encapsulate everything in initialize_a_star()

This commit is contained in:
Gwenhael Le Moine 2011-07-13 22:57:02 +02:00
parent fb35f9a22c
commit 42baf07f03

View file

@ -1,331 +1,331 @@
var LEVEL_HEIGHT = 9;
var LEVEL_WIDTH = 16;
function initialize_a_star( dom_container ) {
var LEVEL_HEIGHT = 9;
var LEVEL_WIDTH = 16;
var cell= {
WALL : '#',
BALL : '@',
CUBE : 'H',
VOID : ' ',
GIFT : 'x'
};
var direction = {
UP : 'u',
DOWN : 'd',
LEFT : 'l',
RIGHT : 'r'
};
var cell= {
WALL : '#',
BALL : '@',
CUBE : 'H',
VOID : ' ',
GIFT : 'x'
};
var direction = {
UP : 'u',
DOWN : 'd',
LEFT : 'l',
RIGHT : 'r'
};
var levels = [ "#################@## x#H## x #### ##x ## ## x #### x x x ## x x## x ## ##x x#################",
" # # # # # ### x @# #x #x x # # x x # # # x # # #H# x # # # # #xx## # # # # ",
"################# x#@## ## ##H## #x x ## x x## x## #x x x# x### ##x #x x x####x ##x #################",
"################# #H## # ###x#x x#x#x#x#x## # #x x# # # ####x#x#x x#x#x#x## # ## # #@ #################",
" ############## #@ # # # ## #x # x x # ### # # ##x #x# #### # x # ##x# # # # #H## # x# #x# ############## ",
" ############ # x #x x# # x # ## # x ##@ x ### x # ### x # ##H # x ##x #################",
"################# # ## ### #x ##x# #x #x # # # # # # ### ## ## # #x# #x# # ## @#x H #x#################",
"############### # x## ### #x ## x ## x## # #x ### ## #x# ### # x#x ##xHx# x #@# ### # ###############",
" # ########### #x#x # @##x x# x # # # x## x# ## #x #xHx x## x## # #x#x # # # ############ ",
" ########### #### x ## H ###x x# x## x #x #x # # # x # x##x#x # x# #@# #x ### ### # # # # ######### # #",
"################# # @## #xx xx #### x ## x##x #x#xx ##### ## ## ##x x# x H x###x### # ## ## ########### ",
"## ## #### #@#####x ### x### xx x ## ## ##x #x# ## # x ###x ## ## ## ## #H# ## x ## x #################",
" ############## # @# x ### # #x x## ## x # ## x #x## # x ### x x #x##H # x # # # ############## ",
"#################x#x x#x## x#@ ## ## H x ## x# ## x ## x# # ##x#x x#x#################",
" ###### ####### # x# x ## # x # # x ## @# #xx #x # # # # x H# ##x # #x # # x # #x x# ############## ",
"################## H#x x x##x @x#x #### ### x #### x#x# ##xx x#x ### x ####x ###x# # #################",
"################# x# #@ ## # x#xx#x # ## #x##x# x ## x# x# ## x#x x# ## # # ##x# # ## x #x H #################",
"################# x x H# ## #x#x #x ## #x# #x ## x # x#x ## #x# # x# ## x#x # x # ##x#@ # # #################",
"#################x ## ##x## # # #x ## x# x## x ## # #x ## # x# ## ## x# ##x #H## x# #x ##@#################",
"################# x#x ###x x# ##x ### # # x # # ## H # ## # @x## # # x # # ### x## #x x### x#x #################",
"################# ### x ### # # ### ##x x ## x x x ### # ###x ## x x @ H x xx################# ",
"#################x# #x# #x # ## # ##x # #x x ### #x x #### x # ###x ## #@#H x ################# ",
" ############## # # #x# #x # ## x # ### # x #x ## #x # xx x ###x # ## x ## #@#H x # ############## ",
"################# # ### ##x x ##x### #x x# #### xx x# ## ## #x x # ## ## ## @#H###xx################# ",
"################# # ## x ##x x ## #x x ## ## x ## #x ## #x x# x ## ##x #@ H ################# " ];
var levels = [ "#################@## x#H## x #### ##x ## ## x #### x x x ## x x## x ## ##x x#################",
" # # # # # ### x @# #x #x x # # x x # # # x # # #H# x # # # # #xx## # # # # ",
"################# x#@## ## ##H## #x x ## x x## x## #x x x# x### ##x #x x x####x ##x #################",
"################# #H## # ###x#x x#x#x#x#x## # #x x# # # ####x#x#x x#x#x#x## # ## # #@ #################",
" ############## #@ # # # ## #x # x x # ### # # ##x #x# #### # x # ##x# # # # #H## # x# #x# ############## ",
" ############ # x #x x# # x # ## # x ##@ x ### x # ### x # ##H # x ##x #################",
"################# # ## ### #x ##x# #x #x # # # # # # ### ## ## # #x# #x# # ## @#x H #x#################",
"############### # x## ### #x ## x ## x## # #x ### ## #x# ### # x#x ##xHx# x #@# ### # ###############",
" # ########### #x#x # @##x x# x # # # x## x# ## #x #xHx x## x## # #x#x # # # ############ ",
" ########### #### x ## H ###x x# x## x #x #x # # # x # x##x#x # x# #@# #x ### ### # # # # ######### # #",
"################# # @## #xx xx #### x ## x##x #x#xx ##### ## ## ##x x# x H x###x### # ## ## ########### ",
"## ## #### #@#####x ### x### xx x ## ## ##x #x# ## # x ###x ## ## ## ## #H# ## x ## x #################",
" ############## # @# x ### # #x x## ## x # ## x #x## # x ### x x #x##H # x # # # ############## ",
"#################x#x x#x## x#@ ## ## H x ## x# ## x ## x# # ##x#x x#x#################",
" ###### ####### # x# x ## # x # # x ## @# #xx #x # # # # x H# ##x # #x # # x # #x x# ############## ",
"################## H#x x x##x @x#x #### ### x #### x#x# ##xx x#x ### x ####x ###x# # #################",
"################# x# #@ ## # x#xx#x # ## #x##x# x ## x# x# ## x#x x# ## # # ##x# # ## x #x H #################",
"################# x x H# ## #x#x #x ## #x# #x ## x # x#x ## #x# # x# ## x#x # x # ##x#@ # # #################",
"#################x ## ##x## # # #x ## x# x## x ## # #x ## # x# ## ## x# ##x #H## x# #x ##@#################",
"################# x#x ###x x# ##x ### # # x # # ## H # ## # @x## # # x # # ### x## #x x### x#x #################",
"################# ### x ### # # ### ##x x ## x x x ### # ###x ## x x @ H x xx################# ",
"#################x# #x# #x # ## # ##x # #x x ### #x x #### x # ###x ## #@#H x ################# ",
" ############## # # #x# #x # ## x # ### # x #x ## #x # xx x ###x # ## x ## #@#H x # ############## ",
"################# # ### ##x x ##x### #x x# #### xx x# ## ## #x x # ## ## ## @#H###xx################# ",
"################# # ## x ##x x ## #x x ## ## x ## #x ## #x x# x ## ##x #@ H ################# " ];
function count_gifts( state ) {
var n = 0;
for ( var i = LEVEL_HEIGHT * LEVEL_WIDTH ; i-- ; ) {
if ( state.board[ i ] == cell.GIFT ) {
n++;
function count_gifts( state ) {
var n = 0;
for ( var i = LEVEL_HEIGHT * LEVEL_WIDTH ; i-- ; ) {
if ( state.board[ i ] == cell.GIFT ) {
n++;
}
}
return n;
}
return n;
}
function get_pos( state, actor ) {
var p = state.board.indexOf( actor, state.board );
var pos = { };
pos[ 1 ] = Math.floor( p / LEVEL_WIDTH ); /* y */
pos[ 0 ] = p - ( pos[ 1 ] * LEVEL_WIDTH ); /* x */
function get_pos( state, actor ) {
var p = state.board.indexOf( actor, state.board );
var pos = { };
pos[ 1 ] = Math.floor( p / LEVEL_WIDTH ); /* y */
pos[ 0 ] = p - ( pos[ 1 ] * LEVEL_WIDTH ); /* x */
return pos;
}
return pos;
}
function get_cell( state, x, y ) {
return state.board[ x + ( y * LEVEL_WIDTH ) ];
}
function get_cell( state, x, y ) {
return state.board[ x + ( y * LEVEL_WIDTH ) ];
}
function set_cell( state, x, y, value ) {
var p = x + ( y * LEVEL_WIDTH );
state.board = [ state.board.substring( 0, p ), value, state.board.substring( p+1, state.board.length ) ].join( '' );
return state;
}
function set_cell( state, x, y, value ) {
var p = x + ( y * LEVEL_WIDTH );
state.board = [ state.board.substring( 0, p ), value, state.board.substring( p+1, state.board.length ) ].join( '' );
return state;
}
function switch_actor( state ) {
state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL;
var ball_pos = get_pos( state, cell.BALL );
var cube_pos = get_pos( state, cell.CUBE );
// we're going to update the canvas right here and there so we need it
var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
function switch_actor( state ) {
state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL;
var ball_pos = get_pos( state, cell.BALL );
var cube_pos = get_pos( state, cell.CUBE );
// we're going to update the canvas right here and there so we need it
var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
// redraw ball
ctx.drawImage( ( state.moving == cell.BALL ) ? state.board_infos.sprites.ball_selected : state.board_infos.sprites.ball,
ball_pos[ 0 ] * state.board_infos.cell_dimensions.width,
ball_pos[ 1 ] * state.board_infos.cell_dimensions.height,
state.board_infos.cell_dimensions.width,
state.board_infos.cell_dimensions.height );
// redraw cube
ctx.drawImage( ( state.moving == cell.CUBE ) ? state.board_infos.sprites.cube_selected : state.board_infos.sprites.cube,
cube_pos[ 0 ] * state.board_infos.cell_dimensions.width,
cube_pos[ 1 ] * state.board_infos.cell_dimensions.height,
state.board_infos.cell_dimensions.width,
state.board_infos.cell_dimensions.height );
return state;
}
// redraw ball
ctx.drawImage( ( state.moving == cell.BALL ) ? state.board_infos.sprites.ball_selected : state.board_infos.sprites.ball,
ball_pos[ 0 ] * state.board_infos.cell_dimensions.width,
ball_pos[ 1 ] * state.board_infos.cell_dimensions.height,
state.board_infos.cell_dimensions.width,
state.board_infos.cell_dimensions.height );
// redraw cube
ctx.drawImage( ( state.moving == cell.CUBE ) ? state.board_infos.sprites.cube_selected : state.board_infos.sprites.cube,
cube_pos[ 0 ] * state.board_infos.cell_dimensions.width,
cube_pos[ 1 ] * state.board_infos.cell_dimensions.height,
state.board_infos.cell_dimensions.width,
state.board_infos.cell_dimensions.height );
return state;
}
function won_or_not( state ) {
return count_gifts( state ) === 0;
}
function won_or_not( state ) {
return count_gifts( state ) === 0;
}
function full_display_on_canvas( state ) {
var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
for ( var i=0 ; i < LEVEL_HEIGHT ; i++ ) {
for ( var j=0 ; j < LEVEL_WIDTH ; j++ ) {
var c = get_cell( state, j, i );
var sprite;
switch( c ) {
function full_display_on_canvas( state ) {
var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
for ( var i=0 ; i < LEVEL_HEIGHT ; i++ ) {
for ( var j=0 ; j < LEVEL_WIDTH ; j++ ) {
var c = get_cell( state, j, i );
var sprite;
switch( c ) {
case "@": sprite = ( state.moving == cell.BALL ) ? state.board_infos.sprites.ball_selected : state.board_infos.sprites.ball; break;
case "H": sprite = ( state.moving == cell.CUBE ) ? state.board_infos.sprites.cube_selected : state.board_infos.sprites.cube; break;
case "#": sprite = state.board_infos.sprites.wall; break;
case "x": sprite = state.board_infos.sprites.gift; break;
case " ": sprite = state.board_infos.sprites.void; break;
}
ctx.drawImage( sprite,
j * state.board_infos.cell_dimensions.width,
i * state.board_infos.cell_dimensions.height,
state.board_infos.cell_dimensions.width,
state.board_infos.cell_dimensions.height );
}
ctx.drawImage( sprite,
j * state.board_infos.cell_dimensions.width,
i * state.board_infos.cell_dimensions.height,
state.board_infos.cell_dimensions.width,
state.board_infos.cell_dimensions.height );
}
}
}
function update_infos( state ) {
var infos = "<h1>Star5</h1><br />";
infos += "Level <em>" + (state.level+1) + "</em> of <em>" + levels.length + "</em><br />";
infos += "<em>" + count_gifts( state ) + "</em> gifts left<br />";
infos += "<em>" + state.distance_travelled + "</em> meters travelled";
function update_infos( state ) {
var infos = "<h1>Star5</h1><br />";
infos += "Level <em>" + (state.level+1) + "</em> of <em>" + levels.length + "</em><br />";
infos += "<em>" + count_gifts( state ) + "</em> gifts left<br />";
infos += "<em>" + state.distance_travelled + "</em> meters travelled";
$( state.dom_container + " .gstar #infos" ).html( infos );
}
$( state.dom_container + " .gstar #infos" ).html( infos );
}
function format_help( ) {
var help = "<em>←↑→↓</em> to move around<br />";
help += "<em>Space</em> to switch actor<br />";
help += "<em>r</em> to reload<br />";
help += "<em>n</em> to pass to the next level<br />";
help += "<em>p</em> to go back to the previous level<br />";
return help;
}
function format_help( ) {
var help = "<em>←↑→↓</em> to move around<br />";
help += "<em>Space</em> to switch actor<br />";
help += "<em>r</em> to reload<br />";
help += "<em>n</em> to pass to the next level<br />";
help += "<em>p</em> to go back to the previous level<br />";
return help;
}
function display_level( state ) {
update_infos( state );
full_display_on_canvas( state, state.dom_container + " #starboard" );
}
function display_level( state ) {
update_infos( state );
full_display_on_canvas( state, state.dom_container + " #starboard" );
}
function load_level( state, levelset, index ) {
state.level = index;
state.board = levelset[ state.level ];
state.distance_travelled = 0;
state.moving = cell.BALL;
return state;
}
function load_level( state, levelset, index ) {
state.level = index;
state.board = levelset[ state.level ];
state.distance_travelled = 0;
state.moving = cell.BALL;
return state;
}
function make_a_move( state, where ) {
var motion = [ 0, 0 ];
var item_coord = get_pos( state, state.moving );
function make_a_move( state, where ) {
var motion = [ 0, 0 ];
var item_coord = get_pos( state, state.moving );
/* Setup the motion vector according to direction.*/
switch( where ) {
case direction.UP:
motion[ 1 ]--;
break;
case direction.DOWN:
motion[ 1 ]++;
break;
case direction.LEFT:
motion[ 0 ]--;
break;
case direction.RIGHT:
motion[ 0 ]++;
break;
default: break;
}
/* Setup the motion vector according to direction.*/
switch( where ) {
case direction.UP:
motion[ 1 ]--;
break;
case direction.DOWN:
motion[ 1 ]++;
break;
case direction.LEFT:
motion[ 0 ]--;
break;
case direction.RIGHT:
motion[ 0 ]++;
break;
default: break;
}
// we're going to update the canvas right here and there so we need it
var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
// we're going to update the canvas right here and there so we need it
var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
/* Calculating arrival coordinates */
while ( /* Hairy conditions ahead */
/* target cell is within level's boundaries */
( ( item_coord[ 0 ] + motion[ 0 ] >= 0 ) && ( item_coord[ 0 ] + motion[ 0 ] < LEVEL_WIDTH ) ) &&
( ( item_coord[ 1 ] + motion[ 1 ] >= 0 ) && ( item_coord[ 1 ] + motion[ 1 ] < LEVEL_HEIGHT ) ) &&
/* and target cell is empty */
( get_cell( state, item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.VOID )
/* or, the ball will eat gifts so we can move it on one */
|| ( state.moving == cell.BALL && ( get_cell( state, item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.GIFT ) )
)
{
state = set_cell( state, item_coord[ 0 ], item_coord[ 1 ], cell.VOID ); /* void the origin cell */
// voiding origin cell on canvas
ctx.drawImage( state.board_infos.sprites.void,
item_coord[ 0 ] * state.board_infos.cell_dimensions.width,
item_coord[ 1 ] * state.board_infos.cell_dimensions.height,
state.board_infos.cell_dimensions.width,
state.board_infos.cell_dimensions.height );
item_coord[ 0 ] += motion[ 0 ]; /* move coordinate */
item_coord[ 1 ] += motion[ 1 ]; /* to those of target cells */
state = set_cell( state, item_coord[ 0 ], item_coord[ 1 ], state.moving ); /* move actor into target cell */
// drawing target cell on canvas
ctx.drawImage( ( state.moving == cell.BALL ) ? state.board_infos.sprites.ball_selected : state.board_infos.sprites.cube_selected,
item_coord[ 0 ] * state.board_infos.cell_dimensions.width,
item_coord[ 1 ] * state.board_infos.cell_dimensions.height,
state.board_infos.cell_dimensions.width,
state.board_infos.cell_dimensions.height );
state.distance_travelled++; /* increment distance_travelled */
}
update_infos( state );
return state;
}
function start_loop( state ) {
display_level( state );
$(document).focus( );
$(document).click(
function( e ) {
var movingpos = get_pos( state, state.moving );
var notmovingpos = get_pos( state, ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE );
var click = { };
click.x = e.pageX - state.board_infos.offset.left;
click.y = e.pageY - state.board_infos.offset.top;
if ( ( 0 <= click.x && click.x < state.board_infos.dimensions.width )
&& ( 0 <= click.y && click.y < state.board_infos.dimensions.height ) ) {
// coordinates in cell indexes
click.x = Math.floor( click.x / state.board_infos.cell_dimensions.width );
click.y = Math.floor( click.y / state.board_infos.cell_dimensions.height );
// We're inside the board
if ( click.x == notmovingpos[0] && click.y == notmovingpos[1] ) {
state.moving = ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE;
} else if ( click.x == movingpos[0] ) {
if ( click.y > movingpos[1] ) {
state = make_a_move( state, direction.DOWN );
} else if ( click.y < movingpos[1] ) {
state = make_a_move( state, direction.UP );
}
} else if ( click.y == movingpos[1] ) {
if ( click.x > movingpos[0] ) {
state = make_a_move( state, direction.RIGHT );
} else {
state = make_a_move( state, direction.LEFT );
}
}
if ( won_or_not( state ) ) {
if ( state.level < levels.length - 1 ) {
state = load_level( state, levels, state.level + 1 );
display_level( state );
}
else {
alert( "You won!" );
}
}
}
});
$(document).keydown(
function( e ) {
switch( e.keyCode ) {
case 38: // UP
state = make_a_move( state, direction.UP );
break;
case 40: // DOWN
state = make_a_move( state, direction.DOWN );
break;
case 37: // LEFT
state = make_a_move( state, direction.LEFT );
break;
case 39: // RIGHT
state = make_a_move( state, direction.RIGHT );
break;
case 32: // SPACE
state = switch_actor( state );
break;
case 78: // n
if ( state.level < levels.length - 1 ) {
state = load_level( state, levels, state.level + 1 );
display_level( state );
}
break;
case 80: // p
if ( state.level > 0 ) {
state = load_level( state, levels, state.level - 1 );
display_level( state );
}
break;
case 82: // r
state = load_level( state, levels, state.level );
display_level( state );
break;
default:
break;
}
/* Calculating arrival coordinates */
while ( /* Hairy conditions ahead */
/* target cell is within level's boundaries */
( ( item_coord[ 0 ] + motion[ 0 ] >= 0 ) && ( item_coord[ 0 ] + motion[ 0 ] < LEVEL_WIDTH ) ) &&
( ( item_coord[ 1 ] + motion[ 1 ] >= 0 ) && ( item_coord[ 1 ] + motion[ 1 ] < LEVEL_HEIGHT ) ) &&
/* and target cell is empty */
( get_cell( state, item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.VOID )
/* or, the ball will eat gifts so we can move it on one */
|| ( state.moving == cell.BALL && ( get_cell( state, item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.GIFT ) )
)
{
state = set_cell( state, item_coord[ 0 ], item_coord[ 1 ], cell.VOID ); /* void the origin cell */
// voiding origin cell on canvas
ctx.drawImage( state.board_infos.sprites.void,
item_coord[ 0 ] * state.board_infos.cell_dimensions.width,
item_coord[ 1 ] * state.board_infos.cell_dimensions.height,
state.board_infos.cell_dimensions.width,
state.board_infos.cell_dimensions.height );
if ( won_or_not( state ) ) {
if ( state.level < levels.length - 1 ) {
state = load_level( state, levels, state.level + 1 );
item_coord[ 0 ] += motion[ 0 ]; /* move coordinate */
item_coord[ 1 ] += motion[ 1 ]; /* to those of target cells */
state = set_cell( state, item_coord[ 0 ], item_coord[ 1 ], state.moving ); /* move actor into target cell */
// drawing target cell on canvas
ctx.drawImage( ( state.moving == cell.BALL ) ? state.board_infos.sprites.ball_selected : state.board_infos.sprites.cube_selected,
item_coord[ 0 ] * state.board_infos.cell_dimensions.width,
item_coord[ 1 ] * state.board_infos.cell_dimensions.height,
state.board_infos.cell_dimensions.width,
state.board_infos.cell_dimensions.height );
state.distance_travelled++; /* increment distance_travelled */
}
update_infos( state );
return state;
}
function start_loop( state ) {
display_level( state );
$(document).focus( );
$(document).click(
function( e ) {
var movingpos = get_pos( state, state.moving );
var notmovingpos = get_pos( state, ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE );
var click = { };
click.x = e.pageX - state.board_infos.offset.left;
click.y = e.pageY - state.board_infos.offset.top;
if ( ( 0 <= click.x && click.x < state.board_infos.dimensions.width )
&& ( 0 <= click.y && click.y < state.board_infos.dimensions.height ) ) {
// coordinates in cell indexes
click.x = Math.floor( click.x / state.board_infos.cell_dimensions.width );
click.y = Math.floor( click.y / state.board_infos.cell_dimensions.height );
// We're inside the board
if ( click.x == notmovingpos[0] && click.y == notmovingpos[1] ) {
state.moving = ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE;
} else if ( click.x == movingpos[0] ) {
if ( click.y > movingpos[1] ) {
state = make_a_move( state, direction.DOWN );
} else if ( click.y < movingpos[1] ) {
state = make_a_move( state, direction.UP );
}
} else if ( click.y == movingpos[1] ) {
if ( click.x > movingpos[0] ) {
state = make_a_move( state, direction.RIGHT );
} else {
state = make_a_move( state, direction.LEFT );
}
}
if ( won_or_not( state ) ) {
if ( state.level < levels.length - 1 ) {
state = load_level( state, levels, state.level + 1 );
display_level( state );
}
else {
alert( "You won!" );
}
}
}
});
$(document).keydown(
function( e ) {
switch( e.keyCode ) {
case 38: // UP
state = make_a_move( state, direction.UP );
break;
case 40: // DOWN
state = make_a_move( state, direction.DOWN );
break;
case 37: // LEFT
state = make_a_move( state, direction.LEFT );
break;
case 39: // RIGHT
state = make_a_move( state, direction.RIGHT );
break;
case 32: // SPACE
state = switch_actor( state );
break;
case 78: // n
if ( state.level < levels.length - 1 ) {
state = load_level( state, levels, state.level + 1 );
display_level( state );
}
break;
case 80: // p
if ( state.level > 0 ) {
state = load_level( state, levels, state.level - 1 );
display_level( state );
}
break;
case 82: // r
state = load_level( state, levels, state.level );
display_level( state );
break;
default:
break;
}
else {
alert( "You won!" );
if ( won_or_not( state ) ) {
if ( state.level < levels.length - 1 ) {
state = load_level( state, levels, state.level + 1 );
display_level( state );
}
else {
alert( "You won!" );
}
}
}
});
}
});
}
function load_sprites( theme ) {
var sprites = { };
sprites.ball = new Image();
sprites.ball.src = "themes/" + theme + "/tex_ball.png";
sprites.ball_selected = new Image();
sprites.ball_selected.src = "themes/" + theme + "/tex_ball_selected.png";
sprites.cube = new Image();
sprites.cube.src = "themes/" + theme + "/tex_cube.png";
sprites.cube_selected = new Image();
sprites.cube_selected.src = "themes/" + theme + "/tex_cube_selected.png";
sprites.wall = new Image();
sprites.wall.src = "themes/" + theme + "/tex_wall.png";
sprites.void = new Image();
sprites.void.src = "themes/" + theme + "/tex_empty.png";
sprites.gift = new Image();
sprites.gift.src = "themes/" + theme + "/tex_gift.png";
return sprites;
}
function load_sprites( theme ) {
var sprites = { };
sprites.ball = new Image();
sprites.ball.src = "themes/" + theme + "/tex_ball.png";
sprites.ball_selected = new Image();
sprites.ball_selected.src = "themes/" + theme + "/tex_ball_selected.png";
sprites.cube = new Image();
sprites.cube.src = "themes/" + theme + "/tex_cube.png";
sprites.cube_selected = new Image();
sprites.cube_selected.src = "themes/" + theme + "/tex_cube_selected.png";
sprites.wall = new Image();
sprites.wall.src = "themes/" + theme + "/tex_wall.png";
sprites.void = new Image();
sprites.void.src = "themes/" + theme + "/tex_empty.png";
sprites.gift = new Image();
sprites.gift.src = "themes/" + theme + "/tex_gift.png";
return sprites;
}
function initialize_a_star( dom_container ) {
var state = {
moving : cell.BALL,
distance_travelled : 0,