load_sprites monkey-patch assets to put assets in it
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067d34e65c
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1 changed files with 79 additions and 80 deletions
159
js/star.js
159
js/star.js
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@ -4,7 +4,6 @@ function initialize_a_star( dom_container, level_index ) {
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var direction = { UP: 38, DOWN: 40, LEFT: 37, RIGHT: 39 };
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var assets = {
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sprites: load_sprites( "HP48" ),
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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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@ -33,26 +32,6 @@ function initialize_a_star( dom_container, level_index ) {
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};
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////// FUNCTIONS //////
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function load_sprites( theme ) {
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var sprites = { };
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sprites.ball = new Image();
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sprites.ball.src = "themes/" + theme + "/tex_ball.png";
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sprites.ball_selected = new Image();
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sprites.ball_selected.src = "themes/" + theme + "/tex_ball_selected.png";
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sprites.cube = new Image();
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sprites.cube.src = "themes/" + theme + "/tex_cube.png";
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sprites.cube_selected = new Image();
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sprites.cube_selected.src = "themes/" + theme + "/tex_cube_selected.png";
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sprites.wall = new Image();
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sprites.wall.src = "themes/" + theme + "/tex_wall.png";
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sprites.empty = new Image();
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sprites.empty.src = "themes/" + theme + "/tex_empty.png";
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sprites.gift = new Image();
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sprites.gift.src = "themes/" + theme + "/tex_gift.png";
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return sprites;
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}
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function count_gifts( ) {
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var n = 0;
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for ( var i = level_infos.height * level_infos.width ; i-- ; ) {
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@ -81,73 +60,14 @@ function initialize_a_star( dom_container, level_index ) {
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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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function 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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level_infos.cell.width,
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level_infos.cell.height );
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}
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function switch_actor( ) {
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state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL;
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}
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function display_switch_actor( ) {
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var ball_pos = get_pos( cell.BALL );
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var cube_pos = get_pos( cell.CUBE );
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// redraw ball
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draw_cell( ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.ball, ball_pos[ 0 ], ball_pos[ 1 ] );
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// redraw cube
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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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function won_or_not( ) {
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return count_gifts( ) === 0;
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}
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function full_display_on_canvas( ) {
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for ( var i=0 ; i < level_infos.height ; i++ ) {
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for ( var j=0 ; j < level_infos.width ; j++ ) {
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var c = get_cell( j, i );
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var sprite;
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switch( c ) {
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case "@": sprite = ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.ball; break;
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case "H": sprite = ( state.moving == cell.CUBE ) ? assets.sprites.cube_selected : assets.sprites.cube; break;
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case "#": sprite = assets.sprites.wall; break;
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case "x": sprite = assets.sprites.gift; break;
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case " ": sprite = assets.sprites.empty; break;
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default: break;
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}
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draw_cell( sprite, j, i );
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}
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}
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}
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function update_infos( ) {
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var 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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infos += "<em>" + state.distance_travelled + "</em> meters travelled";
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jQuery( DOM_infos.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 display_level( ) {
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update_infos( );
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full_display_on_canvas( DOM_infos.container + " #starboard" );
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}
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function load_level( index ) {
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return( { moving: cell.BALL,
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distance_travelled: 0,
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@ -206,6 +126,84 @@ function initialize_a_star( dom_container, level_index ) {
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return path;
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}
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////// HTML/Canvas version specific functions
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function 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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assets.sprites.ball_selected = new Image();
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assets.sprites.ball_selected.src = "themes/" + theme + "/tex_ball_selected.png";
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assets.sprites.cube = new Image();
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assets.sprites.cube.src = "themes/" + theme + "/tex_cube.png";
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assets.sprites.cube_selected = new Image();
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assets.sprites.cube_selected.src = "themes/" + theme + "/tex_cube_selected.png";
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assets.sprites.wall = new Image();
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assets.sprites.wall.src = "themes/" + theme + "/tex_wall.png";
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assets.sprites.empty = new Image();
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assets.sprites.empty.src = "themes/" + theme + "/tex_empty.png";
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assets.sprites.gift = new Image();
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assets.sprites.gift.src = "themes/" + theme + "/tex_gift.png";
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}
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function 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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level_infos.cell.width,
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level_infos.cell.height );
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}
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function display_switch_actor( ) {
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var ball_pos = get_pos( cell.BALL );
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var cube_pos = get_pos( cell.CUBE );
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// redraw ball
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draw_cell( ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.ball, ball_pos[ 0 ], ball_pos[ 1 ] );
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// redraw cube
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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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function full_display_on_canvas( ) {
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for ( var i=0 ; i < level_infos.height ; i++ ) {
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for ( var j=0 ; j < level_infos.width ; j++ ) {
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var c = get_cell( j, i );
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var sprite;
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switch( c ) {
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case "@": sprite = ( state.moving == cell.BALL ) ? assets.sprites.ball_selected : assets.sprites.ball; break;
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case "H": sprite = ( state.moving == cell.CUBE ) ? assets.sprites.cube_selected : assets.sprites.cube; break;
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case "#": sprite = assets.sprites.wall; break;
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case "x": sprite = assets.sprites.gift; break;
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case " ": sprite = assets.sprites.empty; break;
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default: break;
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}
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draw_cell( sprite, j, i );
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}
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}
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}
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function update_infos( ) {
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var 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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infos += "<em>" + state.distance_travelled + "</em> meters travelled";
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jQuery( DOM_infos.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 display_level( ) {
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update_infos( );
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full_display_on_canvas( DOM_infos.container + " #starboard" );
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}
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function display_move_actor( path ) {
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for ( var 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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@ -307,6 +305,7 @@ function initialize_a_star( dom_container, level_index ) {
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jQuery( dom_container ).html( starhtml );
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// Now we can collect some informations about this DOM branch we have
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load_sprites( "HP48" );
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var DOM_infos = {
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container: dom_container,
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canvas: {
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