canvas adjustements :
. only draw full board when loading level . draw only part of the bord each move . or when switching actors . + various tweaks
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1733b5c531
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3b1a365518
1 changed files with 64 additions and 23 deletions
85
js/star.js
85
js/star.js
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@ -83,6 +83,23 @@ function set_cell( state, x, y, value ) {
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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= 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 ) ? sprites.ball_selected : sprites.ball,
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ball_pos[ 0 ] * board_infos.cell_dimensions.width,
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ball_pos[ 1 ] * board_infos.cell_dimensions.height,
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board_infos.cell_dimensions.width,
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board_infos.cell_dimensions.height );
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// redraw cube
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ctx.drawImage( ( state.moving == cell.CUBE ) ? sprites.cube_selected : sprites.cube,
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cube_pos[ 0 ] * board_infos.cell_dimensions.width,
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cube_pos[ 1 ] * board_infos.cell_dimensions.height,
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board_infos.cell_dimensions.width,
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board_infos.cell_dimensions.height );
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return state;
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}
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@ -90,7 +107,7 @@ function won_or_not( state ) {
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return count_gifts( state ) === 0;
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}
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function display_on_canvas( state, canvas_elt ) {
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function full_display_on_canvas( state, canvas_elt ) {
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var ctx= $( canvas_elt )[ 0 ].getContext( '2d' ); //$() 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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@ -112,13 +129,15 @@ function display_on_canvas( state, canvas_elt ) {
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}
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}
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function format_infos( state ) {
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function update_infos( state, elt ) {
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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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$( elt + " .gstar #infos" ).html( infos );
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}
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function format_help( ) {
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var help = "<em>←↑→↓</em> to move around<br />";
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help += "<em>Space</em> to switch actor<br />";
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@ -129,19 +148,19 @@ function format_help( ) {
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}
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function display_level( state, elt ) {
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$( elt + " .gstar #infos" ).html( format_infos( state ) );
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display_on_canvas( state, elt + " #starboard" );
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update_infos( state, elt );
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full_display_on_canvas( state, elt + " #starboard" );
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}
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function load_level( levelset, nb ) {
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state.level = nb;
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function load_level( 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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function make_a_move( state, elt, 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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@ -162,6 +181,9 @@ function make_a_move( state, where ) {
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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= 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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@ -174,18 +196,31 @@ function make_a_move( state, where ) {
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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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// voiding origin cell on canvas
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ctx.drawImage( sprites.void,
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item_coord[ 0 ] * board_infos.cell_dimensions.width,
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item_coord[ 1 ] * board_infos.cell_dimensions.height,
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board_infos.cell_dimensions.width,
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board_infos.cell_dimensions.height );
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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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// drawing target cell on canvas
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ctx.drawImage( ( state.moving == cell.BALL ) ? sprites.ball_selected : sprites.cube_selected,
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item_coord[ 0 ] * board_infos.cell_dimensions.width,
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item_coord[ 1 ] * board_infos.cell_dimensions.height,
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board_infos.cell_dimensions.width,
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board_infos.cell_dimensions.height );
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state.distance_travelled++; /* increment distance_travelled */
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}
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update_infos( state, elt );
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return state;
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}
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function start_loop( state, elt, board_infos ) {
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function start_loop( state, elt ) {
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display_level( state, elt );
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$(document).focus( );
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@ -208,44 +243,43 @@ function start_loop( state, elt, board_infos ) {
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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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state = make_a_move( state, elt, 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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state = make_a_move( state, elt, 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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state = make_a_move( state, elt, direction.RIGHT );
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} else {
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state = make_a_move( state, direction.LEFT );
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state = make_a_move( state, elt, 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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display_level( state, elt );
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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, elt );
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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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state = make_a_move( state, elt, 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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state = make_a_move( state, elt, 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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state = make_a_move( state, elt, 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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state = make_a_move( state, elt, 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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@ -253,15 +287,18 @@ function start_loop( state, elt, board_infos ) {
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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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display_level( state, elt );
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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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display_level( state, elt );
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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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display_level( state, elt );
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break;
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default:
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break;
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@ -270,13 +307,12 @@ function start_loop( state, elt, board_infos ) {
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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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display_level( state, elt );
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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, elt );
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});
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}
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@ -305,6 +341,7 @@ function initialize_a_star( elt ) {
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$( elt ).html( starhtml );
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board_infos.canvas = $(elt + " #starboard")[ 0 ];
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board_infos.offset = $(elt + " #starboard").offset();
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board_infos.dimensions = {};
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board_infos.dimensions.width = $(elt + " #starboard").width();
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@ -315,5 +352,9 @@ function initialize_a_star( elt ) {
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state = load_level( levels, options.starting_level );
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start_loop( state, elt, board_infos );
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start_loop( state, elt );
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// kinda ugly workaround around a 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( state, elt ); }, 1 );
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}
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