added 1 level and corrected error if levels done in unusual order
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db7c22d8b6
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2 changed files with 32 additions and 10 deletions
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@ -2,10 +2,9 @@ import { levelsBlueprint } from '/modules/levels.mjs'
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import { generatePlayground } from '/modules/playground.mjs'
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import { Timer } from '/modules/timer.mjs'
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const prionicSequence = [0, 2, 6, 12, 20, 30, 42];
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export const selectLevel = (ctx, gameState, id) => {
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console.log(ctx);
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console.log(gameState);
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console.log(id);
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gameState.playground = generatePlayground(levelsBlueprint[id].structure, gameState.width, gameState.height);
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// TODO transfer expireFunction without a fail
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// const expireFunc = () => {gameState.timer.expireFunction();};
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@ -22,7 +21,7 @@ export const fillLevelsSelection = (gameState, ctx) => {
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selectionButton.addEventListener("click", (click) => {
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selectLevel(ctx, gameState, click.srcElement.getAttribute("array-index"));
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});
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selectionButton.innerText = "Level " + i;
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selectionButton.innerText = "Level " + prionicSequence[i];
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listElement.appendChild(selectionButton);
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levelList.appendChild(listElement);
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}
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@ -35,17 +34,23 @@ export class LevelManager {
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self.winFunction = winFunction;
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}
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getFirstUncompleted() {
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for( let i = 0; i < self.Completed.size; i++ ) {
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if (!self.Completed[i]) {
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return i;
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}
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}
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}
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next(ctx, gameState) {
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self.Completed[self.CurrentLevelId] = true;
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console.log(self.Completed);
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let allLevelsFinished = self.Completed.reduce((a, b) => {
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return a && b;
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}, true);
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console.log(allLevelsFinished);
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if (allLevelsFinished) {
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self.winFunction();
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}
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self.CurrentLevelId++;
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self.CurrentLevelId = getFirstUncompleted();
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selectLevel(ctx, gameState, self.CurrentLevelId);
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}
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}
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@ -40,8 +40,25 @@ const level3Blueprint = {
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time: 8000,
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}
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const level4Blueprint = {
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structure: [
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[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall,],
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[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Floor, Square.Floor, Square.Wall, Square.Wall, Square.Wall,],
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[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Floor, Square.Box, Square.Wall, Square.Wall, Square.Wall,],
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[Square.Wall, Square.Wall, Square.Destination, Square.Floor, Square.Floor, Square.Floor, Square.Floor, Square.Floor, Square.Wall, Square.Wall, Square.Wall,],
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[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Floor, Square.Floor, Square.Box, Square.Floor, Square.Floor, Square.Destination, Square.Wall,],
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[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Box, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall,],
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[Square.Wall, Square.Floor, Square.Floor, Square.Wall, Square.Player, Square.Floor, Square.Box, Square.Floor, Square.Floor, Square.Destination, Square.Wall,],
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[Square.Wall, Square.Floor, Square.Floor, Square.Floor, Square.Floor, Square.Floor, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall,],
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[Square.Wall, Square.Destination, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall,],
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[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall,],
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],
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time: 3000,
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}
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export const levelsBlueprint = [
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level1Blueprint,
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// level2Blueprint,
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// level3Blueprint,
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]
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level2Blueprint,
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level3Blueprint,
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level4Blueprint,
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];
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