Battle-Isle-Reborn 1.16
by velo_ninja
HTML
<!DOCTYPE html>
<html lang="de">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Hexagonal Grid Game</title>
<style>
</style>
</head>
<body>
<div class="canvas-container">
<canvas id="gridCanvas"></canvas>
<canvas id="obstaclesCanvas"></canvas>
<canvas id="unitsCanvas"></canvas>
</div>
<script>
// Game Classes
class Game {
constructor(config) {
this.config = config;
this.hexSize = config.iconSize;
this.hexWidth = 2 * this.hexSize * Math.cos(Math.PI / 6);
this.hexHeight = this.hexSize * 1.5;
this.gridWidth = (config.cols - 1) * this.hexWidth + this.hexWidth + this.hexSize + config.hexGridPadding * 2;
this.gridHeight = (config.rows - 1) * this.hexHeight + this.hexHeight + config.hexGridPadding * 2;
this.occupiedPositions = new Set(); // Track occupied cells globally
}
setupCanvas(id, width, height) {
const canvas = document.getElementById(id);
canvas.width = width;
canvas.height = height;
return canvas;
}
drawGrid(canvas) {
const ctx = canvas.getContext('2d');
const gridLeft = this.hexWidth / 2 + this.config.hexGridPadding;
const gridTop = this.hexHeight / 2 + this.config.hexGridPadding;
for (let row = 0; row < this.config.rows; row++) {
for (let col = 0; col < this.config.cols; col++) {
const x = col * this.hexWidth + (row % 2 === 0 ? 0 : this.hexWidth / 2) + gridLeft;
const y = row * this.hexHeight + gridTop;
this.drawHexagon(ctx, x, y, this.hexSize, this.config.hexGridColor);
}
}
}
drawHexagon(ctx, x, y, hexSize, color) {
ctx.beginPath();
for (let i = 0; i < 6; i++) {
const angle = Math.PI / 3 * i + Math.PI / 6;
...
CSS
body {
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
margin: 0;
background: darkgrey
}
.canvas-container {
position: relative;
width: 70%;
aspect-ratio: 16 / 10;
background: black;
border-radius: 20px;
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
JavaScript
/*
- 3x-layered hexagrid
- class & object oriented
- multiplayer-capable
- computed-enemies --------------> MISSING !!!!!
- invinite units
- infinite unit-types
- automatic unit-img replacement
- automatic unit-color-recognition
- automatic unit-background-recognition
- automatic occupied-cell-recognition
const militaryType = {
Army: "Ground Forces",
Airforce: "Air Forces",
Navy: "Naval Forces"
};
const unitType = {
Defense: ["Tower", "Fortification"],
Support: ["Transporter", "Supply Truck"],
Structure: ["Base", "Outpost"]
};
const vehicleType = {
LightCombat: ["Light Tank", "Buggy", "Fast Attack Vehicle"],
Recon: ["Reconnaissance Vehicle", "Scout Car"],
HeavyCombat: ["Main Battle Tank", "Self-Propelled Artillery"],
Support: ["Transport Truck", "Medical Vehicle"]
};
const combatType = {
shortRange: ["Infantry", "Close Combat Vehicle"],
longRange: ["Artillery", "Sniper"],
support: ["Medic", "Engineer"],
recon: ["Scout", "Recon Vehicle"],
heavyStrike: ["Siege Cannon", "Demolition Tank"],
frontline: ["Battle Tank", "Rapid Assault Vehicle"]
};
const combatType = {
lightweight: ["Scout", "Recon Vehicle", "Buggy"],
mediumWeight: ["Infantry", "Armored Car", "Transport Vehicle"],
heavyWeight: ["Battle Tank", "Siege Cannon", "Heavy Artillery"],
ultraHeavy: ["Fortified Base", "Mobile Fortress"]
};
const unitType = {
facillity: ["Tower", "Bunker", "Base"],
support: ["Medic", "Engineer", "Repair Drone"],
combat: ["Tank", "Infantry", "Sniper"],
transport: ["Transporter", "Cargo Vehicle"]
};
const unitType = {
fortification: {
tower: ["Watch Tower", "Sniper Tower", "Defense Tower", "Cannon Tower", "Laser Tower"],
wall: ["Stone Wall", "Electric Fence", "Fortified Wall", "Spiked Barrier", "Energy Shield Wall"],
base: ["Command Center", "Outpost", "Bunker", "Airfield", "Naval Dock"]
},
support: {
medic: ["Field Medic", "Combat...