jsstar/js/star.js

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LEVEL_HEIGHT = 9;
LEVEL_WIDTH = 16;
cell= {
WALL: '#',
BALL: '@',
CUBE: 'H',
VOID: ' ',
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GIFT: 'x'
};
direction = {
UP: 'u',
DOWN: 'd',
LEFT: 'l',
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RIGHT: 'r'
};
css_classes = {
"@": "ball",
"H": "cube",
"#": "wall",
" ": "void",
"x": "gift"
};
options = {
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starting_level: 0
};
state = {
moving: cell.BALL,
moves: 0,
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level: 0,
board: ""
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};
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 ) {
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n = 0;
for ( i = 0 ; i < LEVEL_HEIGHT * LEVEL_WIDTH ; i++ ) {
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if ( state.board.charAt( i ) == cell.GIFT ) {
n++;
}
}
return n;
}
function get_pos( state, actor ) {
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p = state.board.indexOf( actor, state.board );
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pos = {};
pos[ 1 ] = Math.floor( p / LEVEL_WIDTH ); /* y */
pos[ 0 ] = p - ( pos[ 1 ] * LEVEL_WIDTH ); /* x */
return pos;
}
function get_cell( state, x, y ) {
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return( state.board.charAt( x + ( y * LEVEL_WIDTH ) ) );
}
function set_cell( state, x, y, value ) {
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 );
return state;
}
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function switch_actor( state ) {
state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL;
return state;
}
function won_or_not( state ) {
return count_gifts( state ) == 0;
}
function format_level( state ) {
dl = "";
for ( i = 0 ; i < LEVEL_HEIGHT ; i++ ) {
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for ( j = 0 ; j < LEVEL_WIDTH ; j++ ) {
c = get_cell( state, j, i );
classes = "starcell " + css_classes[ c ];
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if ( state.moving == c) {
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classes = classes + " selected ";
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}
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dl = dl + "<span class=\"" + classes + "\">" + c + "</span>";
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}
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dl = dl + "<br />";
}
return dl;
}
function load_level( levelset, nb ) {
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state.level = nb;
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state.board = levelset[ state.level ];
state.moves = 0;
state.moving = cell.BALL;
return state;
}
function display_level( state, elt ) {
$( elt ).html( format_level( state ) );
}
function make_a_move( state, where ) {
motion = [ 0, 0 ];
item_coord = get_pos( state, state.moving );
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/* Setup the motion vector according to direction.*/
switch( where ) {
case direction.UP:
motion[ 1 ]--;
break;
case direction.DOWN:
motion[ 1 ]++;
break;
case direction.LEFT:
motion[ 0 ]--;
break;
case direction.RIGHT:
motion[ 0 ]++;
break;
default: break;
}
/* Calculating arrival coordinates */
while ( /* Hairy conditions ahead */
/* target cell is within level's boundaries */
( ( item_coord[ 0 ] + motion[ 0 ] >= 0 ) && ( item_coord[ 0 ] + motion[ 0 ] < LEVEL_WIDTH ) ) &&
( ( item_coord[ 1 ] + motion[ 1 ] >= 0 ) && ( item_coord[ 1 ] + motion[ 1 ] < LEVEL_HEIGHT ) ) &&
/* and target cell is empty */
( get_cell( state, item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.VOID )
/* or, the ball will eat gifts so we can move it on one */
|| ( state.moving == cell.BALL && ( get_cell( state, item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.GIFT ) )
)
{
state = set_cell( state, item_coord[ 0 ], item_coord[ 1 ], cell.VOID ); /* void the origin cell */
item_coord[ 0 ] += motion[ 0 ]; /* move coordinate */
item_coord[ 1 ] += motion[ 1 ]; /* to those of target cells */
state = set_cell( state, item_coord[ 0 ], item_coord[ 1 ], state.moving ); /* move actor into target cell */
}
state.moves++; /* increment moves' counter */
return state;
}
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function start_loop( state, elt ) {
display_level( state, elt );
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$( 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
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state = switch_actor( state );
break;
case 78: // n
if ( state.level < levels.length - 1 ) {
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state = load_level( levels, state.level + 1 );
}
break;
case 80: // p
if ( state.level > 0 ) {
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state = load_level( levels, state.level - 1 );
}
break;
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default:
break;
}
if ( won_or_not( state ) ) {
if ( state.level < levels.length - 1 ) {
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state = load_level( levels, state.level + 1 );
}
else {
alert( "You won!" );
}
}
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display_level( state, elt );
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});
}