let initialize_a_star = ( dom_container, theme ) => { // kinda enums let cell = { WALL: '#', BALL: '@', CUBE: 'H', EMPTY: ' ', GIFT: 'x' } let direction = { UP: 38, DOWN: 40, LEFT: 37, RIGHT: 39 } 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 ////// let count_gifts = () => (state.board.match( new RegExp( cell.GIFT, 'g' ) ) || []).length let get_pos = ( 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 } let get_cell = ( x, y ) => state.board[ x + ( y * level_infos.width ) ] let set_cell = ( 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( '' ) } let switch_actor = () => state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL let won_or_not = () => count_gifts() === 0 let load_level = ( index ) => { return( { moving: cell.BALL, distance_travelled: 0, level: index, board: assets.levels[ index ], it_s_over: false } ) } let make_a_move = ( 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 case direction.DOWN: motion[ 1 ]++ break case direction.LEFT: motion[ 0 ]-- break case direction.RIGHT: motion[ 0 ]++ break default: break } 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 */ ( ( item_coord[ 0 ] + motion[ 0 ] >= 0 ) && ( item_coord[ 0 ] + motion[ 0 ] < level_infos.width ) ) && ( ( item_coord[ 1 ] + motion[ 1 ] >= 0 ) && ( item_coord[ 1 ] + motion[ 1 ] < level_infos.height ) ) && /* and target cell is empty */ ( get_cell( item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.EMPTY ) /* or, the ball will eat gifts so we can move it on one */ || ( 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 */ 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 */ } return path } ////// HTML/Canvas version specific functions let load_sprites = ( 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 draw_cell = ( 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 ) let display_switch_actor = () => { 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 ] ) // redraw cube draw_cell( ( state.moving == cell.CUBE ) ? assets.sprites.cube_selected : assets.sprites.cube, cube_pos[ 0 ], cube_pos[ 1 ] ) } let full_display_on_canvas = () => { 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 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 } draw_cell( sprite, j, i ) } } } let update_infos = () => { let infos = "

Star5


" infos += "Level " + (state.level+1) + " of " + assets.levels.length + "
" infos += "" + count_gifts() + " gifts left
" infos += "" + state.distance_travelled + " meters travelled" document.querySelector( DOM_infos.container + " .gstar #infos" ).innerHTML = infos } let format_help = () => { let help = "←↑→↓ to move around
" help += "Space to switch actor
" help += "r to reload
" help += "n to pass to the next level
" help += "p to go back to the previous level
" return help } let display_level = () => { update_infos() full_display_on_canvas() } let display_move_actor = ( 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 ] ) state.distance_travelled++ /* increment distance_travelled */ } update_infos() } let event_handler = ( e ) => { if ( !state.it_s_over ) { if ( e.type === "click" ) { 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 ) // We're inside the board if ( click.x == notmovingpos[0] && click.y == notmovingpos[1] ) { switch_actor() display_switch_actor() } else if ( click.x == movingpos[0] ) { if ( click.y > movingpos[1] ) { display_move_actor( make_a_move( direction.DOWN ) ) } else if ( click.y < movingpos[1] ) { 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 ) ) } else { display_move_actor( make_a_move( direction.LEFT ) ) } } } } else if ( e.type === "keydown" ) { switch( e.keyCode ) { case 37: // LEFT case 38: // UP case 39: // RIGHT case 40: // DOWN display_move_actor( make_a_move( e.keyCode ) ) break case 32: // SPACE switch_actor() display_switch_actor() break case 78: // n if ( state.level < assets.levels.length - 1 ) { state = load_level( state.level + 1 ) display_level() } break case 80: // p if ( state.level > 0 ) { state = load_level( state.level - 1 ) display_level() } break case 82: // r state = load_level( state.level ) display_level() break default: break } } if ( won_or_not() ) { if ( state.level < assets.levels.length - 1 ) { state = load_level( state.level + 1 ) display_level() } else { state.it_s_over = true alert( "You won!" ) } } } } ////// MAIN (so to speak) ////// // First of all, setup our little DOM branch let starhtml = '
' starhtml += '' starhtml += '' starhtml += '' starhtml += '
' document.querySelector( dom_container ).innerHTML = starhtml // Now we can collect some informations about this DOM branch we have load_sprites( theme ) let DOM_infos = { container: dom_container, canvas: { 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 } } let level_infos = { height: 9, width: 16, cell: { width: DOM_infos.canvas.width / 16, height: DOM_infos.canvas.height / 9 } } let state = load_level( 0 ) // kinda ugly workaround around a mysterious bug causing the canvas // not to refresh the first time (before any event) setTimeout( () => display_level(), 100 ) // 1/10 second // Start main "loop" document.addEventListener('click', event_handler) document.addEventListener('keydown', event_handler) }