playground généré + d'autre trucs
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276
script.js
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276
script.js
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// Define what kind of tiles exist
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class Square {
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static Wall = new Square('Wall');
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static Floor = new Square('Floor');
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static Player = new Square('Player');
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static Box = new Square('Box');
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static Destination = new Square('Destination');
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static PlayerOnDestination = new Square('PlayerOnDestination');
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static BoxOnDestination = new Square('BoxOnDestination');
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constructor(name) {
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this.name = name;
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}
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}
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class CanMove {
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static Yes = new CanMove('Yes');
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static No = new CanMove('No');
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static Maybe = new CanMove('Maybe');
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constructor(name) {
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this.name = name;
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}
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}
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const movePosition = (position, direction) => {
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}
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const images = {
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wall: 'wall.png',
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floor: 'floor.png',
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player: 'player.png',
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box: 'box.png',
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destination: 'destination.png',
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empty: 'empty.png',
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};
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// Blueprint for the first level
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const level1Blueprint = [[ Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall ],
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[ Square.Wall, Square.Destination, Square.Box, Square.Floor, Square.Player, Square.Wall ],
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[ Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall ]];
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// define where the player can move
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class MoveDirection {
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static Right = new MoveDirection('Right');
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static Left = new MoveDirection('Left');
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static Up = new MoveDirection('Up');
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static Down = new MoveDirection('Down');
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constructor(name) {
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this.name = name;
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}
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}
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class Position {
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constructor(x, y) {
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this.x = x;
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this.y = y;
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}
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move(direction) {
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switch (direction) {
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case MoveDirection.Right:
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this.x++;
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break;
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case MoveDirection.Left:
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this.x--;
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break;
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case MoveDirection.Up:
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this.y--;
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break;
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case MoveDirection.Down:
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this.y++;
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break;
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}
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}
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moveBackwards(direction) {
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switch (direction) {
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case MoveDirection.Right:
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this.x--;
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break;
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case MoveDirection.Left:
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this.x++;
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break;
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case MoveDirection.Up:
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this.y++;
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break;
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case MoveDirection.Down:
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this.y--;
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break;
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}
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}
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isWithin(pos) {
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return this.x < pos.x && this.y < pos.y
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}
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}
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class Tile {
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constructor(x, y, width, height) {
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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this.canMove = CanMove.No;
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}
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isMovable() {
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return this.canMove;
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}
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}
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class ForegroundTile extends Tile{
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constructor(square, x, y, width, height) {
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super(x, y, width, height)
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switch(square) {
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case Square.Wall:
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this.image = images.empty;
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this.canMove = CanMove.Yes;
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break;
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case Square.Floor:
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this.image = images.empty;
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this.canMove = CanMove.Yes;
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break;
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case Square.Player:
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this.image = images.player;
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this.canMove = CanMove.Maybe;
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break;
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case Square.Box:
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this.image = images.box;
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this.canMove = CanMove.Maybe;
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break;
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case Square.Destination:
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this.image = images.empty;
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this.canMove = CanMove.Yes;
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break;
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case Square.PlayerOnDestination:
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this.image = images.player;
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this.canMove = CanMove.Maybe;
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break;
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case Square.BoxOnDestination:
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this.image = images.box;
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this.canMove = CanMove.Maybe;
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break;
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}
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}
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}
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class BackgroundTile extends Tile{
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constructor(square, x, y, width, height) {
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super(x, y, width, height)
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switch(square) {
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case Square.Wall:
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this.image = images.wall;
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break;
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case Square.Floor:
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this.image = images.floor;
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break;
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case Square.Player:
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this.image = images.floor;
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break;
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case Square.Box:
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this.image = images.floor;
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break;
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case Square.Destination:
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this.image = images.destination;
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break;
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case Square.PlayerOnDestination:
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this.image = images.destination;
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break;
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case Square.BoxOnDestination:
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this.image = images.destination;
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break;
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}
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if (square === Square.Wall) {
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this.canMove = CanMove.No;
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} else {
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this.canMove = CanMove.Yes;
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}
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}
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}
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// generate a level Object from a blueprint
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const generatePlayground = (levelBlueprint, canvasWidth, canvasHeight) => {
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let playerExists = false;
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let background = [];
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let foreground = [];
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let boxCount = 0;
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let destinationCount = 0;
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const playgroundWidth = levelBlueprint[0].length;
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const playgroundHeight = levelBlueprint.length;
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const tileWidth = canvasWidth / playgroundWidth;
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const tileHeight = canvasHeight / playgroundHeight;
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let playerPos = {
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x: NaN,
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y: NaN,
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};
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levelBlueprint.forEach((levelRow, indexRow) => {
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background.push([]);
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foreground.push([]);
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levelRow.forEach((square, indexColumn) => {
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switch (square) {
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case Square.Player:
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case Square.PlayerOnDestination:
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if (playerExists) {
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alert("Player already exists.");
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}
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playerExists = true;
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playerPos = new Position(indexColumn, indexRow);
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break;
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case Square.Box:
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boxCount++;
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break;
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case Square.Destination:
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destinationCount++;
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break;
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default:
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break;
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}
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foreground[indexRow].push(new ForegroundTile(square, indexColumn * tileWidth, indexRow * tileHeight, tileWidth, tileHeight));
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background[indexRow].push(new BackgroundTile(square, indexColumn * tileWidth, indexRow * tileHeight, tileWidth, tileHeight));
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});
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});
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if (boxCount != destinationCount) {
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alert("boxCount != destinationCount")
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}
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return {
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foreground: foreground,
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background: background,
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width: playgroundWidth,
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height: playgroundHeight,
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playerPos: playerPos,
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canMove(pos) {
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const foregroundAnswer = this.foreground[pos.y][pos.x].isMovable();
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const backgroundAnswer = this.background[pos.y][pos.x].isMovable();
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if (backgroundAnswer === CanMove.No) {
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return CanMove.No;
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} else {
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return foregroundAnswer;
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}
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},
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move(direction) {
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let aux = this.playerPos;
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let willMove = false;
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let finishedChecking = false;
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while (aux.isWithin({x: this.width, y: this.height}) && !finishedChecking) {
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switch(this.canMove(aux)) {
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case CanMove.Yes:
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willMove = true;
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finishedChecking = true;
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break;
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case CanMove.No:
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willMove = false;
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finishedChecking = true;
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break;
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case CanMove.Maybe:
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aux.move(direction);
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break;
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}
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}
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if (willMove) {
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console.log("in playground.move");
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let posOfObjectToMove = aux;
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while (aux != this.playerPos) {
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posOfObjectToMove.moveBackwards(direction);
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console.log("I try to move");
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[this.foreground[aux.y][aux.x], this.foreground[posOfObjectToMove.y][posOfObjectToMove.x]] =
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[this.foreground[posOfObjectToMove.y][posOfObjectToMove.x], this.foreground[aux.y][aux.x]];
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aux.moveBackwards(direction);
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}
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}
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}
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};
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}
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let playground = generatePlayground(level1Blueprint, 500, 500);
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