diff --git a/star.js/js/star.js b/star.js/js/star.js index bdf5841..01fac30 100644 --- a/star.js/js/star.js +++ b/star.js/js/star.js @@ -118,23 +118,23 @@ function initialize_a_star( dom_container ) { return state; } + function draw_cell( sprite, x, y ) { + DOM_infos.canvas.context.drawImage( sprite, + x * level_infos.cell.width, + y * level_infos.cell.height, + level_infos.cell.width, + level_infos.cell.height ); + } + function switch_actor( ) { state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL; var ball_pos = get_pos( cell.BALL ); var cube_pos = get_pos( cell.CUBE ); // redraw ball - DOM_infos.canvas.context.drawImage( ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.ball, - ball_pos[ 0 ] * level_infos.cell.width, - ball_pos[ 1 ] * level_infos.cell.height, - level_infos.cell.width, - level_infos.cell.height ); + draw_cell( ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.ball, ball_pos[ 0 ], ball_pos[ 1 ] ); // redraw cube - DOM_infos.canvas.context.drawImage( ( state.moving == cell.CUBE ) ? assets.sprites.cube_selected : assets.sprites.cube, - cube_pos[ 0 ] * level_infos.cell.width, - cube_pos[ 1 ] * level_infos.cell.height, - level_infos.cell.width, - level_infos.cell.height ); + draw_cell( ( state.moving == cell.CUBE ) ? assets.sprites.cube_selected : assets.sprites.cube, cube_pos[ 0 ], cube_pos[ 1 ] ); return state; } @@ -154,11 +154,7 @@ function initialize_a_star( dom_container ) { case "x": sprite = assets.sprites.gift; break; case " ": sprite = assets.sprites.void; break; } - DOM_infos.canvas.context.drawImage( sprite, - j * level_infos.cell.width, - i * level_infos.cell.height, - level_infos.cell.width, - level_infos.cell.height ); + draw_cell( sprite, j, i ); } } } @@ -228,22 +224,14 @@ function initialize_a_star( dom_container ) { { state = set_cell( item_coord[ 0 ], item_coord[ 1 ], cell.VOID ); /* void the origin cell */ // voiding origin cell on canvas - DOM_infos.canvas.context.drawImage( assets.sprites.void, - item_coord[ 0 ] * level_infos.cell.width, - item_coord[ 1 ] * level_infos.cell.height, - level_infos.cell.width, - level_infos.cell.height ); + draw_cell( assets.sprites.void, item_coord[ 0 ], item_coord[ 1 ] ); item_coord[ 0 ] += motion[ 0 ]; /* move coordinate */ item_coord[ 1 ] += motion[ 1 ]; /* to those of target cells */ state = set_cell( item_coord[ 0 ], item_coord[ 1 ], state.moving ); /* move actor into target cell */ // drawing target cell on canvas - DOM_infos.canvas.context.drawImage( ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.cube_selected, - item_coord[ 0 ] * level_infos.cell.width, - item_coord[ 1 ] * level_infos.cell.height, - level_infos.cell.width, - level_infos.cell.height ); + draw_cell( ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.cube_selected, item_coord[ 0 ], item_coord[ 1 ] ); state.distance_travelled++; /* increment distance_travelled */ }