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  • §

    Demo Canvas 026

    Tower of Hanoi

  • §

    Run code

    import * as scrawl from '../source/scrawl.js'
    
    import { reportSpeed } from './utilities.js';
  • §

    Scene setup

    let canvas = scrawl.library.canvas.mycanvas;
    
    
    scrawl.makeBlock({
    
        name: 'peg-1',
    
        width: '30%',
        height: '90%',
    
        startX: '17%',
        startY: 'center',
    
        handleX: 'center',
        handleY: 'center',
    
        fillStyle: 'rgb(220, 220, 220)',
        strokeStyle: 'red',
        lineWidth: 5,
    
        method: 'drawThenFill',
    
    }).clone({
    
        name: 'peg-2',
        startX: '50%',
        strokeStyle: 'blue',
    
    }).clone({
    
        name: 'peg-3',
        startX: '83%',
        strokeStyle: 'orange',
    });
    
    scrawl.makeWheel({
    
        name: 'disc-1',
    
        order: 1,
    
        radius: '12%',
    
        handleX: 'center',
        handleY: 'center',
    
        pivot: 'peg-1',
        lockTo: 'pivot',
    
        fillStyle: 'pink',
        strokeStyle: 'red',
        lineWidth: 6,
    
        method: 'drawAndFill',
    
        shadowColor: 'black',
    
    }).clone({
    
        name: 'disc-2',
        order: 2,
        radius: '10%',
        fillStyle: 'lightblue',
        strokeStyle: 'blue',
    
    }).clone({
    
        name: 'disc-3',
        order: 3,
        radius: '8%',
        fillStyle: 'yellow',
        strokeStyle: 'orange',
    });
    
    let discGroup = scrawl.makeGroup({
    
        name: 'discs',
    });
    
    let dragActions = scrawl.makeDragZone({
    
        zone: canvas,
        collisionGroup: 'discs',
        endOn: ['up', 'leave'],
        exposeCurrentArtefact: true,
    
        resetCoordsToZeroOnTouchEnd: false,
    
        updateOnStart: {
            shadowBlur: 10,
            shadowOffsetX: 3,
            shadowOffsetY: 3,
        },
    
        updateOnEnd: {
            shadowBlur: 0,
            shadowOffsetX: 0,
            shadowOffsetY: 0,
        },
    });
    
    let checkPeg = function () {
    
        let peg, disc;
    
        let pegGroup = scrawl.makeGroup({
    
            name: 'pegs',
    
        }).addArtefacts('peg-1', 'peg-2', 'peg-3');
  • §

    Setup the game’s initial state

        let pegState = {
    
            'peg-1': ['disc-1', 'disc-2', 'disc-3'],
            'peg-2': [],
            'peg-3': [],
        };
  • §

    Function to update the game’s state

    • mydisc will always be the last member of an array,
    • so we can pop it when found, then push it onto mypeg
        let updateState = function (mypeg, mydisc) {
    
            for (let [pName, pState] of Object.entries(pegState)) {
    
                if (pState.includes(mydisc.name)) pState.pop();
            }
            pegState[mypeg.name].push(mydisc.name);
        }
  • §

    Function to update the disc group’s membership

    • a disc can only be moved if it is a member of this group
        let updateDiscGroup = function () {
    
            discGroup.clearArtefacts();
    
            for (let [pName, pState] of Object.entries(pegState)) {
    
                if (pState.length) discGroup.addArtefacts(pState[pState.length - 1]);
            }
  • §

    Because this Group is outside the Display cycle

    • (we haven’t assigned it to a Cell object)
    • we need to manually invoke its sort routine
            discGroup.sortArtefacts();
        }
        updateDiscGroup();
  • §

    Enforce the game rules

    • a disc can only move to a peg if no smaller discs are already on that peg
        let entity = scrawl.library.entity;
    
        let checkForLegalMove = function (mypeg, mydisc) {
    
            if (!pegState[mypeg.name].length) return true;
    
            return pegState[mypeg.name].every(d => entity[d].get('order') < mydisc.get('order'));
        }
    
        return function () {
    
            let hit = pegGroup.getArtefactAt(canvas.here);
    
            if (typeof hit !== 'boolean' && hit) peg = hit.artefact;
            else peg = false;
    
            let checkDrag = dragActions();
    
            if (typeof checkDrag !== 'boolean' && checkDrag) disc = checkDrag.artefact;
    
            else if (disc) {
    
                if (peg) {
    
                    if (checkForLegalMove(peg, disc)) {
    
                        updateState(peg, disc);
                        updateDiscGroup();
    
                        disc.set({ 
                            pivot: peg, 
                        });
                    }
                }
                disc = false;
            }
        }
    }();
  • §

    Scene animation

    Function to display frames-per-second data, and other information relevant to the demo

    const report = reportSpeed('#reportmessage');
  • §

    Create the Animation loop which will run the Display cycle

    scrawl.makeRender({
        name: `${canvas.name}-render`,
        target: canvas,
        commence: checkPeg,
        afterShow: report,
    });
  • §

    Development and testing

    console.log(scrawl.library);