mirror of
https://github.com/gwenhael-le-moine/c-urs_-toil-s.git
synced 2024-12-29 10:26:23 +01:00
317 lines
12 KiB
JavaScript
317 lines
12 KiB
JavaScript
var LEVEL_HEIGHT = 9;
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var LEVEL_WIDTH = 16;
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var cell= {
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WALL : '#',
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BALL : '@',
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CUBE : 'H',
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VOID : ' ',
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GIFT : 'x'
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};
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var direction = {
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UP : 'u',
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DOWN : 'd',
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LEFT : 'l',
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RIGHT : 'r'
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};
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var css_classes = {
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"@" : "ball",
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"H" : "cube",
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"#" : "wall",
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" " : "void",
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"x" : "gift"
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};
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var options = {
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starting_level : 0,
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dom_place : ""
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};
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var state = {
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moving : cell.BALL,
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distance_travelled : 0,
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level : 0,
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board : ""
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};
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var levels = [ "#################@## x#H## x #### ##x ## ## x #### x x x ## x x## x ## ##x x#################",
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" # # # # # ### x @# #x #x x # # x x # # # x # # #H# x # # # # #xx## # # # # ",
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"################# x#@## ## ##H## #x x ## x x## x## #x x x# x### ##x #x x x####x ##x #################",
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"################# #H## # ###x#x x#x#x#x#x## # #x x# # # ####x#x#x x#x#x#x## # ## # #@ #################",
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" ############## #@ # # # ## #x # x x # ### # # ##x #x# #### # x # ##x# # # # #H## # x# #x# ############## ",
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" ############ # x #x x# # x # ## # x ##@ x ### x # ### x # ##H # x ##x #################",
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"################# # ## ### #x ##x# #x #x # # # # # # ### ## ## # #x# #x# # ## @#x H #x#################",
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"############### # x## ### #x ## x ## x## # #x ### ## #x# ### # x#x ##xHx# x #@# ### # ###############",
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" # ########### #x#x # @##x x# x # # # x## x# ## #x #xHx x## x## # #x#x # # # ############ ",
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" ########### #### x ## H ###x x# x## x #x #x # # # x # x##x#x # x# #@# #x ### ### # # # # ######### # #",
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"################# # @## #xx xx #### x ## x##x #x#xx ##### ## ## ##x x# x H x###x### # ## ## ########### ",
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"## ## #### #@#####x ### x### xx x ## ## ##x #x# ## # x ###x ## ## ## ## #H# ## x ## x #################",
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" ############## # @# x ### # #x x## ## x # ## x #x## # x ### x x #x##H # x # # # ############## ",
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"#################x#x x#x## x#@ ## ## H x ## x# ## x ## x# # ##x#x x#x#################",
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" ###### ####### # x# x ## # x # # x ## @# #xx #x # # # # x H# ##x # #x # # x # #x x# ############## ",
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"################## H#x x x##x @x#x #### ### x #### x#x# ##xx x#x ### x ####x ###x# # #################",
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"################# x# #@ ## # x#xx#x # ## #x##x# x ## x# x# ## x#x x# ## # # ##x# # ## x #x H #################",
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"################# x x H# ## #x#x #x ## #x# #x ## x # x#x ## #x# # x# ## x#x # x # ##x#@ # # #################",
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"#################x ## ##x## # # #x ## x# x## x ## # #x ## # x# ## ## x# ##x #H## x# #x ##@#################",
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"################# x#x ###x x# ##x ### # # x # # ## H # ## # @x## # # x # # ### x## #x x### x#x #################",
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"################# ### x ### # # ### ##x x ## x x x ### # ###x ## x x @ H x xx################# ",
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"#################x# #x# #x # ## # ##x # #x x ### #x x #### x # ###x ## #@#H x ################# ",
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" ############## # # #x# #x # ## x # ### # x #x ## #x # xx x ###x # ## x ## #@#H x # ############## ",
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"################# # ### ##x x ##x### #x x# #### xx x# ## ## #x x # ## ## ## @#H###xx################# ",
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"################# # ## x ##x x ## #x x ## ## x ## #x ## #x x# x ## ##x #@ H ################# " ];
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function count_gifts( state ) {
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var n = 0;
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for ( var i = LEVEL_HEIGHT * LEVEL_WIDTH ; i-- ; ) {
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if ( state.board[ i ] == cell.GIFT ) {
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n++;
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}
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}
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return n;
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}
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function get_pos( state, actor ) {
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var p = state.board.indexOf( actor, state.board );
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var pos = {};
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pos[ 1 ] = Math.floor( p / LEVEL_WIDTH ); /* y */
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pos[ 0 ] = p - ( pos[ 1 ] * LEVEL_WIDTH ); /* x */
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return pos;
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}
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function get_cell( state, x, y ) {
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return state.board[ x + ( y * LEVEL_WIDTH ) ];
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}
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function set_cell( state, x, y, value ) {
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var p = x + ( y * LEVEL_WIDTH );
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state.board = [ state.board.substring( 0, p ), value, state.board.substring( p+1, state.board.length ) ].join( '' );
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return state;
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}
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function switch_actor( state ) {
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state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL;
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return state;
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}
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function won_or_not( state ) {
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return count_gifts( state ) === 0;
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}
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function format_level( state, text ) {
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function Replacer( conversionObject ) {
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var regexpStr = '';
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for ( var k in conversionObject ) {
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regexpStr += ( regexpStr.length ? '|' : '' ) + k;
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}
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var regexpr = new RegExp( regexpStr, 'mig' ); // g: global, m:multi-line i: ignore case
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return function(s) {
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return s.replace( regexpr, function(str, p1, p2, offset, s) {
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var a = conversionObject[ str ];
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return a == undefined ? str : a;
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} );
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};
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}
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var substitutions = {
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'#': '<span class="starcell wall">#</span>',
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'x': '<span class="starcell gift">x</span>',
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' ': '<span class="starcell void"> </span>',
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'H': '<span class="starcell cube">H</span>',
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'@': '<span class="starcell ball">@</span>'
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};
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substitutions[ state.moving ] = substitutions[ state.moving ].replace( '">', '_selected">' );
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if ( text == false ) {
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for ( var c in substitutions ) {
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substitutions[ c ] = substitutions[ c ].replace( />.</, '><' );
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}
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}
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var myReplacer = Replacer( substitutions );
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return myReplacer( state.board );
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}
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function format_infos( state ) {
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var infos = "<h1>Star5</h1><br />";
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infos += "Level <em>" + (state.level+1) + "</em> of <em>" + levels.length + "</em><br />";
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infos += "<em>" + count_gifts( state ) + "</em> gifts left<br />";
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infos += "<em>" + state.distance_travelled + "</em> meters travelled";
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return infos;
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}
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function format_help( ) {
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var help = "<em>←↑→↓</em> to move around<br />";
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help += "<em>Space</em> to switch actor<br />";
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help += "<em>r</em> to reload<br />";
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help += "<em>n</em> to pass to the next level<br />";
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help += "<em>p</em> to go back to the previous level<br />";
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return help;
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}
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function display_level( state, elt ) {
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var starhtml = '<div class="gstar">';
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starhtml += '<aside id="help">' + format_help( state ) + '</aside>';
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starhtml += '<div id="blackboard">' + format_level( state, false ) + '</div>';
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starhtml += '<aside id="infos">' + format_infos( state ) + '</aside>';
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starhtml += '</div>';
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$( elt ).html( starhtml );
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}
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function load_level( levelset, nb ) {
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state.level = nb;
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state.board = levelset[ state.level ];
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state.distance_travelled = 0;
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state.moving = cell.BALL;
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return state;
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}
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function make_a_move( state, where ) {
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var motion = [ 0, 0 ];
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var item_coord = get_pos( state, state.moving );
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/* Setup the motion vector according to direction.*/
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switch( where ) {
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case direction.UP:
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motion[ 1 ]--;
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break;
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case direction.DOWN:
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motion[ 1 ]++;
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break;
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case direction.LEFT:
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motion[ 0 ]--;
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break;
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case direction.RIGHT:
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motion[ 0 ]++;
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break;
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default: break;
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}
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/* Calculating arrival coordinates */
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while ( /* Hairy conditions ahead */
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/* target cell is within level's boundaries */
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( ( item_coord[ 0 ] + motion[ 0 ] >= 0 ) && ( item_coord[ 0 ] + motion[ 0 ] < LEVEL_WIDTH ) ) &&
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( ( item_coord[ 1 ] + motion[ 1 ] >= 0 ) && ( item_coord[ 1 ] + motion[ 1 ] < LEVEL_HEIGHT ) ) &&
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/* and target cell is empty */
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( get_cell( state, item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.VOID )
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/* or, the ball will eat gifts so we can move it on one */
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|| ( state.moving == cell.BALL && ( get_cell( state, item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.GIFT ) )
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)
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{
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state = set_cell( state, item_coord[ 0 ], item_coord[ 1 ], cell.VOID ); /* void the origin cell */
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item_coord[ 0 ] += motion[ 0 ]; /* move coordinate */
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item_coord[ 1 ] += motion[ 1 ]; /* to those of target cells */
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state = set_cell( state, item_coord[ 0 ], item_coord[ 1 ], state.moving ); /* move actor into target cell */
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state.distance_travelled++; /* increment distance_travelled */
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}
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return state;
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}
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function start_loop( state, elt ) {
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options.dom_place = elt;
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display_level( state, options.dom_place );
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$(document).focus( );
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$(document).click(
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function( e ) {
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var board_infos = {};
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board_infos.position = $("#blackboard").offset();
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board_infos.dimensions = {};
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board_infos.dimensions.width = $("#blackboard").width();
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board_infos.dimensions.height = $("#blackboard").height();
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board_infos.cell_dimensions = {};
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board_infos.cell_dimensions.width = board_infos.dimensions.width / LEVEL_WIDTH;
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board_infos.cell_dimensions.height = board_infos.dimensions.height / LEVEL_HEIGHT;
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var movingpos = get_pos( state, state.moving );
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var notmovingpos = get_pos( state, ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE );
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var click = {};
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click.x = e.pageX - board_infos.position.left;
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click.y = e.pageY - board_infos.position.top;
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if ( ( 0 <= click.x && click.x < board_infos.dimensions.width )
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&& ( 0 <= click.y && click.y < board_infos.dimensions.height ) ) {
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// coordinates in cell indexes
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click.x = Math.floor( click.x / board_infos.cell_dimensions.width );
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click.y = Math.floor( click.y / board_infos.cell_dimensions.height );
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// We're inside the board
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if ( click.x == notmovingpos[0] && click.y == notmovingpos[1] ) {
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state.moving = ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE;
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} else if ( click.x == movingpos[0] ) {
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if ( click.y > movingpos[1] ) {
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state = make_a_move( state, direction.DOWN );
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} else if ( click.y < movingpos[1] ) {
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state = make_a_move( state, direction.UP );
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}
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} else if ( click.y == movingpos[1] ) {
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if ( click.x > movingpos[0] ) {
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state = make_a_move( state, direction.RIGHT );
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} else {
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state = make_a_move( state, direction.LEFT );
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}
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}
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if ( won_or_not( state ) ) {
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if ( state.level < levels.length - 1 ) {
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state = load_level( levels, state.level + 1 );
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}
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else {
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alert( "You won!" );
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}
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}
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display_level( state, options.dom_place );
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}
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});
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$(document).keydown(
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function( e ) {
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switch( e.keyCode ) {
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case 38: // UP
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state = make_a_move( state, direction.UP );
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break;
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case 40: // DOWN
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state = make_a_move( state, direction.DOWN );
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break;
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case 37: // LEFT
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state = make_a_move( state, direction.LEFT );
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break;
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case 39: // RIGHT
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state = make_a_move( state, direction.RIGHT );
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break;
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case 32: // SPACE
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state = switch_actor( state );
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break;
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case 78: // n
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if ( state.level < levels.length - 1 ) {
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state = load_level( levels, state.level + 1 );
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}
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break;
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case 80: // p
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if ( state.level > 0 ) {
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state = load_level( levels, state.level - 1 );
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}
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break;
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case 82: // r
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state = load_level( levels, state.level );
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break;
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default:
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break;
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}
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if ( won_or_not( state ) ) {
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if ( state.level < levels.length - 1 ) {
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state = load_level( levels, state.level + 1 );
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}
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else {
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alert( "You won!" );
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}
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}
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display_level( state, options.dom_place );
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});
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}
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function initialize_a_star( elt ) {
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state = load_level( levels, 0 );
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start_loop( state, elt );
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}
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