var LEVEL_HEIGHT = 9; var LEVEL_WIDTH = 16; var cell= { WALL : '#', BALL : '@', CUBE : 'H', VOID : ' ', GIFT : 'x' }; var direction = { UP : 'u', DOWN : 'd', LEFT : 'l', RIGHT : 'r' }; var sprites = {}; var board_infos = {}; var options = { starting_level : 0 }; var state = { moving : cell.BALL, distance_travelled : 0, level : 0, board : "" }; var 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 ################# " ]; function count_gifts( state ) { var n = 0; for ( var i = LEVEL_HEIGHT * LEVEL_WIDTH ; i-- ; ) { if ( state.board[ i ] == cell.GIFT ) { n++; } } return n; } function get_pos( state, actor ) { var p = state.board.indexOf( actor, state.board ); var pos = {}; pos[ 1 ] = Math.floor( p / LEVEL_WIDTH ); /* y */ pos[ 0 ] = p - ( pos[ 1 ] * LEVEL_WIDTH ); /* x */ return pos; } function get_cell( state, x, y ) { return state.board[ x + ( y * LEVEL_WIDTH ) ]; } function set_cell( state, x, y, value ) { var p = x + ( y * LEVEL_WIDTH ); state.board = [ state.board.substring( 0, p ), value, state.board.substring( p+1, state.board.length ) ].join( '' ); return state; } function switch_actor( state ) { state.moving = ( state.moving == cell.BALL ) ? cell.CUBE : cell.BALL; var ball_pos = get_pos( state, cell.BALL ); var cube_pos = get_pos( state, cell.CUBE ); // we're going to update the canvas right here and there so we need it var ctx= board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself // redraw ball ctx.drawImage( ( state.moving == cell.BALL ) ? sprites.ball_selected : sprites.ball, ball_pos[ 0 ] * board_infos.cell_dimensions.width, ball_pos[ 1 ] * board_infos.cell_dimensions.height, board_infos.cell_dimensions.width, board_infos.cell_dimensions.height ); // redraw cube ctx.drawImage( ( state.moving == cell.CUBE ) ? sprites.cube_selected : sprites.cube, cube_pos[ 0 ] * board_infos.cell_dimensions.width, cube_pos[ 1 ] * board_infos.cell_dimensions.height, board_infos.cell_dimensions.width, board_infos.cell_dimensions.height ); return state; } function won_or_not( state ) { return count_gifts( state ) === 0; } function full_display_on_canvas( state, canvas_elt ) { var ctx= $( canvas_elt )[ 0 ].getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself for ( var i=0 ; i < LEVEL_HEIGHT ; i++ ) { for ( var j=0 ; j < LEVEL_WIDTH ; j++ ) { var c = get_cell( state, j, i ); var sprite; switch( c ) { case "@": sprite = ( state.moving == cell.BALL ) ? sprites.ball_selected : sprites.ball; break; case "H": sprite = ( state.moving == cell.CUBE ) ? sprites.cube_selected : sprites.cube; break; case "#": sprite = sprites.wall; break; case "x": sprite = sprites.gift; break; case " ": sprite = sprites.void; break; } ctx.drawImage( sprite, j * board_infos.cell_dimensions.width, i * board_infos.cell_dimensions.height, board_infos.cell_dimensions.width, board_infos.cell_dimensions.height ); } } } function update_infos( state, elt ) { var infos = "

Star5


"; infos += "Level " + (state.level+1) + " of " + levels.length + "
"; infos += "" + count_gifts( state ) + " gifts left
"; infos += "" + state.distance_travelled + " meters travelled"; $( elt + " .gstar #infos" ).html( infos ); } function format_help( ) { var help = "←↑→↓ to move around
"; help += "Space to switch actor
"; help += "r to reload
"; help += "n to pass to the next level
"; help += "p to go back to the previous level
"; return help; } function display_level( state, elt ) { update_infos( state, elt ); full_display_on_canvas( state, elt + " #starboard" ); } function load_level( levelset, index ) { state.level = index; state.board = levelset[ state.level ]; state.distance_travelled = 0; state.moving = cell.BALL; return state; } function make_a_move( state, elt, where ) { var motion = [ 0, 0 ]; var item_coord = get_pos( state, state.moving ); /* Setup the motion vector according to direction.*/ switch( where ) { case direction.UP: motion[ 1 ]--; break; case direction.DOWN: motion[ 1 ]++; break; case direction.LEFT: motion[ 0 ]--; break; case direction.RIGHT: motion[ 0 ]++; break; default: break; } // we're going to update the canvas right here and there so we need it var ctx= board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself /* 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_WIDTH ) ) && ( ( item_coord[ 1 ] + motion[ 1 ] >= 0 ) && ( item_coord[ 1 ] + motion[ 1 ] < LEVEL_HEIGHT ) ) && /* and target cell is empty */ ( get_cell( state, item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.VOID ) /* or, the ball will eat gifts so we can move it on one */ || ( state.moving == cell.BALL && ( get_cell( state, item_coord[ 0 ] + motion[ 0 ], item_coord[ 1 ] + motion[ 1 ] ) == cell.GIFT ) ) ) { state = set_cell( state, item_coord[ 0 ], item_coord[ 1 ], cell.VOID ); /* void the origin cell */ // voiding origin cell on canvas ctx.drawImage( sprites.void, item_coord[ 0 ] * board_infos.cell_dimensions.width, item_coord[ 1 ] * board_infos.cell_dimensions.height, board_infos.cell_dimensions.width, board_infos.cell_dimensions.height ); item_coord[ 0 ] += motion[ 0 ]; /* move coordinate */ item_coord[ 1 ] += motion[ 1 ]; /* to those of target cells */ state = set_cell( state, item_coord[ 0 ], item_coord[ 1 ], state.moving ); /* move actor into target cell */ // drawing target cell on canvas ctx.drawImage( ( state.moving == cell.BALL ) ? sprites.ball_selected : sprites.cube_selected, item_coord[ 0 ] * board_infos.cell_dimensions.width, item_coord[ 1 ] * board_infos.cell_dimensions.height, board_infos.cell_dimensions.width, board_infos.cell_dimensions.height ); state.distance_travelled++; /* increment distance_travelled */ } update_infos( state, elt ); return state; } function start_loop( state, elt ) { display_level( state, elt ); $(document).focus( ); $(document).click( function( e ) { var movingpos = get_pos( state, state.moving ); var notmovingpos = get_pos( state, ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE ); var click = {}; click.x = e.pageX - board_infos.offset.left; click.y = e.pageY - board_infos.offset.top; if ( ( 0 <= click.x && click.x < board_infos.dimensions.width ) && ( 0 <= click.y && click.y < board_infos.dimensions.height ) ) { // coordinates in cell indexes click.x = Math.floor( click.x / board_infos.cell_dimensions.width ); click.y = Math.floor( click.y / board_infos.cell_dimensions.height ); // We're inside the board if ( click.x == notmovingpos[0] && click.y == notmovingpos[1] ) { state.moving = ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE; } else if ( click.x == movingpos[0] ) { if ( click.y > movingpos[1] ) { state = make_a_move( state, elt, direction.DOWN ); } else if ( click.y < movingpos[1] ) { state = make_a_move( state, elt, direction.UP ); } } else if ( click.y == movingpos[1] ) { if ( click.x > movingpos[0] ) { state = make_a_move( state, elt, direction.RIGHT ); } else { state = make_a_move( state, elt, direction.LEFT ); } } if ( won_or_not( state ) ) { if ( state.level < levels.length - 1 ) { state = load_level( levels, state.level + 1 ); display_level( state, elt ); } else { alert( "You won!" ); } } } }); $(document).keydown( function( e ) { switch( e.keyCode ) { case 38: // UP state = make_a_move( state, elt, direction.UP ); break; case 40: // DOWN state = make_a_move( state, elt, direction.DOWN ); break; case 37: // LEFT state = make_a_move( state, elt, direction.LEFT ); break; case 39: // RIGHT state = make_a_move( state, elt, direction.RIGHT ); break; case 32: // SPACE state = switch_actor( state ); break; case 78: // n if ( state.level < levels.length - 1 ) { state = load_level( levels, state.level + 1 ); display_level( state, elt ); } break; case 80: // p if ( state.level > 0 ) { state = load_level( levels, state.level - 1 ); display_level( state, elt ); } break; case 82: // r state = load_level( levels, state.level ); display_level( state, elt ); break; default: break; } if ( won_or_not( state ) ) { if ( state.level < levels.length - 1 ) { state = load_level( levels, state.level + 1 ); display_level( state, elt ); } else { alert( "You won!" ); } } }); } function initialize_a_star( elt ) { // load sprites sprites.ball = new Image(); sprites.ball.src = "themes/HP48/tex_ball.png"; sprites.ball_selected = new Image(); sprites.ball_selected.src = "themes/HP48/tex_ball_selected.png"; sprites.cube = new Image(); sprites.cube.src = "themes/HP48/tex_cube.png"; sprites.cube_selected = new Image(); sprites.cube_selected.src = "themes/HP48/tex_cube_selected.png"; sprites.wall = new Image(); sprites.wall.src = "themes/HP48/tex_wall.png"; sprites.void = new Image(); sprites.void.src = "themes/HP48/tex_empty.png"; sprites.gift = new Image(); sprites.gift.src = "themes/HP48/tex_gift.png"; var starhtml = '
'; starhtml += ''; starhtml += ''; starhtml += ''; starhtml += '
'; $( elt ).html( starhtml ); board_infos.canvas = $(elt + " #starboard")[ 0 ]; board_infos.offset = $(elt + " #starboard").offset(); board_infos.dimensions = {}; board_infos.dimensions.width = $(elt + " #starboard").width(); board_infos.dimensions.height = $(elt + " #starboard").height(); board_infos.cell_dimensions = {}; board_infos.cell_dimensions.width = board_infos.dimensions.width / LEVEL_WIDTH; board_infos.cell_dimensions.height = board_infos.dimensions.height / LEVEL_HEIGHT; state = load_level( levels, options.starting_level ); start_loop( state, elt ); // kinda ugly workaround around a bug causing the canvas // not to refresh the first time (before any event) setTimeout( function(){ display_level( state, elt ); }, 1 ); }