fully functional

This commit is contained in:
Gwenhael Le Moine 2011-07-04 16:40:15 +02:00
parent c79743eade
commit 7426c13e4d

View file

@ -20,7 +20,8 @@ options = {
state = {
moving: cell.BALL,
moves: 0,
level: "",
level: 0,
board: ""
}
levels = [ "#################@## x#H## x #### ##x ## ## x #### x x x ## x x## x ## ##x x#################",
@ -52,14 +53,14 @@ levels = [ "#################@## x#H## x #### ##x ##
function count_gifts( state ) {
n = 0
for ( i = 0 ; i < LEVEL_HEIGHT * LEVEL_WIDTH ; i++ ) {
if ( state.level.charAt( i ) == GIFTS ) {
if ( state.board.charAt( i ) == cell.GIFT ) {
n++;
}
}
return n;
}
function get_pos( state, actor ) {
p = state.level.indexOf( actor, state.level );
p = state.board.indexOf( actor, state.board );
pos = {}
pos[ 1 ] = Math.floor( p / LEVEL_WIDTH ); /* y */
pos[ 0 ] = p - ( pos[ 1 ] * LEVEL_WIDTH ); /* x */
@ -67,11 +68,15 @@ function get_pos( state, actor ) {
return pos;
}
function get_cell( state, x, y ) {
return( state.level.charAt( x + ( y * LEVEL_WIDTH ) ) );
return( state.board.charAt( x + ( y * LEVEL_WIDTH ) ) );
}
function set_cell( state, x, y, value ) {
p = x + ( y * LEVEL_WIDTH );
state.level = state.level.substring( 0, p ) + value + state.level.substring( p+1, state.level.length );
state.board = state.board.substring( 0, p ) + value + state.board.substring( p+1, state.board.length );
return state;
}
function switch_actor( state ) {
state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL;
return state;
}
function won_or_not( state ) {
@ -81,13 +86,14 @@ function won_or_not( state ) {
function format_level( state ) {
dl = "";
for ( i = 0 ; i < LEVEL_HEIGHT ; i++ ) {
dl = dl + (state.level).substr( i*LEVEL_WIDTH, LEVEL_WIDTH ) + "\n";
dl = dl + (state.board).substr( i*LEVEL_WIDTH, LEVEL_WIDTH ) + "\n";
}
return dl;
}
function load_level( levelset, nb ) {
state.level = levelset[ nb ];
state.level = nb
state.board = levelset[ state.level ];
state.moves = 0;
state.moving = cell.BALL;
return state;
@ -147,3 +153,35 @@ function make_a_move( state, where ) {
state.moves++; /* increment moves' counter */
return state;
}
function start_loop( elt, state ) {
display_level( elt, state );
$( 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;
default:
break;
}
if ( won_or_not( state ) ) {
state = load_level( levels, state.level + 1 )
}
display_level( elt, state );
});
}