mirror of
https://github.com/gwenhael-le-moine/c-urs_-toil-s.git
synced 2024-12-25 09:58:50 +01:00
move code around to try and make more sense
This commit is contained in:
parent
0534ab04a2
commit
3e192ee910
1 changed files with 94 additions and 92 deletions
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@ -1,4 +1,37 @@
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function initialize_a_star( dom_container ) {
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// kinda enums
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var cell= { WALL: '#', BALL: '@', CUBE: 'H', VOID: ' ', GIFT: 'x' };
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var direction = { UP: 'u', DOWN: 'd', LEFT: 'l', RIGHT: 'r' };
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var assets = {
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levels: [ "#################@## x#H## x #### ##x ## ## x #### x x x ## x x## x ## ##x x#################",
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" # # # # # ### x @# #x #x x # # x x # # # x # # #H# x # # # # #xx## # # # # ",
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"################# x#@## ## ##H## #x x ## x x## x## #x x x# x### ##x #x x x####x ##x #################",
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"################# #H## # ###x#x x#x#x#x#x## # #x x# # # ####x#x#x x#x#x#x## # ## # #@ #################",
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" ############## #@ # # # ## #x # x x # ### # # ##x #x# #### # x # ##x# # # # #H## # x# #x# ############## ",
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" ############ # x #x x# # x # ## # x ##@ x ### x # ### x # ##H # x ##x #################",
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"################# # ## ### #x ##x# #x #x # # # # # # ### ## ## # #x# #x# # ## @#x H #x#################",
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"############### # x## ### #x ## x ## x## # #x ### ## #x# ### # x#x ##xHx# x #@# ### # ###############",
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" # ########### #x#x # @##x x# x # # # x## x# ## #x #xHx x## x## # #x#x # # # ############ ",
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" ########### #### x ## H ###x x# x## x #x #x # # # x # x##x#x # x# #@# #x ### ### # # # # ######### # #",
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"################# # @## #xx xx #### x ## x##x #x#xx ##### ## ## ##x x# x H x###x### # ## ## ########### ",
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"## ## #### #@#####x ### x### xx x ## ## ##x #x# ## # x ###x ## ## ## ## #H# ## x ## x #################",
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" ############## # @# x ### # #x x## ## x # ## x #x## # x ### x x #x##H # x # # # ############## ",
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"#################x#x x#x## x#@ ## ## H x ## x# ## x ## x# # ##x#x x#x#################",
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" ###### ####### # x# x ## # x # # x ## @# #xx #x # # # # x H# ##x # #x # # x # #x x# ############## ",
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"################## H#x x x##x @x#x #### ### x #### x#x# ##xx x#x ### x ####x ###x# # #################",
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"################# x# #@ ## # x#xx#x # ## #x##x# x ## x# x# ## x#x x# ## # # ##x# # ## x #x H #################",
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"################# x x H# ## #x#x #x ## #x# #x ## x # x#x ## #x# # x# ## x#x # x # ##x#@ # # #################",
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"#################x ## ##x## # # #x ## x# x## x ## # #x ## # x# ## ## x# ##x #H## x# #x ##@#################",
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"################# x#x ###x x# ##x ### # # x # # ## H # ## # @x## # # x # # ### x## #x x### x#x #################",
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"################# ### x ### # # ### ##x x ## x x x ### # ###x ## x x @ H x xx################# ",
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"#################x# #x# #x # ## # ##x # #x x ### #x x #### x # ###x ## #@#H x ################# ",
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" ############## # # #x# #x # ## x # ### # x #x ## #x # xx x ###x # ## x ## #@#H x # ############## ",
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"################# # ### ##x x ##x### #x x# #### xx x# ## ## #x x # ## ## ## @#H###xx################# ",
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"################# # ## x ##x x ## #x x ## ## x ## #x ## #x x# x ## ##x #@ H ################# " ],
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sprites: load_sprites( "HP48" )
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};
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// First of all, setup our little DOM branch
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var starhtml = '<div class="gstar">';
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starhtml += '<aside id="help">' + format_help( ) + '</aside>';
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@ -19,44 +52,6 @@ function initialize_a_star( dom_container ) {
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}
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};
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var levels = [ "#################@## x#H## x #### ##x ## ## x #### x x x ## x x## x ## ##x x#################",
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" # # # # # ### x @# #x #x x # # x x # # # x # # #H# x # # # # #xx## # # # # ",
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"################# x#@## ## ##H## #x x ## x x## x## #x x x# x### ##x #x x x####x ##x #################",
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"################# #H## # ###x#x x#x#x#x#x## # #x x# # # ####x#x#x x#x#x#x## # ## # #@ #################",
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" ############## #@ # # # ## #x # x x # ### # # ##x #x# #### # x # ##x# # # # #H## # x# #x# ############## ",
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" ############ # x #x x# # x # ## # x ##@ x ### x # ### x # ##H # x ##x #################",
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"################# # ## ### #x ##x# #x #x # # # # # # ### ## ## # #x# #x# # ## @#x H #x#################",
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"############### # x## ### #x ## x ## x## # #x ### ## #x# ### # x#x ##xHx# x #@# ### # ###############",
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" # ########### #x#x # @##x x# x # # # x## x# ## #x #xHx x## x## # #x#x # # # ############ ",
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" ########### #### x ## H ###x x# x## x #x #x # # # x # x##x#x # x# #@# #x ### ### # # # # ######### # #",
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"################# # @## #xx xx #### x ## x##x #x#xx ##### ## ## ##x x# x H x###x### # ## ## ########### ",
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"## ## #### #@#####x ### x### xx x ## ## ##x #x# ## # x ###x ## ## ## ## #H# ## x ## x #################",
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" ############## # @# x ### # #x x## ## x # ## x #x## # x ### x x #x##H # x # # # ############## ",
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"#################x#x x#x## x#@ ## ## H x ## x# ## x ## x# # ##x#x x#x#################",
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" ###### ####### # x# x ## # x # # x ## @# #xx #x # # # # x H# ##x # #x # # x # #x x# ############## ",
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"################## H#x x x##x @x#x #### ### x #### x#x# ##xx x#x ### x ####x ###x# # #################",
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"################# x# #@ ## # x#xx#x # ## #x##x# x ## x# x# ## x#x x# ## # # ##x# # ## x #x H #################",
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"################# x x H# ## #x#x #x ## #x# #x ## x # x#x ## #x# # x# ## x#x # x # ##x#@ # # #################",
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"#################x ## ##x## # # #x ## x# x## x ## # #x ## # x# ## ## x# ##x #H## x# #x ##@#################",
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"################# x#x ###x x# ##x ### # # x # # ## H # ## # @x## # # x # # ### x## #x x### x#x #################",
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"################# ### x ### # # ### ##x x ## x x x ### # ###x ## x x @ H x xx################# ",
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"#################x# #x# #x # ## # ##x # #x x ### #x x #### x # ###x ## #@#H x ################# ",
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" ############## # # #x# #x # ## x # ### # x #x ## #x # xx x ###x # ## x ## #@#H x # ############## ",
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"################# # ### ##x x ##x### #x x# #### xx x# ## ## #x x # ## ## ## @#H###xx################# ",
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"################# # ## x ##x x ## #x x ## ## x ## #x ## #x x# x ## ##x #@ H ################# " ];
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// kinda enums
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var cell= { WALL: '#', BALL: '@', CUBE: 'H', VOID: ' ', GIFT: 'x' };
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var direction = { UP: 'u', DOWN: 'd', LEFT: 'l', RIGHT: 'r' };
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var sprites = load_sprites( "HP48" );
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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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};
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var level_infos = {
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height: 9,
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width:16,
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@ -66,7 +61,34 @@ function initialize_a_star( dom_container ) {
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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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};
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////// FUNCTIONS //////
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function load_sprites( theme ) {
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var sprites = { };
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sprites.ball = new Image();
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sprites.ball.src = "themes/" + theme + "/tex_ball.png";
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sprites.ball_selected = new Image();
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sprites.ball_selected.src = "themes/" + theme + "/tex_ball_selected.png";
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sprites.cube = new Image();
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sprites.cube.src = "themes/" + theme + "/tex_cube.png";
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sprites.cube_selected = new Image();
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sprites.cube_selected.src = "themes/" + theme + "/tex_cube_selected.png";
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sprites.wall = new Image();
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sprites.wall.src = "themes/" + theme + "/tex_wall.png";
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sprites.void = new Image();
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sprites.void.src = "themes/" + theme + "/tex_empty.png";
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sprites.gift = new Image();
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sprites.gift.src = "themes/" + theme + "/tex_gift.png";
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return sprites;
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}
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function count_gifts( ) {
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var n = 0;
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for ( var i = level_infos.height * level_infos.width ; i-- ; ) {
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@ -102,17 +124,17 @@ function initialize_a_star( dom_container ) {
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var cube_pos = get_pos( cell.CUBE );
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// redraw ball
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DOM_infos.canvas.context.drawImage( ( state.moving == cell.BALL ) ? sprites.ball_selected : sprites.ball,
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ball_pos[ 0 ] * level_infos.cell.width,
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ball_pos[ 1 ] * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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DOM_infos.canvas.context.drawImage( ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.ball,
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ball_pos[ 0 ] * level_infos.cell.width,
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ball_pos[ 1 ] * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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// redraw cube
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DOM_infos.canvas.context.drawImage( ( state.moving == cell.CUBE ) ? sprites.cube_selected : sprites.cube,
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cube_pos[ 0 ] * level_infos.cell.width,
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cube_pos[ 1 ] * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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DOM_infos.canvas.context.drawImage( ( state.moving == cell.CUBE ) ? assets.sprites.cube_selected : assets.sprites.cube,
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cube_pos[ 0 ] * level_infos.cell.width,
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cube_pos[ 1 ] * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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return state;
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}
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@ -126,24 +148,24 @@ function initialize_a_star( dom_container ) {
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var c = get_cell( j, i );
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var sprite;
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switch( c ) {
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case "@": sprite = ( state.moving == cell.BALL ) ? sprites.ball_selected : sprites.ball; break;
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case "H": sprite = ( state.moving == cell.CUBE ) ? sprites.cube_selected : sprites.cube; break;
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case "#": sprite = sprites.wall; break;
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case "x": sprite = sprites.gift; break;
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case " ": sprite = sprites.void; break;
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case "@": sprite = ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.ball; break;
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case "H": sprite = ( state.moving == cell.CUBE ) ? assets.sprites.cube_selected : assets.sprites.cube; break;
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case "#": sprite = assets.sprites.wall; break;
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case "x": sprite = assets.sprites.gift; break;
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case " ": sprite = assets.sprites.void; break;
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}
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DOM_infos.canvas.context.drawImage( sprite,
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j * level_infos.cell.width,
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i * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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j * level_infos.cell.width,
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i * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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}
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}
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}
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function update_infos( ) {
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var infos = "<h1>Star5</h1><br />";
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infos += "Level <em>" + (state.level+1) + "</em> of <em>" + levels.length + "</em><br />";
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infos += "Level <em>" + (state.level+1) + "</em> of <em>" + assets.levels.length + "</em><br />";
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infos += "<em>" + count_gifts( ) + "</em> gifts left<br />";
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infos += "<em>" + state.distance_travelled + "</em> meters travelled";
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function load_level( index ) {
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state.level = index;
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state.board = levels[ state.level ];
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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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{
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state = set_cell( item_coord[ 0 ], item_coord[ 1 ], cell.VOID ); /* void the origin cell */
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// voiding origin cell on canvas
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DOM_infos.canvas.context.drawImage( sprites.void,
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item_coord[ 0 ] * level_infos.cell.width,
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item_coord[ 1 ] * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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DOM_infos.canvas.context.drawImage( assets.sprites.void,
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item_coord[ 0 ] * level_infos.cell.width,
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item_coord[ 1 ] * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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item_coord[ 0 ] += motion[ 0 ]; /* move coordinate */
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item_coord[ 1 ] += motion[ 1 ]; /* to those of target cells */
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state = set_cell( item_coord[ 0 ], item_coord[ 1 ], state.moving ); /* move actor into target cell */
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// drawing target cell on canvas
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DOM_infos.canvas.context.drawImage( ( state.moving == cell.BALL ) ? sprites.ball_selected : sprites.cube_selected,
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item_coord[ 0 ] * level_infos.cell.width,
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item_coord[ 1 ] * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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DOM_infos.canvas.context.drawImage( ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.cube_selected,
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item_coord[ 0 ] * level_infos.cell.width,
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item_coord[ 1 ] * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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state.distance_travelled++; /* increment distance_travelled */
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}
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}
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if ( won_or_not( ) ) {
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if ( state.level < levels.length - 1 ) {
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if ( state.level < assets.levels.length - 1 ) {
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state = load_level( state.level + 1 );
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display_level( );
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}
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state = switch_actor( );
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break;
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case 78: // n
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if ( state.level < levels.length - 1 ) {
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if ( state.level < assets.levels.length - 1 ) {
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state = load_level( state.level + 1 );
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display_level( );
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}
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}
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if ( won_or_not( ) ) {
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if ( state.level < levels.length - 1 ) {
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if ( state.level < assets.levels.length - 1 ) {
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state = load_level( state.level + 1 );
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display_level( );
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}
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});
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}
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function load_sprites( theme ) {
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var sprites = { };
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sprites.ball = new Image();
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sprites.ball.src = "themes/" + theme + "/tex_ball.png";
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sprites.ball_selected = new Image();
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sprites.ball_selected.src = "themes/" + theme + "/tex_ball_selected.png";
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sprites.cube = new Image();
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sprites.cube.src = "themes/" + theme + "/tex_cube.png";
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sprites.cube_selected = new Image();
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sprites.cube_selected.src = "themes/" + theme + "/tex_cube_selected.png";
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sprites.wall = new Image();
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sprites.wall.src = "themes/" + theme + "/tex_wall.png";
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sprites.void = new Image();
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sprites.void.src = "themes/" + theme + "/tex_empty.png";
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sprites.gift = new Image();
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sprites.gift.src = "themes/" + theme + "/tex_gift.png";
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return sprites;
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}
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////// MAIN (so to speak) //////
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state = load_level( 0 );
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