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get rid of start_loop; refactor load_level
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1 changed files with 13 additions and 26 deletions
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@ -148,11 +148,11 @@ function initialize_a_star( dom_container, level_index ) {
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}
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function load_level( index ) {
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state.level = index;
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state.board = assets.levels[ state.level ];
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state.distance_travelled = 0;
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state.moving = cell.BALL;
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return state;
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return( { moving: cell.BALL,
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distance_travelled: 0,
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level: index,
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board: assets.levels[ index ],
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it_s_over: false } );
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}
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function make_a_move( where ) {
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@ -279,13 +279,6 @@ function initialize_a_star( dom_container, level_index ) {
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}
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}
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function start_loop( ) {
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jQuery(document).focus( );
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jQuery(document).click( event_handler );
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jQuery(document).keydown( event_handler );
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}
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////// MAIN (so to speak) //////
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// First of all, setup our little DOM branch
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@ -317,22 +310,16 @@ function initialize_a_star( dom_container, level_index ) {
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}
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};
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var state = {
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moving: cell.BALL,
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distance_travelled: 0,
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level: 0,
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board: "",
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it_s_over: false
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};
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state = load_level( ( level_index === undefined ) ? 0 :
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( level_index >= assets.levels.length ) ? assets.levels.length - 1 :
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( level_index < 0 ) ? 0 : level_index
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);
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start_loop( );
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var state = load_level( ( level_index === undefined ) ? 0 :
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( level_index >= assets.levels.length ) ? assets.levels.length - 1 :
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( level_index < 0 ) ? 0 : level_index );
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// kinda ugly workaround around a mysterious bug causing the canvas
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// not to refresh the first time (before any event)
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setTimeout( function(){ display_level( ); }, 100 ); // 1/10 second
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// Start main "loop"
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jQuery(document).focus( );
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jQuery(document).click( event_handler );
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jQuery(document).keydown( event_handler );
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}
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