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
}