PERFECT-GRID 1.02
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 with Dynamic Aspect Ratio</title>
<style>
</style>
</head>
<body>
<div class="canvas-container" id="canvasContainer"></div>
<script>
const obstaclesData = {
FOREST: {
title: 'forest',
type: 'terrain',
color: 'lightgreen',
energy: 10,
armory: 10,
health: 10,
skill: 5,
weapons: [],
capacity: [],
pic: 'https://i.imgur.com/yWF4P2J.png'
},
WATER: {
title: 'water',
type: 'terrain',
color: 'lightblue',
energy: 10,
armory: 10,
health: 10,
skill: 5,
weapons: [],
capacity: [],
pic: 'https://i.imgur.com/HfHFk9Y.png'
},
STONE: {
title: 'stone',
type: 'terrain',
color: 'grey',
energy: 10,
armory: 10,
health: 10,
skill: 5,
weapons: [],
capacity: [],
pic: 'https://i.imgur.com/b4IuXIc.png'
}
};
const unitData = {
TANK: {
title: 'Lightweight-Tank',
militaryType: 'army',
terrainType: 'ground-forces',
unitType: 'vehicle',
combatType: 'offensive',
combatLevel: 'light',
attributes: {
health: 100,
energy: 10,
armory: 15,
skill: 7,
color: 'Orange',
range: 'Medium',
capacity: 5,
pic: 'https://i.imgur.com/FVUrbn1.png',
},
weapons: {
primary: 'Cannon',
secondary: ['Missiles'],
special: ['EMP'],
},
capabilities: {
automated:...
CSS
body {
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
margin: 0;
background: red;
}
.canvas-container {
position: relative;
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
*/
/*
1. 3x-layered Hexagrid:
✅ Implemented: You have successfully implemented a 3-layered canvas system (gridCanvas, obstaclesCanvas, unitsCanvas), with each layer serving a different purpose.
2. Class & Object Oriented:
✅ Implemented: Your code is structured using a Game class, with methods to handle grid drawing, unit placement, and obstacle placement. This is a good example of object-oriented programming.
3. Multiplayer-capable:
✅ Implemented: You have provided player data (player1, player2, player3), and units can be placed based on player names. The ability to add more players and handle multiple unit placements suggests multiplayer capability.
4. Computed Enemies (Missing):
❌ Missing: This functionality is not yet implemented. "Computed enemies" typically refers to a feature where enemies are dynamically calculated or identified based on certain conditions, such as proximity to player units, actions taken by the player, or AI behavior.
To implement this, you would need a system that tracks enemy units' locations, interactions, and behaviors. You might need to create methods that check for adjacent enemies, determine combat results, or handle AI decision-making for enemy units.
5. Infinite Units:
✅ Implemented (Partially): While you have set up unit data and can place a fixed number of units (unitCount), there's no explicit limitation on how many units can be placed, making it possible to add as many units as the game allows based on resources. However, the unitCount is currently fixed per call to placeUnits, so you would need additional controls or a dynamic way to generate units.
6. Infinite Unit Types:
✅ Implemented: You can add new unit types...