encapsulate everything in initialize_a_star()
This commit is contained in:
parent
1c7c308c60
commit
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1 changed files with 292 additions and 292 deletions
564
js/star.js
564
js/star.js
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@ -1,331 +1,331 @@
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var LEVEL_HEIGHT = 9;
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var LEVEL_WIDTH = 16;
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function initialize_a_star( dom_container ) {
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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 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 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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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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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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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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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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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 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 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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var ball_pos = get_pos( state, cell.BALL );
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var cube_pos = get_pos( state, cell.CUBE );
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// we're going to update the canvas right here and there so we need it
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var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
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function switch_actor( state ) {
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state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL;
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var ball_pos = get_pos( state, cell.BALL );
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var cube_pos = get_pos( state, cell.CUBE );
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// we're going to update the canvas right here and there so we need it
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var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
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// redraw ball
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ctx.drawImage( ( state.moving == cell.BALL ) ? state.board_infos.sprites.ball_selected : state.board_infos.sprites.ball,
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ball_pos[ 0 ] * state.board_infos.cell_dimensions.width,
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ball_pos[ 1 ] * state.board_infos.cell_dimensions.height,
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state.board_infos.cell_dimensions.width,
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state.board_infos.cell_dimensions.height );
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// redraw cube
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ctx.drawImage( ( state.moving == cell.CUBE ) ? state.board_infos.sprites.cube_selected : state.board_infos.sprites.cube,
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cube_pos[ 0 ] * state.board_infos.cell_dimensions.width,
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cube_pos[ 1 ] * state.board_infos.cell_dimensions.height,
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state.board_infos.cell_dimensions.width,
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state.board_infos.cell_dimensions.height );
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return state;
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}
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// redraw ball
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ctx.drawImage( ( state.moving == cell.BALL ) ? state.board_infos.sprites.ball_selected : state.board_infos.sprites.ball,
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ball_pos[ 0 ] * state.board_infos.cell_dimensions.width,
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ball_pos[ 1 ] * state.board_infos.cell_dimensions.height,
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state.board_infos.cell_dimensions.width,
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state.board_infos.cell_dimensions.height );
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// redraw cube
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ctx.drawImage( ( state.moving == cell.CUBE ) ? state.board_infos.sprites.cube_selected : state.board_infos.sprites.cube,
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cube_pos[ 0 ] * state.board_infos.cell_dimensions.width,
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cube_pos[ 1 ] * state.board_infos.cell_dimensions.height,
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state.board_infos.cell_dimensions.width,
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state.board_infos.cell_dimensions.height );
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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 won_or_not( state ) {
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return count_gifts( state ) === 0;
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}
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function full_display_on_canvas( state ) {
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var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
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for ( var i=0 ; i < LEVEL_HEIGHT ; i++ ) {
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for ( var j=0 ; j < LEVEL_WIDTH ; j++ ) {
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var c = get_cell( state, j, i );
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var sprite;
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switch( c ) {
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function full_display_on_canvas( state ) {
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var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
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for ( var i=0 ; i < LEVEL_HEIGHT ; i++ ) {
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for ( var j=0 ; j < LEVEL_WIDTH ; j++ ) {
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var c = get_cell( state, j, i );
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var sprite;
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switch( c ) {
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case "@": sprite = ( state.moving == cell.BALL ) ? state.board_infos.sprites.ball_selected : state.board_infos.sprites.ball; break;
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case "H": sprite = ( state.moving == cell.CUBE ) ? state.board_infos.sprites.cube_selected : state.board_infos.sprites.cube; break;
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case "#": sprite = state.board_infos.sprites.wall; break;
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case "x": sprite = state.board_infos.sprites.gift; break;
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case " ": sprite = state.board_infos.sprites.void; break;
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}
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ctx.drawImage( sprite,
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j * state.board_infos.cell_dimensions.width,
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i * state.board_infos.cell_dimensions.height,
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state.board_infos.cell_dimensions.width,
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state.board_infos.cell_dimensions.height );
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}
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ctx.drawImage( sprite,
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j * state.board_infos.cell_dimensions.width,
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i * state.board_infos.cell_dimensions.height,
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state.board_infos.cell_dimensions.width,
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state.board_infos.cell_dimensions.height );
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}
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}
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}
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function update_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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function update_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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$( state.dom_container + " .gstar #infos" ).html( infos );
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}
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$( state.dom_container + " .gstar #infos" ).html( 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 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 ) {
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update_infos( state );
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full_display_on_canvas( state, state.dom_container + " #starboard" );
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}
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function display_level( state ) {
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update_infos( state );
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full_display_on_canvas( state, state.dom_container + " #starboard" );
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}
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function load_level( state, levelset, index ) {
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state.level = index;
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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 load_level( state, levelset, index ) {
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state.level = index;
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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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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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/* 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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// we're going to update the canvas right here and there so we need it
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var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
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// we're going to update the canvas right here and there so we need it
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var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
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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 )
|
||||
/* 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 */
|
||||
// voiding origin cell on canvas
|
||||
ctx.drawImage( state.board_infos.sprites.void,
|
||||
item_coord[ 0 ] * state.board_infos.cell_dimensions.width,
|
||||
item_coord[ 1 ] * state.board_infos.cell_dimensions.height,
|
||||
state.board_infos.cell_dimensions.width,
|
||||
state.board_infos.cell_dimensions.height );
|
||||
/* 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 */
|
||||
// voiding origin cell on canvas
|
||||
ctx.drawImage( state.board_infos.sprites.void,
|
||||
item_coord[ 0 ] * state.board_infos.cell_dimensions.width,
|
||||
item_coord[ 1 ] * state.board_infos.cell_dimensions.height,
|
||||
state.board_infos.cell_dimensions.width,
|
||||
state.board_infos.cell_dimensions.height );
|
||||
|
||||
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 */
|
||||
// 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,
|
||||
item_coord[ 1 ] * state.board_infos.cell_dimensions.height,
|
||||
state.board_infos.cell_dimensions.width,
|
||||
state.board_infos.cell_dimensions.height );
|
||||
state = set_cell( state, 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,
|
||||
item_coord[ 1 ] * state.board_infos.cell_dimensions.height,
|
||||
state.board_infos.cell_dimensions.width,
|
||||
state.board_infos.cell_dimensions.height );
|
||||
|
||||
state.distance_travelled++; /* increment distance_travelled */
|
||||
}
|
||||
update_infos( state );
|
||||
return state;
|
||||
}
|
||||
state.distance_travelled++; /* increment distance_travelled */
|
||||
}
|
||||
update_infos( state );
|
||||
return state;
|
||||
}
|
||||
|
||||
function start_loop( state ) {
|
||||
display_level( state );
|
||||
function start_loop( state ) {
|
||||
display_level( state );
|
||||
|
||||
$(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 click = { };
|
||||
click.x = e.pageX - state.board_infos.offset.left;
|
||||
click.y = e.pageY - state.board_infos.offset.top;
|
||||
$(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 click = { };
|
||||
click.x = e.pageX - state.board_infos.offset.left;
|
||||
click.y = e.pageY - state.board_infos.offset.top;
|
||||
|
||||
if ( ( 0 <= click.x && click.x < state.board_infos.dimensions.width )
|
||||
&& ( 0 <= click.y && click.y < state.board_infos.dimensions.height ) ) {
|
||||
// coordinates in cell indexes
|
||||
click.x = Math.floor( click.x / state.board_infos.cell_dimensions.width );
|
||||
click.y = Math.floor( click.y / state.board_infos.cell_dimensions.height );
|
||||
if ( ( 0 <= click.x && click.x < state.board_infos.dimensions.width )
|
||||
&& ( 0 <= click.y && click.y < state.board_infos.dimensions.height ) ) {
|
||||
// coordinates in cell indexes
|
||||
click.x = Math.floor( click.x / state.board_infos.cell_dimensions.width );
|
||||
click.y = Math.floor( click.y / state.board_infos.cell_dimensions.height );
|
||||
|
||||
// We're inside the board
|
||||
if ( click.x == notmovingpos[0] && click.y == notmovingpos[1] ) {
|
||||
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 );
|
||||
} else if ( click.y < movingpos[1] ) {
|
||||
state = make_a_move( state, direction.UP );
|
||||
// We're inside the board
|
||||
if ( click.x == notmovingpos[0] && click.y == notmovingpos[1] ) {
|
||||
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 );
|
||||
} else if ( click.y < movingpos[1] ) {
|
||||
state = make_a_move( state, direction.UP );
|
||||
}
|
||||
} else if ( click.y == movingpos[1] ) {
|
||||
if ( click.x > movingpos[0] ) {
|
||||
state = make_a_move( state, direction.RIGHT );
|
||||
} else {
|
||||
state = make_a_move( state, direction.LEFT );
|
||||
}
|
||||
}
|
||||
} else if ( click.y == movingpos[1] ) {
|
||||
if ( click.x > movingpos[0] ) {
|
||||
state = make_a_move( state, direction.RIGHT );
|
||||
} else {
|
||||
state = make_a_move( state, direction.LEFT );
|
||||
|
||||
if ( won_or_not( state ) ) {
|
||||
if ( state.level < levels.length - 1 ) {
|
||||
state = load_level( state, levels, state.level + 1 );
|
||||
display_level( state );
|
||||
}
|
||||
else {
|
||||
alert( "You won!" );
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
$(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
|
||||
state = switch_actor( state );
|
||||
break;
|
||||
case 78: // n
|
||||
if ( state.level < levels.length - 1 ) {
|
||||
state = load_level( state, levels, state.level + 1 );
|
||||
display_level( state );
|
||||
}
|
||||
break;
|
||||
case 80: // p
|
||||
if ( state.level > 0 ) {
|
||||
state = load_level( state, levels, state.level - 1 );
|
||||
display_level( state );
|
||||
}
|
||||
break;
|
||||
case 82: // r
|
||||
state = load_level( state, levels, state.level );
|
||||
display_level( state );
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if ( won_or_not( state ) ) {
|
||||
if ( state.level < levels.length - 1 ) {
|
||||
state = load_level( state, levels, state.level + 1 );
|
||||
display_level( state );
|
||||
}
|
||||
else {
|
||||
alert( "You won!" );
|
||||
}
|
||||
if ( won_or_not( state ) ) {
|
||||
if ( state.level < levels.length - 1 ) {
|
||||
state = load_level( state, levels, state.level + 1 );
|
||||
display_level( state );
|
||||
}
|
||||
else {
|
||||
alert( "You won!" );
|
||||
}
|
||||
}
|
||||
});
|
||||
$(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
|
||||
state = switch_actor( state );
|
||||
break;
|
||||
case 78: // n
|
||||
if ( state.level < levels.length - 1 ) {
|
||||
state = load_level( state, levels, state.level + 1 );
|
||||
display_level( state );
|
||||
}
|
||||
break;
|
||||
case 80: // p
|
||||
if ( state.level > 0 ) {
|
||||
state = load_level( state, levels, state.level - 1 );
|
||||
display_level( state );
|
||||
}
|
||||
break;
|
||||
case 82: // r
|
||||
state = load_level( state, levels, state.level );
|
||||
display_level( state );
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
if ( won_or_not( state ) ) {
|
||||
if ( state.level < levels.length - 1 ) {
|
||||
state = load_level( state, levels, state.level + 1 );
|
||||
display_level( state );
|
||||
}
|
||||
else {
|
||||
alert( "You won!" );
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
function load_sprites( theme ) {
|
||||
var sprites = { };
|
||||
sprites.ball = new Image();
|
||||
sprites.ball.src = "themes/" + theme + "/tex_ball.png";
|
||||
sprites.ball_selected = new Image();
|
||||
sprites.ball_selected.src = "themes/" + theme + "/tex_ball_selected.png";
|
||||
sprites.cube = new Image();
|
||||
sprites.cube.src = "themes/" + theme + "/tex_cube.png";
|
||||
sprites.cube_selected = new Image();
|
||||
sprites.cube_selected.src = "themes/" + theme + "/tex_cube_selected.png";
|
||||
sprites.wall = new Image();
|
||||
sprites.wall.src = "themes/" + theme + "/tex_wall.png";
|
||||
sprites.void = new Image();
|
||||
sprites.void.src = "themes/" + theme + "/tex_empty.png";
|
||||
sprites.gift = new Image();
|
||||
sprites.gift.src = "themes/" + theme + "/tex_gift.png";
|
||||
|
||||
function load_sprites( theme ) {
|
||||
var sprites = { };
|
||||
sprites.ball = new Image();
|
||||
sprites.ball.src = "themes/" + theme + "/tex_ball.png";
|
||||
sprites.ball_selected = new Image();
|
||||
sprites.ball_selected.src = "themes/" + theme + "/tex_ball_selected.png";
|
||||
sprites.cube = new Image();
|
||||
sprites.cube.src = "themes/" + theme + "/tex_cube.png";
|
||||
sprites.cube_selected = new Image();
|
||||
sprites.cube_selected.src = "themes/" + theme + "/tex_cube_selected.png";
|
||||
sprites.wall = new Image();
|
||||
sprites.wall.src = "themes/" + theme + "/tex_wall.png";
|
||||
sprites.void = new Image();
|
||||
sprites.void.src = "themes/" + theme + "/tex_empty.png";
|
||||
sprites.gift = new Image();
|
||||
sprites.gift.src = "themes/" + theme + "/tex_gift.png";
|
||||
return sprites;
|
||||
}
|
||||
|
||||
return sprites;
|
||||
}
|
||||
|
||||
function initialize_a_star( dom_container ) {
|
||||
var state = {
|
||||
moving : cell.BALL,
|
||||
distance_travelled : 0,
|
||||
|
|
Loading…
Reference in a new issue