get rid of start_loop; refactor load_level

This commit is contained in:
Gwenhael Le Moine 2011-07-15 21:26:08 +02:00
parent bcbfac8502
commit 127218e20a

View file

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