refactoring II "moving things around"
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parent
0670cb375e
commit
efc86e6993
1 changed files with 68 additions and 79 deletions
147
js/star.js
147
js/star.js
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@ -1,30 +1,4 @@
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function initialize_a_star( dom_container ) {
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var LEVEL_HEIGHT = 9;
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var LEVEL_WIDTH = 16;
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var cell= {
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WALL : '#',
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BALL : '@',
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CUBE : 'H',
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VOID : ' ',
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GIFT : 'x'
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};
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var direction = {
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UP : 'u',
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DOWN : 'd',
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LEFT : 'l',
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RIGHT : 'r'
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};
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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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};
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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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@ -51,7 +25,22 @@ 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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function count_gifts( state ) {
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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 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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};
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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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if ( state.board[ i ] == cell.GIFT ) {
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@ -61,7 +50,7 @@ function initialize_a_star( dom_container ) {
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return n;
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}
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function get_pos( state, actor ) {
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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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@ -70,20 +59,20 @@ function initialize_a_star( dom_container ) {
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return pos;
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}
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function get_cell( state, x, y ) {
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function get_cell( x, y ) {
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return state.board[ x + ( y * LEVEL_WIDTH ) ];
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}
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function set_cell( state, x, y, value ) {
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function set_cell( x, y, value ) {
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var p = x + ( y * LEVEL_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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function switch_actor( state ) {
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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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var ball_pos = get_pos( state, cell.BALL );
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var cube_pos = get_pos( state, cell.CUBE );
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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' ); //$() returns a jquery object, [0] to get the canvas itself
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@ -102,15 +91,15 @@ function initialize_a_star( dom_container ) {
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return state;
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}
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function won_or_not( state ) {
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return count_gifts( state ) === 0;
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function won_or_not( ) {
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return count_gifts( ) === 0;
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}
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function full_display_on_canvas( state ) {
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function full_display_on_canvas( ) {
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var ctx= state.board_infos.canvas.getContext( '2d' ); //$() 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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var c = get_cell( state, j, i );
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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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@ -128,10 +117,10 @@ function initialize_a_star( dom_container ) {
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}
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}
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function update_infos( state ) {
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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>" + levels.length + "</em><br />";
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infos += "<em>" + count_gifts( state ) + "</em> gifts left<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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$( state.dom_container + " .gstar #infos" ).html( infos );
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@ -146,12 +135,12 @@ function initialize_a_star( dom_container ) {
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return help;
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}
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function display_level( state ) {
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update_infos( state );
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full_display_on_canvas( state, state.dom_container + " #starboard" );
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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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}
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function load_level( state, levelset, index ) {
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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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@ -159,9 +148,9 @@ function initialize_a_star( dom_container ) {
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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( 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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var item_coord = get_pos( state.moving );
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/* Setup the motion vector according to direction.*/
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switch( where ) {
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@ -189,12 +178,12 @@ function initialize_a_star( dom_container ) {
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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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/* and target cell is empty */
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( get_cell( state, item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.VOID )
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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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|| ( state.moving == cell.BALL && ( get_cell( state, item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.GIFT ) )
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|| ( state.moving == cell.BALL && ( get_cell( item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.GIFT ) )
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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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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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@ -205,7 +194,7 @@ function initialize_a_star( dom_container ) {
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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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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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@ -215,18 +204,18 @@ function initialize_a_star( dom_container ) {
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state.distance_travelled++; /* increment distance_travelled */
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}
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update_infos( state );
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update_infos( );
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return state;
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}
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function start_loop( state ) {
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display_level( state );
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function start_loop( ) {
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display_level( );
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$(document).focus( );
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$(document).click(
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function( e ) {
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var movingpos = get_pos( state, state.moving );
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var notmovingpos = get_pos( state, ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE );
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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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@ -242,22 +231,22 @@ function initialize_a_star( dom_container ) {
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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( 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( 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( 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( direction.LEFT );
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}
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}
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if ( won_or_not( state ) ) {
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if ( won_or_not( ) ) {
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if ( state.level < levels.length - 1 ) {
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state = load_level( state, levels, state.level + 1 );
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display_level( state );
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state = load_level( levels, state.level + 1 );
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display_level( );
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}
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else {
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alert( "You won!" );
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@ -269,44 +258,44 @@ function initialize_a_star( dom_container ) {
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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( 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( 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( 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( 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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state = switch_actor( );
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break;
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case 78: // n
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if ( state.level < levels.length - 1 ) {
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state = load_level( state, levels, state.level + 1 );
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display_level( state );
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state = load_level( levels, state.level + 1 );
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display_level( );
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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( state, levels, state.level - 1 );
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display_level( state );
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state = load_level( levels, state.level - 1 );
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display_level( );
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}
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break;
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case 82: // r
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state = load_level( state, levels, state.level );
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display_level( state );
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state = load_level( levels, state.level );
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display_level( );
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break;
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default:
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break;
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}
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if ( won_or_not( state ) ) {
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if ( won_or_not( ) ) {
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if ( state.level < levels.length - 1 ) {
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state = load_level( state, levels, state.level + 1 );
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display_level( state );
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state = load_level( levels, state.level + 1 );
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display_level( );
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}
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else {
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alert( "You won!" );
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@ -336,7 +325,7 @@ function initialize_a_star( dom_container ) {
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}
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var starhtml = '<div class="gstar">';
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starhtml += '<aside id="help">' + format_help( state ) + '</aside>';
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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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@ -354,11 +343,11 @@ function initialize_a_star( dom_container ) {
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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( state, levels, 0 );
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state = load_level( levels, 0 );
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start_loop( state );
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start_loop( );
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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 ); }, 100 ); // 1/10 second
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setTimeout( function(){ display_level( ); }, 100 ); // 1/10 second
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}
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