more plus cleaner

This commit is contained in:
Gwenhael Le Moine 2024-03-05 16:55:09 +01:00
parent b6abbc809d
commit 6803f76b8d

View file

@ -1,106 +1,108 @@
var initialize_a_star = function( dom_container, level_index, theme ) {
let initialize_a_star = function( dom_container, level_index, theme ) {
// kinda enums
var cell = { WALL: '#', BALL: '@', CUBE: 'H', EMPTY: ' ', GIFT: 'x' };
var direction = { UP: 38, DOWN: 40, LEFT: 37, RIGHT: 39 };
let cell = { WALL: '#', BALL: '@', CUBE: 'H', EMPTY: ' ', GIFT: 'x' }
let direction = { UP: 38, DOWN: 40, LEFT: 37, RIGHT: 39 }
var assets = {
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 ################# " ]
};
let assets = {
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 ################# "
]
}
////// FUNCTIONS //////
var count_gifts = function( ) {
var n = 0;
for ( var i = level_infos.height * level_infos.width ; i-- ; ) {
let count_gifts = function() {
let n = 0
for ( let i = level_infos.height * level_infos.width ; i-- ; ) {
if ( state.board[ i ] == cell.GIFT ) {
n++;
n++
}
}
return n;
};
return n
}
var get_pos = function( actor ) {
var p = state.board.indexOf( actor, state.board );
var pos = [ ];
pos[ 1 ] = Math.floor( p / level_infos.width ); /* y */
pos[ 0 ] = p - ( pos[ 1 ] * level_infos.width ); /* x */
let get_pos = function( actor ) {
let p = state.board.indexOf( actor, state.board )
let pos = []
pos[ 1 ] = Math.floor( p / level_infos.width ) /* y */
pos[ 0 ] = p - ( pos[ 1 ] * level_infos.width ) /* x */
return pos;
};
return pos
}
var get_cell = function( x, y ) {
return state.board[ x + ( y * level_infos.width ) ];
};
let get_cell = function( x, y ) {
return state.board[ x + ( y * level_infos.width ) ]
}
var set_cell = function( x, y, value ) {
var p = x + ( y * level_infos.width );
state.board = [ state.board.substring( 0, p ), value, state.board.substring( p+1, state.board.length ) ].join( '' );
};
let set_cell = function( x, y, value ) {
let p = x + ( y * level_infos.width )
state.board = [ state.board.substring( 0, p ), value, state.board.substring( p+1, state.board.length ) ].join( '' )
}
var switch_actor = function( ) {
state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL;
};
let switch_actor = function() {
state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL
}
var won_or_not = function( ) {
return count_gifts( ) === 0;
};
let won_or_not = function() {
return count_gifts() === 0
}
var load_level = function( index ) {
let load_level = function( index ) {
return( { moving: cell.BALL,
distance_travelled: 0,
level: index,
board: assets.levels[ index ],
it_s_over: false } );
};
it_s_over: false } )
}
var make_a_move = function( where ) {
var motion = [ 0, 0 ];
var item_coord = get_pos( state.moving );
let make_a_move = function( where ) {
let motion = [ 0, 0 ]
let item_coord = get_pos( state.moving )
/* Setup the motion vector according to direction.*/
switch( where ) {
case direction.UP:
motion[ 1 ]--;
break;
motion[ 1 ]--
break
case direction.DOWN:
motion[ 1 ]++;
break;
motion[ 1 ]++
break
case direction.LEFT:
motion[ 0 ]--;
break;
motion[ 0 ]--
break
case direction.RIGHT:
motion[ 0 ]++;
break;
default: break;
motion[ 0 ]++
break
default: break
}
var path = [ ];
path[ 0 ] = [ ];
path[ 0 ][ 0 ] = item_coord[ 0 ];
path[ 0 ][ 1 ] = item_coord[ 1 ];
let path = []
path[ 0 ] = []
path[ 0 ][ 0 ] = item_coord[ 0 ]
path[ 0 ][ 1 ] = item_coord[ 1 ]
/* Calculating arrival coordinates */
while ( /* Hairy conditions ahead */
/* target cell is within level's boundaries */
@ -112,139 +114,146 @@ var initialize_a_star = function( dom_container, level_index, theme ) {
|| ( state.moving == cell.BALL && ( get_cell( item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.GIFT ) )
)
{
set_cell( item_coord[ 0 ], item_coord[ 1 ], cell.EMPTY ); /* empty the origin cell */
item_coord[ 0 ] += motion[ 0 ]; /* move coordinate */
item_coord[ 1 ] += motion[ 1 ]; /* to those of target cells */
set_cell( item_coord[ 0 ], item_coord[ 1 ], cell.EMPTY ) /* empty the origin cell */
item_coord[ 0 ] += motion[ 0 ] /* move coordinate */
item_coord[ 1 ] += motion[ 1 ] /* to those of target cells */
var push_pos = path.length;
path[ push_pos ] = [ ];
path[ push_pos ][ 0 ] = item_coord[ 0 ];
path[ push_pos ][ 1 ] = item_coord[ 1 ];
let push_pos = path.length
path[ push_pos ] = []
path[ push_pos ][ 0 ] = item_coord[ 0 ]
path[ push_pos ][ 1 ] = item_coord[ 1 ]
set_cell( item_coord[ 0 ], item_coord[ 1 ], state.moving ); /* move actor into target cell */
set_cell( item_coord[ 0 ], item_coord[ 1 ], state.moving ) /* move actor into target cell */
}
return path;
};
return path
}
////// HTML/Canvas version specific functions
var load_sprites = function( theme ) {
assets.sprites = { };
assets.sprites.ball = new Image();
assets.sprites.ball.src = "themes/" + theme + "/tex_ball.png";
assets.sprites.ball_selected = new Image();
assets.sprites.ball_selected.src = "themes/" + theme + "/tex_ball_selected.png";
assets.sprites.cube = new Image();
assets.sprites.cube.src = "themes/" + theme + "/tex_cube.png";
assets.sprites.cube_selected = new Image();
assets.sprites.cube_selected.src = "themes/" + theme + "/tex_cube_selected.png";
assets.sprites.wall = new Image();
assets.sprites.wall.src = "themes/" + theme + "/tex_wall.png";
assets.sprites.empty = new Image();
assets.sprites.empty.src = "themes/" + theme + "/tex_empty.png";
assets.sprites.gift = new Image();
assets.sprites.gift.src = "themes/" + theme + "/tex_gift.png";
};
let load_sprites = function( theme ) {
assets.sprites = { }
assets.sprites.ball = new Image()
assets.sprites.ball.src = "themes/" + theme + "/tex_ball.png"
assets.sprites.ball_selected = new Image()
assets.sprites.ball_selected.src = "themes/" + theme + "/tex_ball_selected.png"
assets.sprites.cube = new Image()
assets.sprites.cube.src = "themes/" + theme + "/tex_cube.png"
assets.sprites.cube_selected = new Image()
assets.sprites.cube_selected.src = "themes/" + theme + "/tex_cube_selected.png"
assets.sprites.wall = new Image()
assets.sprites.wall.src = "themes/" + theme + "/tex_wall.png"
assets.sprites.empty = new Image()
assets.sprites.empty.src = "themes/" + theme + "/tex_empty.png"
assets.sprites.gift = new Image()
assets.sprites.gift.src = "themes/" + theme + "/tex_gift.png"
}
var draw_cell = function( sprite, x, y ) {
let draw_cell = function( sprite, x, y ) {
DOM_infos.canvas.context.drawImage( sprite,
x * level_infos.cell.width,
y * level_infos.cell.height,
level_infos.cell.width,
level_infos.cell.height );
};
level_infos.cell.height )
}
var display_switch_actor = function( ) {
var ball_pos = get_pos( cell.BALL );
var cube_pos = get_pos( cell.CUBE );
let display_switch_actor = function() {
let ball_pos = get_pos( cell.BALL )
let cube_pos = get_pos( cell.CUBE )
// redraw ball
draw_cell( ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.ball, ball_pos[ 0 ], ball_pos[ 1 ] );
draw_cell( ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.ball, ball_pos[ 0 ], ball_pos[ 1 ] )
// redraw cube
draw_cell( ( state.moving == cell.CUBE ) ? assets.sprites.cube_selected : assets.sprites.cube, cube_pos[ 0 ], cube_pos[ 1 ] );
};
draw_cell( ( state.moving == cell.CUBE ) ? assets.sprites.cube_selected : assets.sprites.cube, cube_pos[ 0 ], cube_pos[ 1 ] )
}
let full_display_on_canvas = function() {
for ( let i=0 ; i < level_infos.height ; i++ ) {
for ( let j=0 ; j < level_infos.width ; j++ ) {
let c = get_cell( j, i )
let sprite
var full_display_on_canvas = function( ) {
for ( var i=0 ; i < level_infos.height ; i++ ) {
for ( var j=0 ; j < level_infos.width ; j++ ) {
var c = get_cell( j, i );
var sprite;
switch( c ) {
case "@": sprite = ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.ball; break;
case "H": sprite = ( state.moving == cell.CUBE ) ? assets.sprites.cube_selected : assets.sprites.cube; break;
case "#": sprite = assets.sprites.wall; break;
case "x": sprite = assets.sprites.gift; break;
case " ": sprite = assets.sprites.empty; break;
default: break;
case "@": sprite = ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.ball
break
case "H": sprite = ( state.moving == cell.CUBE ) ? assets.sprites.cube_selected : assets.sprites.cube
break
case "#": sprite = assets.sprites.wall
break
case "x": sprite = assets.sprites.gift
break
case " ": sprite = assets.sprites.empty
break
default:
break
}
draw_cell( sprite, j, i );
draw_cell( sprite, j, i )
}
}
};
}
var update_infos = function( ) {
var infos = "<h1>Star5</h1><br />";
infos += "Level <em>" + (state.level+1) + "</em> of <em>" + assets.levels.length + "</em><br />";
infos += "<em>" + count_gifts( ) + "</em> gifts left<br />";
infos += "<em>" + state.distance_travelled + "</em> meters travelled";
let update_infos = function() {
let infos = "<h1>Star5</h1><br />"
infos += "Level <em>" + (state.level+1) + "</em> of <em>" + assets.levels.length + "</em><br />"
infos += "<em>" + count_gifts() + "</em> gifts left<br />"
infos += "<em>" + state.distance_travelled + "</em> meters travelled"
document.querySelector( DOM_infos.container + " .gstar #infos" ).innerHTML = infos;
};
document.querySelector( DOM_infos.container + " .gstar #infos" ).innerHTML = infos
}
var format_help = function( ) {
var help = "<em>←↑→↓</em> to move around<br />";
help += "<em>Space</em> to switch actor<br />";
help += "<em>r</em> to reload<br />";
help += "<em>n</em> to pass to the next level<br />";
help += "<em>p</em> to go back to the previous level<br />";
return help;
};
let format_help = function() {
let help = "<em>←↑→↓</em> to move around<br />"
help += "<em>Space</em> to switch actor<br />"
help += "<em>r</em> to reload<br />"
help += "<em>n</em> to pass to the next level<br />"
help += "<em>p</em> to go back to the previous level<br />"
return help
}
var display_level = function( ) {
update_infos( );
full_display_on_canvas( );
};
let display_level = function() {
update_infos()
full_display_on_canvas()
}
var display_move_actor = function( path ) {
for ( var i=0 ; i < path.length-1 ; i++ ) {
draw_cell( assets.sprites.empty, path[ i ][ 0 ], path[ i ][ 1 ] );
let display_move_actor = function( path ) {
for ( let i=0 ; i < path.length-1 ; i++ ) {
draw_cell( assets.sprites.empty, path[ i ][ 0 ], path[ i ][ 1 ] )
draw_cell( ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.cube_selected,
path[ i+1 ][ 0 ], path[ i+1 ][ 1 ] );
path[ i+1 ][ 0 ], path[ i+1 ][ 1 ] )
state.distance_travelled++; /* increment distance_travelled */
state.distance_travelled++ /* increment distance_travelled */
}
update_infos( );
};
update_infos()
}
var event_handler = function( e ) {
let event_handler = function( e ) {
if ( !state.it_s_over ) {
if ( e.type === "click" ) {
var movingpos = get_pos( state.moving );
var notmovingpos = get_pos( ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE );
var click = { };
click.x = e.pageX - DOM_infos.canvas.offset.left;
click.y = e.pageY - DOM_infos.canvas.offset.top;
let movingpos = get_pos( state.moving )
let notmovingpos = get_pos( ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE )
let click = { }
click.x = e.pageX - DOM_infos.canvas.offset.left
click.y = e.pageY - DOM_infos.canvas.offset.top
if ( ( 0 <= click.x && click.x < DOM_infos.canvas.width )
&& ( 0 <= click.y && click.y < DOM_infos.canvas.height ) ) {
// coordinates in cell indexes
click.x = Math.floor( click.x / level_infos.cell.width );
click.y = Math.floor( click.y / level_infos.cell.height );
click.x = Math.floor( click.x / level_infos.cell.width )
click.y = Math.floor( click.y / level_infos.cell.height )
// We're inside the board
if ( click.x == notmovingpos[0] && click.y == notmovingpos[1] ) {
switch_actor( );
display_switch_actor( );
switch_actor()
display_switch_actor()
} else if ( click.x == movingpos[0] ) {
if ( click.y > movingpos[1] ) {
display_move_actor( make_a_move( direction.DOWN ) );
display_move_actor( make_a_move( direction.DOWN ) )
} else if ( click.y < movingpos[1] ) {
display_move_actor( make_a_move( direction.UP ) );
display_move_actor( make_a_move( direction.UP ) )
}
} else if ( click.y == movingpos[1] ) {
if ( click.x > movingpos[0] ) {
display_move_actor( make_a_move( direction.RIGHT ) );
display_move_actor( make_a_move( direction.RIGHT ) )
} else {
display_move_actor( make_a_move( direction.LEFT ) );
display_move_actor( make_a_move( direction.LEFT ) )
}
}
}
@ -254,87 +263,86 @@ var initialize_a_star = function( dom_container, level_index, theme ) {
case 38: // UP
case 39: // RIGHT
case 40: // DOWN
display_move_actor( make_a_move( e.keyCode ) );
break;
display_move_actor( make_a_move( e.keyCode ) )
break
case 32: // SPACE
switch_actor( );
display_switch_actor( );
break;
switch_actor()
display_switch_actor()
break
case 78: // n
if ( state.level < assets.levels.length - 1 ) {
state = load_level( state.level + 1 );
display_level( );
state = load_level( state.level + 1 )
display_level()
}
break;
break
case 80: // p
if ( state.level > 0 ) {
state = load_level( state.level - 1 );
display_level( );
state = load_level( state.level - 1 )
display_level()
}
break;
break
case 82: // r
state = load_level( state.level );
display_level( );
break;
state = load_level( state.level )
display_level()
break
default:
break;
break
}
}
if ( won_or_not( ) ) {
if ( won_or_not() ) {
if ( state.level < assets.levels.length - 1 ) {
state = load_level( state.level + 1 );
display_level( );
state = load_level( state.level + 1 )
display_level()
}
else {
state.it_s_over = true;
alert( "You won!" );
state.it_s_over = true
alert( "You won!" )
}
}
}
};
}
////// MAIN (so to speak) //////
// First of all, setup our little DOM branch
var starhtml = '<div class="gstar">';
starhtml += '<aside id="help">' + format_help( ) + '</aside>';
starhtml += '<canvas id="starboard" width="320" height="180"></canvas>';
starhtml += '<aside id="infos"></aside>';
starhtml += '</div>';
document.querySelector( dom_container ).innerHTML = starhtml;
let starhtml = '<div class="gstar">'
starhtml += '<aside id="help">' + format_help() + '</aside>'
starhtml += '<canvas id="starboard" width="320" height="180"></canvas>'
starhtml += '<aside id="infos"></aside>'
starhtml += '</div>'
document.querySelector( dom_container ).innerHTML = starhtml
// Now we can collect some informations about this DOM branch we have
load_sprites( theme );
var DOM_infos = {
load_sprites( theme )
let DOM_infos = {
container: dom_container,
canvas: {
//jQuery() returns a jquery object, [0] to get the canvas itself
context: document.querySelector( dom_container + " #starboard" ).getContext( '2d' ),
offset: document.querySelector( dom_container + " #starboard" ).offsetLeft,
width: document.querySelector( dom_container + " #starboard" ).width,
height: document.querySelector( dom_container + " #starboard" ).height
}
};
}
var level_infos = {
let level_infos = {
height: 9,
width: 16,
cell: {
width: DOM_infos.canvas.width / 16,
height: DOM_infos.canvas.height / 9
}
};
}
var state = load_level( ( level_index === undefined ) ? 0 :
let state = load_level( ( level_index === undefined ) ? 0 :
( level_index >= assets.levels.length ) ? assets.levels.length - 1 :
( level_index < 0 ) ? 0 : level_index );
( level_index < 0 ) ? 0 : level_index )
// kinda ugly workaround around a mysterious bug causing the canvas
// not to refresh the first time (before any event)
setTimeout( function(){ display_level( ); }, 100 ); // 1/10 second
setTimeout( function(){ display_level() }, 100 ) // 1/10 second
// Start main "loop"
document.addEventListener('click', event_handler)
document.addEventListener('keydown', event_handler)
};
}