From 42baf07f03ff8fe6d13938df35621a62d09c65d8 Mon Sep 17 00:00:00 2001 From: Gwenhael Le Moine Date: Wed, 13 Jul 2011 22:57:02 +0200 Subject: [PATCH] encapsulate everything in initialize_a_star() --- star.js/js/star.js | 584 ++++++++++++++++++++++----------------------- 1 file changed, 292 insertions(+), 292 deletions(-) diff --git a/star.js/js/star.js b/star.js/js/star.js index d40386c..c7dcf56 100644 --- a/star.js/js/star.js +++ b/star.js/js/star.js @@ -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 = "

Star5


"; - infos += "Level " + (state.level+1) + " of " + levels.length + "
"; - infos += "" + count_gifts( state ) + " gifts left
"; - infos += "" + state.distance_travelled + " meters travelled"; + function update_infos( state ) { + var infos = "

Star5


"; + infos += "Level " + (state.level+1) + " of " + levels.length + "
"; + infos += "" + count_gifts( state ) + " gifts left
"; + infos += "" + state.distance_travelled + " meters travelled"; - $( state.dom_container + " .gstar #infos" ).html( infos ); -} + $( state.dom_container + " .gstar #infos" ).html( infos ); + } -function format_help( ) { - var help = "←↑→↓ to move around
"; - help += "Space to switch actor
"; - help += "r to reload
"; - help += "n to pass to the next level
"; - help += "p to go back to the previous level
"; - return help; -} + function format_help( ) { + var help = "←↑→↓ to move around
"; + help += "Space to switch actor
"; + help += "r to reload
"; + help += "n to pass to the next level
"; + help += "p to go back to the previous level
"; + 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,