refactoring II in progress
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efc86e6993
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1 changed files with 76 additions and 78 deletions
154
js/star.js
154
js/star.js
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@ -1,4 +1,12 @@
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function initialize_a_star( dom_container ) {
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// First of all, setup our little DOM branch
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var starhtml = '<div class="gstar">';
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starhtml += '<aside id="help">' + format_help( ) + '</aside>';
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starhtml += '<canvas id="starboard" width="320" height="180"></canvas>';
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starhtml += '<aside id="infos"></aside>';
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starhtml += '</div>';
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$( dom_container ).html( starhtml );
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var 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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@ -25,24 +33,39 @@ function initialize_a_star( dom_container ) {
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"################# # ### ##x x ##x### #x x# #### xx x# ## ## #x x # ## ## ## @#H###xx################# ",
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"################# # ## x ##x x ## #x x ## ## x ## #x ## #x x# x ## ##x #@ H ################# " ];
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var LEVEL_HEIGHT = 9;
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var LEVEL_WIDTH = 16;
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var cell= { WALL: '#', BALL: '@', CUBE: 'H', VOID: ' ', GIFT: 'x' };
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var direction = { UP: 'u', DOWN: 'd', LEFT: 'l', RIGHT: 'r' };
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var sprites = load_sprites( "HP48" );
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var state = {
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moving : cell.BALL,
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distance_travelled : 0,
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level : 0,
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board : "",
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board_infos : { },
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dom_container : dom_container
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board : ""
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};
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var DOM_infos = {
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container: dom_container,
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canvas: {
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//$() returns a jquery object, [0] to get the canvas itself
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context: $( dom_container + " #starboard" )[ 0 ].getContext( '2d' ),
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offset: $( dom_container + " #starboard" ).offset(),
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width: $( dom_container + " #starboard" ).width(),
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height: $( dom_container + " #starboard" ).height()
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}
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};
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var level_infos = {
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height: 9,
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width:16,
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cell: {
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width: DOM_infos.canvas.width / 16,
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height: DOM_infos.canvas.height / 9
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}
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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_HEIGHT * LEVEL_WIDTH ; i-- ; ) {
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for ( var i = level_infos.height * level_infos.width ; i-- ; ) {
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if ( state.board[ i ] == cell.GIFT ) {
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n++;
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}
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@ -53,18 +76,18 @@ function initialize_a_star( dom_container ) {
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function get_pos( actor ) {
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var p = state.board.indexOf( actor, state.board );
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var pos = { };
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pos[ 1 ] = Math.floor( p / LEVEL_WIDTH ); /* y */
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pos[ 0 ] = p - ( pos[ 1 ] * LEVEL_WIDTH ); /* x */
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pos[ 1 ] = Math.floor( p / level_infos.width ); /* y */
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pos[ 0 ] = p - ( pos[ 1 ] * level_infos.width ); /* x */
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return pos;
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}
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function get_cell( x, y ) {
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return state.board[ x + ( y * LEVEL_WIDTH ) ];
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return state.board[ x + ( y * level_infos.width ) ];
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}
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function set_cell( x, y, value ) {
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var p = x + ( y * LEVEL_WIDTH );
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var 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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return state;
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}
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@ -73,21 +96,19 @@ function initialize_a_star( dom_container ) {
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state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL;
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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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// we're going to update the canvas right here and there so we need it
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var ctx= state.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 ) ? state.board_infos.sprites.ball_selected : state.board_infos.sprites.ball,
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ball_pos[ 0 ] * state.board_infos.cell_dimensions.width,
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ball_pos[ 1 ] * state.board_infos.cell_dimensions.height,
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state.board_infos.cell_dimensions.width,
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state.board_infos.cell_dimensions.height );
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DOM_infos.canvas.context.drawImage( ( state.moving == cell.BALL ) ? sprites.ball_selected : sprites.ball,
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ball_pos[ 0 ] * level_infos.cell.width,
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ball_pos[ 1 ] * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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// redraw cube
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ctx.drawImage( ( state.moving == cell.CUBE ) ? state.board_infos.sprites.cube_selected : state.board_infos.sprites.cube,
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cube_pos[ 0 ] * state.board_infos.cell_dimensions.width,
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cube_pos[ 1 ] * state.board_infos.cell_dimensions.height,
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state.board_infos.cell_dimensions.width,
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state.board_infos.cell_dimensions.height );
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DOM_infos.canvas.context.drawImage( ( state.moving == cell.CUBE ) ? sprites.cube_selected : sprites.cube,
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cube_pos[ 0 ] * level_infos.cell.width,
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cube_pos[ 1 ] * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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return state;
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}
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@ -96,23 +117,22 @@ function initialize_a_star( dom_container ) {
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}
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function full_display_on_canvas( ) {
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var ctx= state.board_infos.canvas.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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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 ) ? state.board_infos.sprites.ball_selected : state.board_infos.sprites.ball; break;
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case "H": sprite = ( state.moving == cell.CUBE ) ? state.board_infos.sprites.cube_selected : state.board_infos.sprites.cube; break;
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case "#": sprite = state.board_infos.sprites.wall; break;
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case "x": sprite = state.board_infos.sprites.gift; break;
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case " ": sprite = state.board_infos.sprites.void; break;
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case "@": sprite = ( state.moving == cell.BALL ) ? sprites.ball_selected : sprites.ball; break;
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case "H": sprite = ( state.moving == cell.CUBE ) ? sprites.cube_selected : sprites.cube; break;
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case "#": sprite = sprites.wall; break;
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case "x": sprite = sprites.gift; break;
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case " ": sprite = sprites.void; break;
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}
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ctx.drawImage( sprite,
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j * state.board_infos.cell_dimensions.width,
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i * state.board_infos.cell_dimensions.height,
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state.board_infos.cell_dimensions.width,
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state.board_infos.cell_dimensions.height );
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DOM_infos.canvas.context.drawImage( sprite,
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j * level_infos.cell.width,
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i * 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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}
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}
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@ -123,7 +143,7 @@ function initialize_a_star( dom_container ) {
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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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$( state.dom_container + " .gstar #infos" ).html( infos );
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$( DOM_infos.container + " .gstar #infos" ).html( infos );
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}
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function format_help( ) {
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@ -137,7 +157,7 @@ function initialize_a_star( dom_container ) {
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function display_level( ) {
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update_infos( );
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full_display_on_canvas( state.dom_container + " #starboard" );
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full_display_on_canvas( DOM_infos.container + " #starboard" );
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}
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function load_level( levelset, index ) {
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@ -169,14 +189,11 @@ function initialize_a_star( dom_container ) {
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default: break;
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}
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// we're going to update the canvas right here and there so we need it
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var ctx= state.board_infos.canvas.getContext( '2d' ); //$() 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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( ( item_coord[ 0 ] + motion[ 0 ] >= 0 ) && ( item_coord[ 0 ] + motion[ 0 ] < LEVEL_WIDTH ) ) &&
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( ( item_coord[ 1 ] + motion[ 1 ] >= 0 ) && ( item_coord[ 1 ] + motion[ 1 ] < LEVEL_HEIGHT ) ) &&
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( ( item_coord[ 0 ] + motion[ 0 ] >= 0 ) && ( item_coord[ 0 ] + motion[ 0 ] < level_infos.width ) ) &&
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( ( item_coord[ 1 ] + motion[ 1 ] >= 0 ) && ( item_coord[ 1 ] + motion[ 1 ] < level_infos.height ) ) &&
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/* and target cell is empty */
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( get_cell( item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.VOID )
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/* or, the ball will eat gifts so we can move it on one */
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@ -185,22 +202,22 @@ function initialize_a_star( dom_container ) {
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{
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state = set_cell( 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( state.board_infos.sprites.void,
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item_coord[ 0 ] * state.board_infos.cell_dimensions.width,
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item_coord[ 1 ] * state.board_infos.cell_dimensions.height,
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state.board_infos.cell_dimensions.width,
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state.board_infos.cell_dimensions.height );
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DOM_infos.canvas.context.drawImage( sprites.void,
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item_coord[ 0 ] * level_infos.cell.width,
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item_coord[ 1 ] * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.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( 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 ) ? state.board_infos.sprites.ball_selected : state.board_infos.sprites.cube_selected,
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item_coord[ 0 ] * state.board_infos.cell_dimensions.width,
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item_coord[ 1 ] * state.board_infos.cell_dimensions.height,
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state.board_infos.cell_dimensions.width,
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state.board_infos.cell_dimensions.height );
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DOM_infos.canvas.context.drawImage( ( state.moving == cell.BALL ) ? sprites.ball_selected : sprites.cube_selected,
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item_coord[ 0 ] * level_infos.cell.width,
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item_coord[ 1 ] * level_infos.cell.height,
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level_infos.cell.width,
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level_infos.cell.height );
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state.distance_travelled++; /* increment distance_travelled */
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}
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@ -217,14 +234,14 @@ function initialize_a_star( dom_container ) {
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var movingpos = get_pos( state.moving );
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var notmovingpos = get_pos( ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE );
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var click = { };
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click.x = e.pageX - state.board_infos.offset.left;
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click.y = e.pageY - state.board_infos.offset.top;
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click.x = e.pageX - DOM_infos.canvas.offset.left;
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click.y = e.pageY - DOM_infos.canvas.offset.top;
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if ( ( 0 <= click.x && click.x < state.board_infos.dimensions.width )
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&& ( 0 <= click.y && click.y < state.board_infos.dimensions.height ) ) {
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if ( ( 0 <= click.x && click.x < DOM_infos.canvas.width )
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&& ( 0 <= click.y && click.y < DOM_infos.canvas.height ) ) {
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// coordinates in cell indexes
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click.x = Math.floor( click.x / state.board_infos.cell_dimensions.width );
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click.y = Math.floor( click.y / state.board_infos.cell_dimensions.height );
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click.x = Math.floor( click.x / level_infos.cell.width );
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click.y = Math.floor( click.y / level_infos.cell.height );
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// We're inside the board
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if ( click.x == notmovingpos[0] && click.y == notmovingpos[1] ) {
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@ -324,25 +341,6 @@ function initialize_a_star( dom_container ) {
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return sprites;
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}
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var starhtml = '<div class="gstar">';
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starhtml += '<aside id="help">' + format_help( ) + '</aside>';
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starhtml += '<canvas id="starboard" width="320" height="180"></canvas>';
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starhtml += '<aside id="infos"></aside>';
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starhtml += '</div>';
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$( state.dom_container ).html( starhtml );
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state.board_infos.sprites = load_sprites( "HP48" );
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state.board_infos.canvas = $( state.dom_container + " #starboard" )[ 0 ];
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state.board_infos.offset = $( state.dom_container + " #starboard" ).offset();
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state.board_infos.dimensions = { };
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state.board_infos.dimensions.width = $( state.dom_container + " #starboard" ).width();
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state.board_infos.dimensions.height = $( state.dom_container + " #starboard" ).height();
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state.board_infos.cell_dimensions = { };
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state.board_infos.cell_dimensions.width = state.board_infos.dimensions.width / LEVEL_WIDTH;
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state.board_infos.cell_dimensions.height = state.board_infos.dimensions.height / LEVEL_HEIGHT;
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state = load_level( levels, 0 );
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start_loop( );
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