indentation

This commit is contained in:
Gwenhael Le Moine 2011-07-04 17:19:39 +02:00
parent 56d0ef5335
commit 69c1e5d0f5

View file

@ -113,43 +113,43 @@ function make_a_move( state, where ) {
motion = [ 0, 0 ];
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;
}
/* 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 */
/* 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 */
item_coord[ 0 ] += motion[ 0 ]; /* move coordinate */
item_coord[ 1 ] += motion[ 1 ]; /* to those of target cells */
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 */
}
state = set_cell( state, item_coord[ 0 ], item_coord[ 1 ], state.moving ); /* move actor into target cell */
}
state.moves++; /* increment moves' counter */
state.moves++; /* increment moves' counter */
return state;
}