added 1 level and corrected error if levels done in unusual order

This commit is contained in:
nbillard 2022-12-12 16:39:39 +01:00
parent db7c22d8b6
commit 6d2a20ea8a
2 changed files with 32 additions and 10 deletions

View file

@ -2,10 +2,9 @@ import { levelsBlueprint } from '/modules/levels.mjs'
import { generatePlayground } from '/modules/playground.mjs'
import { Timer } from '/modules/timer.mjs'
const prionicSequence = [0, 2, 6, 12, 20, 30, 42];
export const selectLevel = (ctx, gameState, id) => {
console.log(ctx);
console.log(gameState);
console.log(id);
gameState.playground = generatePlayground(levelsBlueprint[id].structure, gameState.width, gameState.height);
// TODO transfer expireFunction without a fail
// const expireFunc = () => {gameState.timer.expireFunction();};
@ -22,7 +21,7 @@ export const fillLevelsSelection = (gameState, ctx) => {
selectionButton.addEventListener("click", (click) => {
selectLevel(ctx, gameState, click.srcElement.getAttribute("array-index"));
});
selectionButton.innerText = "Level " + i;
selectionButton.innerText = "Level " + prionicSequence[i];
listElement.appendChild(selectionButton);
levelList.appendChild(listElement);
}
@ -35,17 +34,23 @@ export class LevelManager {
self.winFunction = winFunction;
}
getFirstUncompleted() {
for( let i = 0; i < self.Completed.size; i++ ) {
if (!self.Completed[i]) {
return i;
}
}
}
next(ctx, gameState) {
self.Completed[self.CurrentLevelId] = true;
console.log(self.Completed);
let allLevelsFinished = self.Completed.reduce((a, b) => {
return a && b;
}, true);
console.log(allLevelsFinished);
if (allLevelsFinished) {
self.winFunction();
}
self.CurrentLevelId++;
self.CurrentLevelId = getFirstUncompleted();
selectLevel(ctx, gameState, self.CurrentLevelId);
}
}

View file

@ -40,8 +40,25 @@ const level3Blueprint = {
time: 8000,
}
const level4Blueprint = {
structure: [
[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall,],
[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Floor, Square.Floor, Square.Wall, Square.Wall, Square.Wall,],
[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Floor, Square.Box, Square.Wall, Square.Wall, Square.Wall,],
[Square.Wall, Square.Wall, Square.Destination, Square.Floor, Square.Floor, Square.Floor, Square.Floor, Square.Floor, Square.Wall, Square.Wall, Square.Wall,],
[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Floor, Square.Floor, Square.Box, Square.Floor, Square.Floor, Square.Destination, Square.Wall,],
[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Box, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall,],
[Square.Wall, Square.Floor, Square.Floor, Square.Wall, Square.Player, Square.Floor, Square.Box, Square.Floor, Square.Floor, Square.Destination, Square.Wall,],
[Square.Wall, Square.Floor, Square.Floor, Square.Floor, Square.Floor, Square.Floor, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall,],
[Square.Wall, Square.Destination, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall,],
[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall,],
],
time: 3000,
}
export const levelsBlueprint = [
level1Blueprint,
// level2Blueprint,
// level3Blueprint,
]
level2Blueprint,
level3Blueprint,
level4Blueprint,
];