diff --git a/star.js/js/star.js b/star.js/js/star.js index d616ccf..03c8034 100644 --- a/star.js/js/star.js +++ b/star.js/js/star.js @@ -1,30 +1,4 @@ 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 state = { - moving : cell.BALL, - distance_travelled : 0, - level : 0, - board : "", - board_infos : { }, - dom_container : dom_container - }; - 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 #################", @@ -51,7 +25,22 @@ function initialize_a_star( dom_container ) { "################# # ### ##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 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 state = { + moving : cell.BALL, + distance_travelled : 0, + level : 0, + board : "", + board_infos : { }, + dom_container : dom_container + }; + + function count_gifts( ) { var n = 0; for ( var i = LEVEL_HEIGHT * LEVEL_WIDTH ; i-- ; ) { if ( state.board[ i ] == cell.GIFT ) { @@ -61,7 +50,7 @@ function initialize_a_star( dom_container ) { return n; } - function get_pos( state, actor ) { + function get_pos( actor ) { var p = state.board.indexOf( actor, state.board ); var pos = { }; pos[ 1 ] = Math.floor( p / LEVEL_WIDTH ); /* y */ @@ -70,20 +59,20 @@ function initialize_a_star( dom_container ) { return pos; } - function get_cell( state, x, y ) { + function get_cell( x, y ) { return state.board[ x + ( y * LEVEL_WIDTH ) ]; } - function set_cell( state, x, y, value ) { + function set_cell( 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 ) { + function switch_actor( ) { 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 ); + var ball_pos = get_pos( cell.BALL ); + var cube_pos = get_pos( 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' ); //$() returns a jquery object, [0] to get the canvas itself @@ -102,15 +91,15 @@ function initialize_a_star( dom_container ) { return state; } - function won_or_not( state ) { - return count_gifts( state ) === 0; + function won_or_not( ) { + return count_gifts( ) === 0; } - function full_display_on_canvas( state ) { + function full_display_on_canvas( ) { var ctx= state.board_infos.canvas.getContext( '2d' ); //$() 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 c = get_cell( j, i ); var sprite; switch( c ) { case "@": sprite = ( state.moving == cell.BALL ) ? state.board_infos.sprites.ball_selected : state.board_infos.sprites.ball; break; @@ -128,10 +117,10 @@ function initialize_a_star( dom_container ) { } } - function update_infos( state ) { + function update_infos( ) { var infos = "

Star5


"; infos += "Level " + (state.level+1) + " of " + levels.length + "
"; - infos += "" + count_gifts( state ) + " gifts left
"; + infos += "" + count_gifts( ) + " gifts left
"; infos += "" + state.distance_travelled + " meters travelled"; $( state.dom_container + " .gstar #infos" ).html( infos ); @@ -146,12 +135,12 @@ function initialize_a_star( dom_container ) { return help; } - function display_level( state ) { - update_infos( state ); - full_display_on_canvas( state, state.dom_container + " #starboard" ); + function display_level( ) { + update_infos( ); + full_display_on_canvas( state.dom_container + " #starboard" ); } - function load_level( state, levelset, index ) { + function load_level( levelset, index ) { state.level = index; state.board = levelset[ state.level ]; state.distance_travelled = 0; @@ -159,9 +148,9 @@ function initialize_a_star( dom_container ) { return state; } - function make_a_move( state, where ) { + function make_a_move( where ) { var motion = [ 0, 0 ]; - var item_coord = get_pos( state, state.moving ); + var item_coord = get_pos( state.moving ); /* Setup the motion vector according to direction.*/ switch( where ) { @@ -189,12 +178,12 @@ function initialize_a_star( dom_container ) { ( ( 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 ) + ( get_cell( 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.moving == cell.BALL && ( get_cell( 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 */ + state = set_cell( 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, @@ -205,7 +194,7 @@ function initialize_a_star( dom_container ) { 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( 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, @@ -215,18 +204,18 @@ function initialize_a_star( dom_container ) { state.distance_travelled++; /* increment distance_travelled */ } - update_infos( state ); + update_infos( ); return state; } - function start_loop( state ) { - display_level( state ); + function start_loop( ) { + display_level( ); $(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 movingpos = get_pos( state.moving ); + var notmovingpos = get_pos( ( 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; @@ -242,22 +231,22 @@ function initialize_a_star( dom_container ) { 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 ); + state = make_a_move( direction.DOWN ); } else if ( click.y < movingpos[1] ) { - state = make_a_move( state, direction.UP ); + state = make_a_move( direction.UP ); } } else if ( click.y == movingpos[1] ) { if ( click.x > movingpos[0] ) { - state = make_a_move( state, direction.RIGHT ); + state = make_a_move( direction.RIGHT ); } else { - state = make_a_move( state, direction.LEFT ); + state = make_a_move( direction.LEFT ); } } - if ( won_or_not( state ) ) { + if ( won_or_not( ) ) { if ( state.level < levels.length - 1 ) { - state = load_level( state, levels, state.level + 1 ); - display_level( state ); + state = load_level( levels, state.level + 1 ); + display_level( ); } else { alert( "You won!" ); @@ -269,44 +258,44 @@ function initialize_a_star( dom_container ) { function( e ) { switch( e.keyCode ) { case 38: // UP - state = make_a_move( state, direction.UP ); + state = make_a_move( direction.UP ); break; case 40: // DOWN - state = make_a_move( state, direction.DOWN ); + state = make_a_move( direction.DOWN ); break; case 37: // LEFT - state = make_a_move( state, direction.LEFT ); + state = make_a_move( direction.LEFT ); break; case 39: // RIGHT - state = make_a_move( state, direction.RIGHT ); + state = make_a_move( direction.RIGHT ); break; case 32: // SPACE - state = switch_actor( state ); + state = switch_actor( ); break; case 78: // n if ( state.level < levels.length - 1 ) { - state = load_level( state, levels, state.level + 1 ); - display_level( state ); + state = load_level( levels, state.level + 1 ); + display_level( ); } break; case 80: // p if ( state.level > 0 ) { - state = load_level( state, levels, state.level - 1 ); - display_level( state ); + state = load_level( levels, state.level - 1 ); + display_level( ); } break; case 82: // r - state = load_level( state, levels, state.level ); - display_level( state ); + state = load_level( levels, state.level ); + display_level( ); break; default: break; } - if ( won_or_not( state ) ) { + if ( won_or_not( ) ) { if ( state.level < levels.length - 1 ) { - state = load_level( state, levels, state.level + 1 ); - display_level( state ); + state = load_level( levels, state.level + 1 ); + display_level( ); } else { alert( "You won!" ); @@ -336,7 +325,7 @@ function initialize_a_star( dom_container ) { } var starhtml = '
'; - starhtml += ''; + starhtml += ''; starhtml += ''; starhtml += ''; starhtml += '
'; @@ -354,11 +343,11 @@ function initialize_a_star( dom_container ) { state.board_infos.cell_dimensions.width = state.board_infos.dimensions.width / LEVEL_WIDTH; state.board_infos.cell_dimensions.height = state.board_infos.dimensions.height / LEVEL_HEIGHT; - state = load_level( state, levels, 0 ); + state = load_level( levels, 0 ); - start_loop( state ); + start_loop( ); // kinda ugly workaround around a bug causing the canvas // not to refresh the first time (before any event) - setTimeout( function(){ display_level( state ); }, 100 ); // 1/10 second + setTimeout( function(){ display_level( ); }, 100 ); // 1/10 second }