, pathNum) {342 if(pathNum < 0 || pathNum > this.paths.length - 1) {343 console.log("Invalid path length.")344 }345 this.spawnEnemy(id, this.paths[pathNum].startX, this.paths[pathNum].startY, this.copyPath(this.paths[pathNum].path));346 }347 /**348 * Spawns an Enemy that travels along a manual path provided.349 * @param {entity} id The type of you unit you want to spawn. ENTITIES.INFECTEDUNIT = InfectedUnit, etc.350 * @param {integer} pathStartX X spawn coordinate.351 * @param {integer} pathStartY Y spawn coordinate.352 * @param {array} path A manual path to travel. ex. [ { x: 28, y: 42 }, { x: 22, y: 42 } ]353 */354 spawnEnemy(id, pathStartX, pathStartY, path) {355 this.game.addEntity(new ENTITIES[id](this.game, pathStartX, pathStartY, path));356 // switch(id) {357 // case INFECTEDUNIT:358 // this.game.addEntity(new InfectedUnit(this.game, pathStartX, pathStartY, path));359 // break;360 // case INFECTEDVENOM:361 // this.game.addEntity(new InfectedVenom(this.game, pathStartX, pathStartY, path));362 // break;363 // case INFECTEDHARPY:364 // this.game.addEntity(new InfectedHarpy(this.game, pathStartX, pathStartY, path));365 // break;366 // case INFECTEDCHUBBY:367 // this.game.addEntity(new InfectedChubby(this.game, pathStartX, pathStartY, path));368 // break;369 // default:370 // console.log("Id doesn't match any existing unit.");371 // }372 }373 map1ZombieSpawn() {374 switch(true) {375 //Wave 1376 case !this.spawnedWaveFlags[0] && this.game.elapsedDay >= 1:377 //Path 1378 for (var i = 0; i < 2; i++) {379 this.game.addEntity(new InfectedUnit(this.game, this.paths[0].startX, this.paths[0].startY + (i * -1), this.copyPath(this.paths[0].path)));380 }381 //Path 2382 for (var i = 0; i < 3; i++) {383 this.game.addEntity(new InfectedUnit(this.game, this.paths[1].startX, this.paths[1].startY + (i * 1), this.copyPath(this.paths[1].path)));384 }385 this.spawnedWaveFlags[0] = true;386 break;387 //Wave 2388 case !this.spawnedWaveFlags[1] && this.game.elapsedDay >= 2 && this.game.elapsedHour >= 12:389 //Path 1390 for (var i = 0; i < 4; i++) {391 this.game.addEntity(new InfectedUnit(this.game, this.paths[0].startX, this.paths[0].startY + (i * -1), this.copyPath(this.paths[0].path)));392 }393 this.game.addEntity(new InfectedVenom(this.game, this.paths[0].startX, this.paths[0].startY - 4, this.copyPath(this.paths[0].path)));394 //Path 2395 for (var i = 0; i < 2; i++) {396 this.game.addEntity(new InfectedUnit(this.game, this.paths[1].startX, this.paths[1].startY + (i * 1), this.copyPath(this.paths[1].path)));397 }398 //this.game.addEntity(new InfectedVenom(this.game, this.paths[1].startX, this.paths[1].startY + 4, this.copyPath(this.paths[1].path)));399 //this.game.addEntity(new InfectedVenom(this.game, this.paths[1].startX, this.paths[1].startY + 5, this.copyPath(this.paths[1].path)));400 this.spawnedWaveFlags[1] = true;401 break;402 //Wave 3403 case !this.spawnedWaveFlags[2] && this.game.elapsedDay >= 4:404 //Path 1405 for (var i = 0; i < 7; i++) {406 this.game.addEntity(new InfectedUnit(this.game, this.paths[0].startX, this.paths[0].startY + (i * -1), this.copyPath(this.paths[0].path)));407 }408 for (var i = 0; i < 2; i++) {409 this.game.addEntity(new InfectedVenom(this.game, this.paths[0].startX, this.paths[0].startY + (i * -2 - 3), this.copyPath(this.paths[0].path)));410 }411 for (var i = 0; i < 5; i++) {412 this.game.addEntity(new InfectedHarpy(this.game, this.paths[0].startX, this.paths[0].startY + (i * -1.5 - 0.2), this.copyPath(this.paths[0].path)));413 }414 for (var i = 0; i < 2; i++) {415 this.game.addEntity(new InfectedChubby(this.game, this.paths[0].startX, this.paths[0].startY + (i * -5), this.copyPath(this.paths[0].path)));416 }417 //Path 2418 for (var i = 0; i < 9; i++) {419 this.game.addEntity(new InfectedUnit(this.game, this.paths[1].startX, this.paths[1].startY + (i * 1), this.copyPath(this.paths[1].path)));420 }421 for (var i = 0; i < 1; i++) {422 this.game.addEntity(new InfectedVenom(this.game, this.paths[1].startX, this.paths[1].startY + (i * 2 + 1), this.copyPath(this.paths[1].path)));423 }424 for (var i = 0; i < 4; i++) {425 this.game.addEntity(new InfectedHarpy(this.game, this.paths[1].startX, this.paths[1].startY + (i * 1.5), this.copyPath(this.paths[1].path)));426 }427 for (var i = 0; i < 1; i++) {428 this.game.addEntity(new InfectedChubby(this.game, this.paths[1].startX, this.paths[1].startY + (i * 5), this.copyPath(this.paths[1].path)));429 }430 this.spawnedWaveFlags[2] = true;431 break;432 //Wave 4 433 case !this.spawnedWaveFlags[3] && this.game.elapsedDay >= 6 && this.game.elapsedHour >= 12:434 //Path 1435 for (var i = 0; i < 11; i++) {436 this.game.addEntity(new InfectedUnit(this.game, this.paths[0].startX, this.paths[0].startY + (i * -1), this.copyPath(this.paths[0].path)));437 }438 for (var i = 0; i < 4; i++) {439 this.game.addEntity(new InfectedVenom(this.game, this.paths[0].startX, this.paths[0].startY + (i * -2 - 3), this.copyPath(this.paths[0].path)));440 }441 for (var i = 0; i < 5; i++) {442 this.game.addEntity(new InfectedHarpy(this.game, this.paths[0].startX, this.paths[0].startY + (i * -2.5 - 0.5), this.copyPath(this.paths[0].path)));443 }444 for (var i = 0; i < 3; i++) {445 this.game.addEntity(new InfectedChubby(this.game, this.paths[1].startX, this.paths[1].startY + (i), this.copyPath(this.paths[1].path)));446 }447 //Path 2448 for (var i = 0; i < 6; i++) {449 this.game.addEntity(new InfectedUnit(this.game, this.paths[1].startX, this.paths[1].startY + (i * 1), this.copyPath(this.paths[1].path)));450 }451 for (var i = 0; i < 3; i++) {452 this.game.addEntity(new InfectedVenom(this.game, this.paths[1].startX, this.paths[1].startY + (i * 2 + 1), this.copyPath(this.paths[1].path)));453 }454 for (var i = 0; i < 4; i++) {455 this.game.addEntity(new InfectedHarpy(this.game, this.paths[1].startX, this.paths[1].startY + (i * 2.5 + 0.5), this.copyPath(this.paths[1].path)));456 }457 // for (var i = 0; i < 2; i++) {458 // this.game.addEntity(new InfectedChubby(this.game, this.paths[1].startX, this.paths[1].startY + (i * 32 + 5), this.copyPath(this.paths[1].path)));459 // }460 this.spawnedWaveFlags[3] = true;461 break; 462 }463 }464 map2ZombieSpawn() {465 let currentPath;466 switch(true) {467 //Wave 1468 case !this.spawnedWaveFlags[0] && this.game.elapsedDay >= 1:469 currentPath = 3;470 for (var i = 0; i < 2; i++) {471 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX + (i * 1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));472 }473 currentPath = 6;474 for (var i = 0; i < 3; i++) {475 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX + (i * -1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));476 }477 this.spawnedWaveFlags[0] = true;478 break;479 //Wave 2480 case !this.spawnedWaveFlags[1] && this.game.elapsedDay >= 2 && this.game.elapsedHour >= 12:481 currentPath = 3;482 for (var i = 0; i < 4; i++) {483 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX + (i * 1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));484 }485 for (var i = 0; i < 2; i++) {486 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX + (i * 1.5), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));487 }488 currentPath = 6;489 for (var i = 0; i < 5; i++) {490 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX + (i * -1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));491 }492 for (var i = 0; i < 4; i++) {493 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX + (i * -1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));494 }495 this.spawnedWaveFlags[1] = true;496 break;497 //Wave 3498 case !this.spawnedWaveFlags[2] && this.game.elapsedDay >= 4:499 currentPath = 0;500 for (var i = 0; i < 8; i++) {501 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));502 }503 currentPath = 3;504 for (var i = 0; i < 6; i++) {505 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX + (i * 1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));506 }507 for (var i = 0; i < 2; i++) {508 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX + (i * 1 + 0.5), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));509 }510 currentPath = 4;511 for (var i = 0; i < 8; i++) {512 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * 1.5), this.copyPath(this.paths[currentPath].path)));513 }514 currentPath = 6;515 for (var i = 0; i < 5; i++) {516 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX + (i * -1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));517 }518 for (var i = 0; i < 4; i++) {519 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX + (i * -1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));520 }521 this.spawnedWaveFlags[2] = true;522 break;523 //Wave 4 524 case !this.spawnedWaveFlags[3] && this.game.elapsedDay >= 6 && this.game.elapsedHour >= 12:525 currentPath = 0;526 for (var i = 0; i < 4; i++) {527 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));528 }529 for (var i = 0; i < 8; i++) {530 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));531 }532 currentPath = 3;533 for (var i = 0; i < 4; i++) {534 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX + (i * 1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));535 }536 for (var i = 0; i < 7; i++) {537 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX + (i * 1 + 0.5), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));538 }539 for (var i = 0; i < 2; i++) {540 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX + (i * 1 + 0.5), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));541 }542 currentPath = 4;543 for (var i = 0; i < 8; i++) {544 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * 1.5), this.copyPath(this.paths[currentPath].path)));545 }546 currentPath = 6;547 for (var i = 0; i < 12; i++) {548 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX + (i * -1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));549 }550 for (var i = 0; i < 5; i++) {551 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX + (i * -1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));552 }553 for (var i = 0; i < 1; i++) {554 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX + (i * -1 - 0.5), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));555 }556 this.spawnedWaveFlags[3] = true;557 break; 558 //Wave 5 559 case !this.spawnedWaveFlags[4] && this.game.elapsedDay >= 9 && this.game.elapsedHour >= 12:560 currentPath = 0;561 for (var i = 0; i < 3; i++) {562 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));563 }564 for (var i = 0; i < 4; i++) {565 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));566 }567 for (var i = 0; i < 8; i++) {568 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));569 }570 currentPath = 1;571 for (var i = 0; i < 6; i++) {572 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));573 }574 currentPath = 2;575 for (var i = 0; i < 4; i++) {576 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX + (i * 1 + 0.5), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));577 }578 currentPath = 3;579 for (var i = 0; i < 4; i++) {580 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX + (i * 1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));581 }582 for (var i = 0; i < 7; i++) {583 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX + (i * 1 + 0.5), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));584 }585 for (var i = 0; i < 10; i++) {586 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX + (i * 1 + 0.5), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));587 }588 currentPath = 4;589 for (var i = 0; i < 6; i++) {590 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * 1), this.copyPath(this.paths[currentPath].path)));591 }592 for (var i = 0; i < 6; i++) {593 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * 1 + 0.5), this.copyPath(this.paths[currentPath].path)));594 }595 currentPath = 5;596 for (var i = 0; i < 8; i++) {597 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * 1), this.copyPath(this.paths[currentPath].path)));598 }599 for (var i = 0; i < 2; i++) {600 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * 1 + 0.5), this.copyPath(this.paths[currentPath].path)));601 }602 currentPath = 6;603 for (var i = 0; i < 7; i++) {604 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX + (i * -1), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));605 }606 for (var i = 0; i < 3; i++) {607 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX + (i * -1 - 0.5), this.paths[currentPath].startY, this.copyPath(this.paths[currentPath].path)));608 }609 this.spawnedWaveFlags[4] = true;610 break; 611 }612 }613 map3ZombieSpawn() {614 let currentPath;615 switch(true) {616 //Wave 1617 case !this.spawnedWaveFlags[0] && this.game.elapsedDay >= 1 && this.game.elapsedHour >= 12:618 currentPath = 1;619 for (var i = 0; i < 3; i++) {620 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));621 }622 currentPath = 3;623 for (var i = 0; i < 2; i++) {624 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));625 }626 this.spawnedWaveFlags[0] = true;627 break;628 //Wave 2629 case !this.spawnedWaveFlags[1] && this.game.elapsedDay >= 3 && this.game.elapsedHour >= 12:630 currentPath = 0;631 for (var i = 0; i < 4; i++) {632 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));633 }634 currentPath = 1;635 for (var i = 0; i < 4; i++) {636 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));637 }638 currentPath = 3;639 for (var i = 0; i < 4; i++) {640 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));641 }642 currentPath = 4;643 for (var i = 0; i < 4; i++) {644 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));645 }646 this.spawnedWaveFlags[1] = true;647 break;648 //Wave 3649 case !this.spawnedWaveFlags[2] && this.game.elapsedDay >= 6 && this.game.elapsedHour >= 0:650 currentPath = 0;651 for (var i = 0; i < 6; i++) {652 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));653 }654 for (var i = 0; i < 3; i++) {655 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));656 }657 currentPath = 1;658 for (var i = 0; i < 6; i++) {659 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));660 }661 for (var i = 0; i < 3; i++) {662 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));663 }664 currentPath = 2;665 for (var i = 0; i < 6; i++) {666 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));667 }668 for (var i = 0; i < 6; i++) {669 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));670 }671 currentPath = 3;672 for (var i = 0; i < 2; i++) {673 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));674 }675 for (var i = 0; i < 4; i++) {676 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));677 }678 currentPath = 4;679 for (var i = 0; i < 12; i++) {680 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));681 }682 this.spawnedWaveFlags[2] = true;683 break;684 //Wave 4 685 case !this.spawnedWaveFlags[3] && this.game.elapsedDay >= 9 && this.game.elapsedHour >= 12:686 currentPath = 0;687 for (var i = 0; i < 8; i++) {688 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));689 }690 for (var i = 0; i < 3; i++) {691 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));692 }693 for (var i = 0; i < 2; i++) {694 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));695 }696 currentPath = 1;697 for (var i = 0; i < 8; i++) {698 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));699 }700 for (var i = 0; i < 6; i++) {701 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));702 }703 currentPath = 2;704 for (var i = 0; i < 9; i++) {705 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));706 }707 for (var i = 0; i < 8; i++) {708 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));709 }710 currentPath = 3;711 for (var i = 0; i < 4; i++) {712 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));713 }714 for (var i = 0; i < 8; i++) {715 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));716 }717 currentPath = 4;718 for (var i = 0; i < 16; i++) {719 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));720 }721 this.spawnedWaveFlags[3] = true;722 break; 723 //Wave 5 724 case !this.spawnedWaveFlags[4] && this.game.elapsedDay >= 13 && this.game.elapsedHour >= 0:725 currentPath = 0;726 for (var i = 0; i < 10; i++) {727 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));728 }729 for (var i = 0; i < 5; i++) {730 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));731 }732 for (var i = 0; i < 4; i++) {733 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));734 }735 for (var i = 0; i < 1; i++) {736 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));737 }738 currentPath = 1;739 for (var i = 0; i < 8; i++) {740 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));741 }742 for (var i = 0; i < 4; i++) {743 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));744 }745 for (var i = 0; i < 7; i++) {746 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));747 }748 for (var i = 0; i < 0; i++) {749 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));750 }751 currentPath = 2;752 for (var i = 0; i < 3; i++) {753 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));754 }755 for (var i = 0; i < 10; i++) {756 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));757 }758 for (var i = 0; i < 4; i++) {759 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));760 }761 for (var i = 0; i < 2; i++) {762 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));763 }764 currentPath = 3;765 for (var i = 0; i < 6; i++) {766 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));767 }768 for (var i = 0; i < 6; i++) {769 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));770 }771 for (var i = 0; i < 0; i++) {772 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));773 }774 for (var i = 0; i < 0; i++) {775 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));776 }777 currentPath = 4;778 for (var i = 0; i < 8; i++) {779 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));780 }781 for (var i = 0; i < 5; i++) {782 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));783 }784 for (var i = 0; i < 8; i++) {785 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));786 }787 for (var i = 0; i < 1; i++) {788 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));789 }790 this.spawnedWaveFlags[4] = true;791 break; 792 //Wave 6 793 case !this.spawnedWaveFlags[5] && this.game.elapsedDay >= 16 && this.game.elapsedHour >= 12:794 currentPath = 0;795 for (var i = 0; i < 0; i++) {796 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));797 }798 for (var i = 0; i < 12; i++) {799 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));800 }801 for (var i = 0; i < 10; i++) {802 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));803 }804 for (var i = 0; i < 3; i++) {805 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));806 }807 currentPath = 1;808 for (var i = 0; i < 4; i++) {809 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));810 }811 for (var i = 0; i < 12; i++) {812 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));813 }814 for (var i = 0; i < 10; i++) {815 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));816 }817 for (var i = 0; i < 2; i++) {818 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));819 }820 currentPath = 2;821 for (var i = 0; i < 5; i++) {822 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));823 }824 for (var i = 0; i < 14; i++) {825 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));826 }827 for (var i = 0; i < 8; i++) {828 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));829 }830 for (var i = 0; i < 1; i++) {831 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));832 }833 currentPath = 3;834 for (var i = 0; i < 6; i++) {835 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));836 }837 for (var i = 0; i < 10; i++) {838 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));839 }840 for (var i = 0; i < 10; i++) {841 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));842 }843 for (var i = 0; i < 0; i++) {844 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));845 }846 currentPath = 4;847 for (var i = 0; i < 2; i++) {848 this.game.addEntity(new InfectedUnit(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1), this.copyPath(this.paths[currentPath].path)));849 }850 for (var i = 0; i < 7; i++) {851 this.game.addEntity(new InfectedVenom(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));852 }853 for (var i = 0; i < 15; i++) {854 this.game.addEntity(new InfectedHarpy(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));855 }856 for (var i = 0; i < 1; i++) {857 this.game.addEntity(new InfectedChubby(this.game, this.paths[currentPath].startX, this.paths[currentPath].startY + (i * -1 - 0.5), this.copyPath(this.paths[currentPath].path)));858 }859 this.spawnedWaveFlags[5] = true;860 break; 861 }862 }863 //Helper function to deep copy paths864 copyPath(originalPath) {865 let copiedPath = [];866 for(let i = 0; i < originalPath.length; i++) {867 copiedPath[i] = { x : originalPath[i].x, y : originalPath[i].y }868 }869 return copiedPath;870 }...

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mainws.js

Source:mainws.js Github

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1let app = new Vue({2 el: '#app',3 data: {4 rootfolder: "/media",5 directories: [],6 files: [],7 currentPath: "/media",8 state: {},9 heartbeat: null,10 progressTicker: null,11 tabDir: true,12 tabFiles: false,13 tabPlaylist: false,14 playlist: [],15 ws: null16 },17 filters: {18 pretty: function(value) {19 return JSON.stringify(value, null, 2);20 }21 },22 mounted () {23 this.ws = new WebSocket("ws://" + window.location.host + "/test");24 this.ws.addEventListener("open", this.onWSOpen);25 this.ws.addEventListener("message", this.onMessage);26 this.loadfolder(this.currentPath);27 this.progressTicker = window.setInterval(this.updateProgressBar,100);28 //this.heartbeat = window.setInterval(this.sendHeartbeat,3000);29 this.sendHeartbeat();30 this.getPlaylist();31 //window.setInterval(this.getPlaylist, 10000);32 },33 methods: {34 onWSOpen: function() {35 this.ws.send(JSON.stringify({list: this.currentPath, status}));36 },37 loadfolder: async function (path) {38 if(path.startsWith("#")) path = path.substring(1);39 if(this.currentPath === undefined) this.currentPath = "";40 this.currentPath=path;41 let resp = await fetch("/list" + (this.currentPath.startsWith("/") ? "" : "/") + this.currentPath);42 const respObj = await resp.json();43 this.directories = respObj["directories"];44 this.files = respObj["files"];45 this.currentPath = respObj["path"];46 },47 onFolderClick: function(event) {48 this.loadfolder(this.currentPath + '/' + event.target.textContent);49 },50 onPlaySongClick: async function(event) {51 let resp = await fetch("/playsong" + (this.currentPath.startsWith("/") ? "" : "/") 52 + encodeURIComponent(this.currentPath + "/" 53 + event.target.textContent.trim()));54 app.state = await resp.json();55 },56 onPlayFolderClick: async function(event) {57 const resp = await fetch("/playfolder" + (this.currentPath.startsWith("/") ? "" : "/") 58 + encodeURIComponent(this.currentPath + "/" 59 + event.target.nextElementSibling.nextElementSibling.textContent.trim()));60 app.state = await resp.json();61 },62 onCurrentFolderPlay: async function(event) {63 const resp = await fetch("/playfolder" + (this.currentPath.startsWith("/") ? "" : "/") 64 + encodeURIComponent(this.currentPath));65 app.state = await resp.json();66 },67 pause: async function(event) {68 const resp = await fetch("/pause");69 app.state = await resp.json();70 },71 sendHeartbeat: async function() {72 if(document.hidden) return;73 const resp = await fetch("/heartbeat");74 const respObj = await resp.json();75 app.state = respObj;76 },77 getPlaylist: async function() {78 if(document.hidden) return;79 const resp = await fetch("/playlist");80 const respObj = await resp.json();81 app.playlist = respObj;82 },83 next: async function(event) {84 const resp = await fetch("/next");85 app.state = await resp.json();86 },87 prev: async function(event) {88 const resp = await fetch("/prev");89 app.state = await resp.json();90 },91 stop: async function(event) {92 const resp = await fetch("/stop");93 app.state = await resp.json();94 },95 onProgressClick: async function(event) {96 const targetProgress = Math.round(((event.pageX - event.target.offsetLeft) / event.target.offsetWidth)*100);97 const resp = await fetch("/seek/" + targetProgress);98 app.state = await resp.json();99 },100 onGoUpClick: async function(event) {101 this.loadfolder(String(app.currentPath).slice(0,app.currentPath.lastIndexOf("/")));102 }, 103 onAddFolderClick: async function(event) {104 const resp = await fetch("/appendfolder" + (this.currentPath.startsWith("/") ? "" : "/") 105 + encodeURIComponent(this.currentPath + "/" 106 + event.target.nextElementSibling.textContent.trim()));107 app.state = await resp.json();108 } , 109 onAddSongClick: async function(event) {110 const resp = await fetch("/appendsong" + (this.currentPath.startsWith("/") ? "" : "/") 111 + encodeURIComponent(this.currentPath + "/" 112 + event.target.nextElementSibling.textContent.trim()));113 app.state = await resp.json();114 },115 onAddCurrentFolderClick: async function(event) {116 const resp = await fetch("/appendfolder" + (this.currentPath.startsWith("/") ? "" : "/") 117 + encodeURIComponent(this.currentPath));118 app.state = await resp.json();119 },120 updateProgressBar: function() {121 if(!app.state.paused) {122 app.state.current += .100;123 }124 }, 125 showDirectories: function(event) {126 app.tabDir = true;127 app.tabFiles = false;128 app.tabPlaylist = false;129 },130 showFiles: function(event) {131 app.tabDir = false;132 app.tabFiles = true;133 app.tabPlaylist = false;134 },135 showPlaylist: function(event) {136 app.tabDir = false;137 app.tabFiles = false;138 app.tabPlaylist = true;139 },140 breadcrumbClick: function(event) {141 console.log(event.target.dataset.pathindex);142 const finalIndex = String(app.currentPath).split("/",parseInt(event.target.dataset.pathindex)+2).join("/").length;143 console.log(String(this.currentPath).slice(0,finalIndex));144 this.loadfolder(String(this.currentPath).slice(0,finalIndex));145 }146 },...

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get-path.js

Source:get-path.js Github

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1const { borders, centroids, getLatLong, setOriginDirection, getDirection, makeSortFn } = require('./helpers');2const args = process.argv.slice(2);3const origin = args[0];4const destination = args[1];5const originalDirectionData = getDirection(origin, destination);6const borderingSort = makeSortFn(originalDirectionData);7setOriginDirection(origin);8var paths = [];9var pathCoords = [];10var currentPath = 0;11paths.push([]);12pathCoords.push([]);13paths[currentPath].push(origin);14pathCoords[currentPath].push({ origin, coords: getLatLong(origin) });15var minPathLength = 14;16var SAFETY_NET = 1000000;17var safety = 0;18function getBorders(currentCountry) {19 safety++;20 if (safety > SAFETY_NET) return;21 var countryData = borders.find(b => b.country === currentCountry);22 var borderingCountries = countryData.borders;23// borderingCountries.sort(borderingSort);24 for (let i = 0, j = borderingCountries.length; i < j; i++) {25 // Processing for "Destination included in current path."26 // If the destination is already in the path...27 if (paths[currentPath].indexOf(destination) !== -1) {28 // If this is now the shortest path found, retain it.29 if (paths[currentPath].length < minPathLength) {30 minPathLength = paths[currentPath].length;31 paths[currentPath + 1] = paths[currentPath].slice(0, paths[currentPath].length - 1);32console.log(`Right destination and shortest path ${currentPath}. paths so far`, paths);33 pathCoords[currentPath + 1] = pathCoords[currentPath].slice(0, pathCoords[currentPath].length - 1);34 return ++currentPath;35 // Else, if this is not the shortest path found, prepare to reuse it.36 } else {37console.log('Right destination but not shortest path; prepare to reuse', paths[currentPath]);38 paths[currentPath] = paths[currentPath].slice(0, paths[currentPath].length - 1);39 pathCoords[currentPath] = pathCoords[currentPath].slice(0, pathCoords[currentPath].length - 1);40 return currentPath; 41 }42 }43 // Done with processing for "Destination included in current path."44 // Processing for "Current path length exceeds length of shortest path found so far."45 // If current path length exceeds shortest path length so far, prepare to reuse it.46 if (paths[currentPath].length > minPathLength) { 47console.log('Path length exceeds length of shortest; prepare to reuse', paths[currentPath]);48 paths[currentPath] = paths[currentPath].slice(0, paths[currentPath].length - 1);49 pathCoords[currentPath] = pathCoords[currentPath].slice(0, pathCoords[currentPath].length - 1);50 return currentPath; 51 }52 // Done with processing for "Current path length exceeds length of shortest path found so far."53 // Current path is neither longer than the shortest found, nor does it contain the destination.54 // Get the next current country's next bordering country (bc), and check for it in the current path.55 let bc = borderingCountries[i];56 // If the bordering country isn't the destination, don't add it unless the current path is at least 2 shorter than the minimum.57 if (bc === destination || paths[currentPath].length + 1 < minPathLength) {58 // Bordering country not in current path, so add it.59 if (paths[currentPath].indexOf(bc) === -1) {60 paths[currentPath].push(bc);61console.log('Adding country', bc, 'to path', paths[currentPath], pathCoords[currentPath]);62 pathCoords[currentPath].push({ country: bc, coords: getLatLong(bc) });63 // Then, call getBorders to get the borders for the country just added to the path.64 let p = getBorders(bc);65 }66 }67 // If the above condition failed, it means that:68 // a) the current bordering country is already in the path, and69 // b) the current country is not the destination.70 }71 // If we reached here, we've gone through all the bordering countries and haven't reached the destination.72 // This means backing up a country.73console.log('End of getPaths function; about to add', paths[currentPath].slice(0, paths[currentPath].length - 1));74 paths[currentPath] = paths[currentPath].slice(0, paths[currentPath].length - 1);75 pathCoords[currentPath] = pathCoords[currentPath].slice(0, pathCoords[currentPath].length - 1);76 return currentPath;77}78getBorders(origin);79var shortestPath = { path: [], length: 100 };80var reachedDest = paths.filter(p => p[p.length-1] === destination);81console.log('Paths', paths);82for (let i = 0; i < paths.length; i++) {83 let path = paths[i];84 if (path.length < shortestPath.length) {85 shortestPath.path = path;86 shortestPath.length = path.length;87 shortestPath.pathCoords = pathCoords[i];88 } 89}90console.log('Shortest path', shortestPath);91console.log(`Mission accomplished (border visits ${safety}):`);92reachedDest.forEach(path => {93 console.log(path.join(' - '));...

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Using AI Code Generation

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1import { currentPath } from 'storybook-root';2const currentPath = require('storybook-root').currentPath;3const currentPath = require('storybook-root').currentPath;4import { currentPath } from 'storybook-root';5const currentPath = require('storybook-root').currentPath;6const currentPath = require('storybook-root').currentPath;7import { currentPath } from 'storybook-root';8const currentPath = require('storybook-root').currentPath;9const currentPath = require('storybook-root').currentPath;10import { currentPath } from 'storybook-root';11const currentPath = require('storybook-root').currentPath;12const currentPath = require('storybook-root').currentPath;13import { currentPath } from 'storybook-root';14const currentPath = require('storybook-root').currentPath;15const currentPath = require('storybook-root').currentPath;16import { currentPath } from 'storybook-root';17const currentPath = require('storybook-root').currentPath;18const currentPath = require('storybook-root').currentPath;19import { currentPath } from 'storybook-root';20const currentPath = require('storybook-root').currentPath;

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Using AI Code Generation

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1storiesOf('test', module)2 .add('test', () => {3 const path = currentPath();4 return (5 {path}6 );7 });

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Using AI Code Generation

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1var root = require('storybook-root');2var path = root.currentPath();3var root = require('storybook-root');4var path = root.currentPath();5var root = require('storybook-root');6var path = root.currentPath();7var root = require('storybook-root');8var path = root.currentPath();9var root = require('storybook-root');10var path = root.currentPath();11var root = require('storybook-root');12var path = root.currentPath();13var root = require('storybook-root');14var path = root.currentPath();15var root = require('storybook-root');16var path = root.currentPath();17var root = require('storybook-root');18var path = root.currentPath();19var root = require('storybook-root');20var path = root.currentPath();21var root = require('storybook-root');22var path = root.currentPath();23var root = require('storybook-root');

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Using AI Code Generation

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1import { currentPath } from 'storybook-root';2export default {3};4export const App = () => {5 return <h1>Current path is: {currentPath()}</h1>;6};7import { storiesOf } from '@storybook/react';8import App from '../test';9storiesOf('App', module).add('App', () => <App />);10import { addDecorator } from '@storybook/react';11import { withRoot } from 'storybook-root';12addDecorator(withRoot);13import { configure } from '@storybook/react';14const req = require.context('../stories', true, /\.stories\.js$/);15function loadStories() {16 req.keys().forEach(filename => req(filename));17}18configure(loadStories, module);19import { currentPath } from 'storybook-root';20console.log(currentPath());

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Using AI Code Generation

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1var currentPath = require('storybook-root').currentPath;2console.log(currentPath);3var currentPath = require('storybook-root').currentPath;4console.log(currentPath);5var currentPath = require('storybook-root').currentPath;6console.log(currentPath);7var currentPath = require('storybook-root').currentPath;8console.log(currentPath);9var currentPath = require('storybook-root').currentPath;10console.log(currentPath);11var currentPath = require('storybook-root').currentPath;12console.log(currentPath);13var currentPath = require('storybook-root').currentPath;14console.log(currentPath);15var currentPath = require('storybook-root').currentPath;16console.log(currentPath);17var currentPath = require('storybook-root').currentPath;18console.log(currentPath);19var currentPath = require('storybook-root').currentPath;20console.log(currentPath);21var currentPath = require('storybook-root').currentPath;22console.log(currentPath);23var currentPath = require('storybook-root').currentPath;24console.log(currentPath);

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Using AI Code Generation

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1import { currentPath } from 'storybook-root';2const path = currentPath();3console.log(path);4import { currentPath } from 'storybook-root';5const path = currentPath();6console.log(path);7import { currentPath } from 'storybook-root';8const path = currentPath();9console.log(path);10import { currentPath } from 'storybook-root';11const path = currentPath();12console.log(path);13import { currentPath } from 'storybook-root';

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