() => {}
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1 changed files with 19 additions and 19 deletions
38
js/star.js
38
js/star.js
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@ -1,4 +1,4 @@
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let initialize_a_star = function( dom_container, level_index, theme ) {
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let initialize_a_star = ( dom_container, level_index, theme ) => {
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// kinda enums
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let cell = { WALL: '#', BALL: '@', CUBE: 'H', EMPTY: ' ', GIFT: 'x' }
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let direction = { UP: 38, DOWN: 40, LEFT: 37, RIGHT: 39 }
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@ -34,7 +34,7 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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}
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////// FUNCTIONS //////
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let count_gifts = function() {
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let count_gifts = () => {
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let n = 0
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for ( let i = level_infos.height * level_infos.width ; i-- ; ) {
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if ( state.board[ i ] == cell.GIFT ) {
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@ -44,7 +44,7 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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return n
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}
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let get_pos = function( actor ) {
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let get_pos = ( actor ) => {
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let p = state.board.indexOf( actor, state.board )
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let pos = []
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pos[ 1 ] = Math.floor( p / level_infos.width ) /* y */
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@ -53,24 +53,24 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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return pos
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}
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let get_cell = function( x, y ) {
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let get_cell = ( x, y ) => {
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return state.board[ x + ( y * level_infos.width ) ]
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}
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let set_cell = function( x, y, value ) {
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let set_cell = ( x, y, value ) => {
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let p = x + ( y * level_infos.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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}
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let switch_actor = function() {
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let switch_actor = () => {
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state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL
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}
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let won_or_not = function() {
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let won_or_not = () => {
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return count_gifts() === 0
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}
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let load_level = function( index ) {
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let load_level = ( index ) => {
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return( { moving: cell.BALL,
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distance_travelled: 0,
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level: index,
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@ -78,7 +78,7 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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it_s_over: false } )
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}
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let make_a_move = function( where ) {
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let make_a_move = ( where ) => {
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let motion = [ 0, 0 ]
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let item_coord = get_pos( state.moving )
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@ -129,7 +129,7 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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}
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////// HTML/Canvas version specific functions
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let load_sprites = function( theme ) {
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let load_sprites = ( theme ) => {
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assets.sprites = { }
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assets.sprites.ball = new Image()
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assets.sprites.ball.src = "themes/" + theme + "/tex_ball.png"
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@ -147,7 +147,7 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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assets.sprites.gift.src = "themes/" + theme + "/tex_gift.png"
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}
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let draw_cell = function( sprite, x, y ) {
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let draw_cell = ( sprite, x, y ) => {
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DOM_infos.canvas.context.drawImage( sprite,
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x * level_infos.cell.width,
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y * level_infos.cell.height,
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@ -155,7 +155,7 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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level_infos.cell.height )
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}
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let display_switch_actor = function() {
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let display_switch_actor = () => {
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let ball_pos = get_pos( cell.BALL )
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let cube_pos = get_pos( cell.CUBE )
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@ -165,7 +165,7 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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draw_cell( ( state.moving == cell.CUBE ) ? assets.sprites.cube_selected : assets.sprites.cube, cube_pos[ 0 ], cube_pos[ 1 ] )
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}
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let full_display_on_canvas = function() {
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let full_display_on_canvas = () => {
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for ( let i=0 ; i < level_infos.height ; i++ ) {
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for ( let j=0 ; j < level_infos.width ; j++ ) {
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let c = get_cell( j, i )
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@ -190,7 +190,7 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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}
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}
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let update_infos = function() {
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let update_infos = () => {
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let infos = "<h1>Star5</h1><br />"
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infos += "Level <em>" + (state.level+1) + "</em> of <em>" + assets.levels.length + "</em><br />"
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infos += "<em>" + count_gifts() + "</em> gifts left<br />"
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@ -199,7 +199,7 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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document.querySelector( DOM_infos.container + " .gstar #infos" ).innerHTML = infos
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}
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let format_help = function() {
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let format_help = () => {
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let 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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@ -208,12 +208,12 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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return help
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}
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let display_level = function() {
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let display_level = () => {
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update_infos()
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full_display_on_canvas()
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}
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let display_move_actor = function( path ) {
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let display_move_actor = ( path ) => {
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for ( let i=0 ; i < path.length-1 ; i++ ) {
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draw_cell( assets.sprites.empty, path[ i ][ 0 ], path[ i ][ 1 ] )
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draw_cell( ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.cube_selected,
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@ -224,7 +224,7 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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update_infos()
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}
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let event_handler = function( e ) {
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let event_handler = ( e ) => {
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if ( !state.it_s_over ) {
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if ( e.type === "click" ) {
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let movingpos = get_pos( state.moving )
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@ -340,7 +340,7 @@ let initialize_a_star = function( dom_container, level_index, theme ) {
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// kinda ugly workaround around a mysterious bug causing the canvas
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// not to refresh the first time (before any event)
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setTimeout( function(){ display_level() }, 100 ) // 1/10 second
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setTimeout( () => display_level(), 100 ) // 1/10 second
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// Start main "loop"
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document.addEventListener('click', event_handler)
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