This commit is contained in:
nbillard 2023-01-06 16:07:10 +01:00
commit 9c00d29ffa
7 changed files with 122 additions and 19 deletions

View file

@ -1,9 +1,10 @@
<!doctype html>
<html id="html" lang="">
<html id="html" lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="x-ua-compatible" content="ie=edge">
<title>Sokoban</title>
<meta name="description" content="">
<meta name="viewport" content="width=device-width, initial-scale=1">
@ -26,6 +27,7 @@
</ol>
</nav>
<div class="container">
<!-- Scoreboard -->
<aside class="left-sidebar">
<h2>Score</h2>
<div class="input-field">
@ -43,6 +45,8 @@
</tbody>
</table>
</aside>
<!-- Game -->
<main>
<article class="not-in-win-animation">
<canvas id="canvas" width="800" height="400"></canvas>
@ -58,6 +62,8 @@
</article>
</main>
<!-- Controls -->
<aside class="controls not-in-win-animation right-sidebar">
<div id="timer">Time</div>
<button id="pause-1">Pause</button>

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@ -1,13 +1,15 @@
/**
* @fileoverview This file contains the functions to select a level
*/
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];
// This funcion is called when the player selects a level and starts the game
export const selectLevel = (ctx, gameState, id) => {
gameState.playground = generatePlayground(levelsBlueprint[id].structure, gameState.width, gameState.height);
// TODO transfer expireFunction without a fail
// const expireFunc = () => {gameState.timer.expireFunction();};
gameState.timer.setTime(levelsBlueprint[id].time);
gameState.playable = true;
gameState.tutorial.hide();
@ -15,6 +17,7 @@ export const selectLevel = (ctx, gameState, id) => {
gameState.playground.draw(ctx, gameState.width, gameState.height);
}
// This function fills the level selection menu with the levels
export const fillLevelsSelection = (gameState, ctx) => {
let levelList = document.getElementById('level-list');
for (let i = 0; i < levelsBlueprint.length; ++i) {
@ -30,6 +33,7 @@ export const fillLevelsSelection = (gameState, ctx) => {
}
}
// This class manages the levels and their completion
export class LevelManager {
constructor(winFunction, StartingLevelId = 0) {
self.CurrentLevelId = StartingLevelId;
@ -45,16 +49,13 @@ export class LevelManager {
};
}
// getFirstUncompleted() {
// self.getFirstUncompleted();
// }
// This function is called when the player completes a level
// It checks if all levels are completed and calls the winFunction
// If not, it selects the next level
next(ctx, gameState) {
let score = gameState.timer.getTime();
gameState.scoreboard.updateScoreCurrentGamer(score);
self.Completed[self.CurrentLevelId] = true;
let allLevelsFinished = self.Completed.reduce((a, b) => {
return a && b;
@ -62,8 +63,9 @@ export class LevelManager {
if (allLevelsFinished) {
self.winFunction();
}
self.CurrentLevelId = self.getFirstUncompleted();
console.log(self.CurrentLevelId);
// console.log(self.CurrentLevelId);
selectLevel(ctx, gameState, self.CurrentLevelId);
}
}

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@ -1,7 +1,9 @@
/**
* @fileoverview This file contains the blueprints for the levels.
*/
import { Square } from '/modules/enums.mjs';
// Blueprint for the first level
//
const level1Blueprint = {
structure:[[ Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall ],
[ Square.Wall, Square.Destination, Square.Box, Square.Floor, Square.Player, Square.Wall ],
@ -25,6 +27,7 @@ const level2Blueprint = {
time: 23000,
};
// Blueprint for the third level
const level3Blueprint = {
structure: [
[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall,],
@ -40,6 +43,7 @@ const level3Blueprint = {
time: 8000,
}
// Blueprint for the fourth level
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,],
@ -56,6 +60,7 @@ const level4Blueprint = {
time: 3000,
}
// Blueprint for the fifth level
const level5Blueprint = {
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, ],
@ -72,6 +77,7 @@ const level5Blueprint = {
time: 40000
}
// Blueprint for the sixth level
const level6Blueprint = {
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],
@ -95,6 +101,7 @@ const level6Blueprint = {
time: 50000
}
// Blueprint for the seventh level
const level7Blueprint = {
structure: [
[Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Floor, Square.Floor, Square.Floor, Square.Floor, Square.Floor, Square.Floor, Square.Wall, Square.Wall, Square.Wall, Square.Wall],
@ -115,6 +122,7 @@ const level7Blueprint = {
}
// Array of blueprints for all levels
export const levelsBlueprint = [
level1Blueprint,
level2Blueprint,

View file

@ -1,3 +1,7 @@
/**
* @fileoverview This file contains the Playground class.
*/
import { Square, CanMove, MoveDirection } from '/modules/enums.mjs'
import { Position, copyPosition } from '/modules/position.mjs'
import { ForegroundTile, BackgroundTile } from '/modules/tiles.mjs'
@ -18,6 +22,7 @@ export const generatePlayground = (levelBlueprint, canvasWidth, canvasHeight) =>
x: NaN,
y: NaN,
};
levelBlueprint.forEach((levelRow, indexRow) => {
background.push([]);
foreground.push([]);

View file

@ -7,7 +7,7 @@
/**
* @class Scoreboard
* @classdesc This class is responsible for the scoreboard.
* @classdesc This class is responsible to display the scoreboard and manage scores of the gamers.
*/
export class Scoreboard {
@ -24,9 +24,9 @@ export class Scoreboard {
/**
* @description
* After name changed in the input field, this method is called.
* If the name is different from the current gamer, a new gamer is created.
* @param {String} name - The name of the gamer.
*
*/
updatedName(name) {
let previousGamer = this.currentGamer;
@ -37,23 +37,33 @@ export class Scoreboard {
if (previousGamer != this.currentGamer && previousGamer.score == 0) {
this.removeGamer(previousGamer);
console.log(this.gamers);
}
this.renderArray();
}
/**
* Add a gamer to the list of gamers.
* @param {Gamer} gamer
*/
addGamer(gamer) {
this.gamers.push(gamer);
}
/**
* Remove a gamer from the list of gamers.
* @param {Gamer} gamer
*/
removeGamer(gamer) {
this.gamers.splice(this.gamers.indexOf(gamer), 1);
}
/**
* Render the list of gamers in the table.
*/
renderArray() {
let table = document.getElementById("scoreTable");
table.innerHTML = "";
table.innerHTML = ""; // Clear the table
this.gamers.forEach((gamer, index) => {
let row = table.insertRow();
let cell1 = row.insertCell();
@ -64,17 +74,30 @@ export class Scoreboard {
}
/**
* Update the current gamer who is playing.
* @param {Gamer} gamer
*/
updateCurrentGamer(gamer) {
this.currentGamer = gamer;
}
/**
* Get the current gamer who is playing.
* @returns {Gamer} The current gamer.
*/
getCurrentGamer() {
return this.currentGamer;
}
/**
* Update the score of the current gamer in the scoreboard.
* @param {Number} score
*/
updateScoreCurrentGamer(score) {
let newScore = this.currentGamer.score + score;
this.currentGamer.updateScore(newScore);
// Update score of the gamer in the table gamers
this.gamers.forEach((gamer, index) => {
if (gamer.name == this.currentGamer.name) {
@ -93,23 +116,44 @@ export class Scoreboard {
* @classdesc This class is responsible for the gamer.
*/
export class Gamer {
/**
* @constructor
* @param {String} name
* @param {Number} score
*/
constructor(name, score) {
this.name = name;
this.score = score;
}
/**
* Set the score of the gamer.
* @param {Number} score
*/
updateScore(score) {
this.score = score;
}
/**
* Set the name of the gamer.
* @param {String} name
*/
updateName(name) {
this.name = name;
}
/**
* Get the score of the gamer.
* @returns {Number} The score of the gamer.
*/
getScore() {
return this.score;
}
/**
* Get the name of the gamer.
* @returns {String} The name of the gamer.
*/
getName() {
return this.name;
}

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@ -1,4 +1,14 @@
/**
* @fileoverview Timer class
*/
/**
* @class Timer
* @classdesc This class is responsible for the timer.
*/
export class Timer {
// Set time to solve the level by using the difficulty slider
readDifficulty(slider) {
self.difficulty = 1.5 - slider.value * 0.01;
self.time = self.originalTime * self.difficulty;
@ -8,13 +18,17 @@ export class Timer {
self.originalTime = time;
self.difficulty = 1.0;
self.time = time;
let difficultySlider = document.getElementById('difficulty-slider');
this.readDifficulty(difficultySlider);
difficultySlider.addEventListener("change", () => {
this.readDifficulty(difficultySlider);
})
self.expireFunction = expireFunction;
self.timerElement = document.getElementById('timer');
// Feature : Move the pause button when the mouse is over it
self.pauseButton1 = document.getElementById('pause-1');
self.pauseButton2 = document.getElementById('pause-2');
self.pauseButton2.style.visibility = "hidden";
@ -40,6 +54,8 @@ export class Timer {
self.pauseButton1.addEventListener("click", () => {
alert("All this effort for nothing");
});
self.timeRunning = false;
self.intervalController = setInterval(() => {
// self.timerElement.innerHTML = "Time : " + String(self.time).padStart(5, ' ').InsertAt('.',3);
@ -56,18 +72,31 @@ export class Timer {
}, 10);
}
/**
* Set the time of the timer.
* @param {Number} time
*/
setTime(time) {
self.time = time;
}
/**
* @returns {Number} The time of the timer.
*/
getTime() {
return self.time;
}
/**
* Start the timer.
*/
start() {
self.timeRunning = true;
}
/**
* Stop the timer.
*/
stop() {
self.timeRunning = false;
}

View file

@ -6,6 +6,8 @@ import { Timer } from '/modules/timer.mjs'
import { TutorialControler } from '/modules/tutorialControler.mjs'
import { Scoreboard, Gamer } from '/modules/scoreboard.mjs'
// Get the canvas and the context
let canvas = document.getElementById('canvas');
let difficultySlider = document.getElementById('difficulty-slider');
let mouseOnCanvas = false;
@ -18,6 +20,9 @@ canvas.addEventListener("mouseleave",() => {
difficultySlider.disabled = false;
});
let ctx = canvas.getContext('2d');
// Create the game state
// The game state is a global variable that contains all the information about the game
let gameState = {
playground: generatePlayground(levelsBlueprint[0].structure, canvas.width, canvas.height),
width: canvas.width,
@ -35,11 +40,14 @@ let gameState = {
tutorial: new TutorialControler(),
};
fillLevelsSelection(gameState, ctx);
window.ctx = ctx
window.addEventListener("keydown", (event) => {
if (!event.defaultPrevented && mouseOnCanvas) {
if (gameState.playable) {
// If the game is playable, the keyboard is used to move the player
switch (event.key) {
case "ArrowDown":
gameState.playground.move(MoveDirection.Down);
@ -58,10 +66,13 @@ window.addEventListener("keydown", (event) => {
break;
}
gameState.playground.draw(ctx, canvas.width, canvas.height);
// If the game is solved, the next level is loaded
if (gameState.playground.isSolved()) {
gameState.levelManager.next(ctx, gameState);
}
} else {
// If the game is not playable, the tutorial is displayed
switch (event.key) {
case "ArrowRight":
case " ":
@ -79,22 +90,20 @@ window.addEventListener("keydown", (event) => {
}
});
//let table = document.getElementById("scoreTable");
// let joueur = new Gamer("user", 0);
// joueur.Scoreboard();
// Add event listener to the input field to update the name
let inputName = document.getElementById("name");
inputName.addEventListener("input", (event) => {
console.log(event.target.value);
inputName.setAttribute('value', event.target.value);
});
// Add event listener to the submit button to update the name
let submitButton = document.getElementById("submit-name");
submitButton.addEventListener("click", () => {
let value = inputName.value;
gamestate.scoreboard.updatedName(value);
});
// Draw the playground
window.gamestate = gameState;
gameState.playground.draw(ctx);