//const width = 2048;
//const height = 2048;
const tileSize = 256;
const chunkSize = 16;
const assets = [
	'assets/groundA.svg',
	'assets/groundB.svg',
	'assets/player.svg',
	'assets/collapseA.svg',
	'assets/collapseB.svg',
	'assets/nothing.svg',
	'assets/box.svg'
];

function getRGBA(data, i) {
	let out = new Uint8Array(4);
	for (let j = i * 4; j < i * 4 + 4; j++) {
		out[j - i * 4] = data[j];
	}
	return out;
}

function setRGBA(data, i, input) {
	for (let j = i * 4; j < i * 4 + 4; j++) {
		data[j] = input[j - i * 4];
	}
}

function toPoint(x2, y2, base, fac, exp, inSize) {
	let isMask = 1;
	x2 = Math.round(x2 / tileSize);
	y2 = Math.round(y2 / tileSize);
	for (let j = 0; j < exp; j++) {
		isMask *= base[(y2 % inSize) * inSize + (x2 % inSize)];

		x2 /= inSize;
		y2 /= inSize;

		x2 = Math.floor(x2);
		y2 = Math.floor(y2);

	}

	isMask *= fac;

	isMask = (isMask - 0.5) + 0.5;
	isMask = Math.max(isMask, 0);
	isMask = Math.min(isMask, 1);
	return isMask;
}

function getChunk(x, y) {
	let cx = Math.floor(x / chunkSize);
	let cy = Math.floor(y / chunkSize);

	let id = cx + ',' + cy;

	return id;
}

function Game(inSize, exp, cs) {
	this.exp = exp;
	this.assets = [];
	this.inSize = inSize;
	this.cs = cs;

	this.img = new Image();
	this.base = new Float32Array(inSize * inSize);
	this.frames = 0;
	this.camera = [0, 0];

	this.modChunks = {};

	this.dead = false;
}

Game.prototype.placeBlock = function (block, get = false, xI = false, yI = false) {
	let { camera, base, fac, exp, inSize } = this;

	if (xI === false) xI = camera[0];
	if (yI === false) yI = camera[1];

	let x = Math.round(xI / tileSize);
	let y = Math.round(yI / tileSize);

	let bx = x % chunkSize;
	let by = y % chunkSize;

	let id = getChunk(x, y);
	let chunk = this.modChunks[id] = this.modChunks[id] || new Uint8Array(chunkSize * chunkSize);

	if (get) {
		let g = chunk[by * chunkSize + bx];
		if (g != 0) return g - 1;

		let isMask = toPoint(xI, yI, base, fac, exp, inSize);
		
		let assetI = ((x & y) % 3) == 0 ? 0 : 1;

		if (isMask < 0.5) return 5;
		if (isMask < 0.501) return 4;
		if (isMask < 0.51) return  3;

		return assetI;
	}

	chunk[by * chunkSize + bx] = block + 1;
}

Game.prototype.player = function () {
	let { ctx, fac, base, exp, inSize, camera, cs, assets } = this;
	ctx.drawImage(assets[2], cs / 2 - tileSize / 1.8, cs / 2 - tileSize / 1.8, tileSize / 0.9, tileSize / 0.9);

	let isBlock = this.placeBlock(0, true);

	if (isBlock == 5) {
		this.dead = true;
	}

	let cx = Math.floor(camera[0]) / tileSize;
	let cy = Math.floor(camera[1]) / tileSize;

	let sum = 0;

	for (let i in base) {
		sum += base[i]
	}

	sum *= (fac ** (1 / exp));

	let dim = Math.log(sum) / (Math.log(base.length) / 2);

	document.querySelector('.ui-text').textContent = `X: ${cx}\nY: ${cy}\nDimensionality: ${dim}`
}

Game.prototype.main = function () {
	var { base, inSize, ctx, cs, frames, exp, camera, dat } = this;
	if (this.dead) {
		document.querySelector('.message').style.display = 'flex';
		return;
	} else {
	}

	ctx.clearRect(0, 0, cs, cs);

	this.frames++;

	this.fac = 0.99999 ** frames;
	for (let i = 0; i < ((cs / tileSize + 2) * (cs / tileSize + 2)); i++) {
		let x = i % (cs / tileSize + 2);
		x--;
		x *= tileSize;
		let y = Math.floor(i / ((cs / tileSize + 2)));
		y--;
		y *= tileSize;

		x = x + Math.round((camera[0] - cs / 2) / tileSize) * tileSize;
		y = y + Math.round((camera[1] - cs / 2) / tileSize) * tileSize;

		let x2 = x - camera[0] + cs / 2;
		let y2 = y - camera[1] + cs / 2;

		let id = getChunk(x / tileSize, y / tileSize);

		let chunk = this.modChunks[id];

		let bx = Math.round(x / tileSize) % chunkSize;
		let by = Math.round(y / tileSize) % chunkSize;

		let assetI = this.placeBlock(0,true,x,y);

		ctx.drawImage(this.assets[assetI], x2, y2, tileSize, tileSize);
	}


	this.player();
}

Game.prototype.map = function () {
	var { base, inSize, exp } = this;

	//noise.seed(Math.random() * 1000);

	for (let i in base) {
		let x = i % inSize;
		let y = Math.floor(i / inSize);

		base[i] = Math.random();

		base[i] = Math.max(base[i], 0);
		base[i] = Math.min(base[i], 1);
		base[i] = Math.pow(base[i], 0.3);
		base[i] = base[i] * 0.3 + 0.7;
		//base[i] = (Math.random() > 0.5) ? 0 : 1; 
	}

	this.fac = 1;

	let x2 = 0, y2 = 0, mask = 0;

	for (let i = 0; i < 1000000; i++) {
		x2 = Math.random() * (1.000012 ** i) * 1e2;
		y2 = Math.random() * (1.000012 ** i) * 1e2;
		mask = toPoint(x2, y2, base, this.fac, exp, inSize);
		if (mask == 1) break;
	}
	this.camera = [x2, y2];
}

Game.prototype.loop = function () {
	let that = this;
	setInterval(function () { that.main() }, 1000 / 60);
}

Game.prototype.startGame = function () {
	var canvas = document.querySelector("#canvas");
	canvas.width = this.cs;
	canvas.height = this.cs;

	var ctx = this.ctx = canvas.getContext("2d");

	//ctx.imageSmoothingEnabled = true;

	for (let asset in assets) {
		this.assets[asset] = new Image();
		this.assets[asset].src = assets[asset];
	}

	this.dat = ctx.getImageData(0, 0, this.cs, this.cs);

	this.map();
	this.loop();
}

Game.prototype.init = function () {
	let that = this;
	that.startGame();
}

let game = new Game(8, 8, 16 * tileSize)

game.init();