Add some comments
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4 changed files with 50 additions and 8 deletions
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@ -1,13 +1,15 @@
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/**
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* @fileoverview This file contains the functions to select a level
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*/
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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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// This funcion is called when the player selects a level and starts the game
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export const selectLevel = (ctx, gameState, 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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gameState.timer.setTime(levelsBlueprint[id].time);
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gameState.playable = true;
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gameState.tutorial.hide();
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@ -15,6 +17,7 @@ export const selectLevel = (ctx, gameState, id) => {
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gameState.playground.draw(ctx, gameState.width, gameState.height);
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}
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// This function fills the level selection menu with the levels
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export const fillLevelsSelection = (gameState, ctx) => {
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let levelList = document.getElementById('level-list');
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for (let i = 0; i < levelsBlueprint.length; ++i) {
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@ -30,6 +33,7 @@ export const fillLevelsSelection = (gameState, ctx) => {
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}
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}
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// This class manages the levels and their completion
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export class LevelManager {
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constructor(winFunction, StartingLevelId = 0) {
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self.CurrentLevelId = StartingLevelId;
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@ -45,16 +49,13 @@ export class LevelManager {
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};
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}
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// getFirstUncompleted() {
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// self.getFirstUncompleted();
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// }
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// This function is called when the player completes a level
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// It checks if all levels are completed and calls the winFunction
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// If not, it selects the next level
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next(ctx, gameState) {
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let score = gameState.timer.getTime();
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gameState.scoreboard.updateScoreCurrentGamer(score);
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self.Completed[self.CurrentLevelId] = true;
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let allLevelsFinished = self.Completed.reduce((a, b) => {
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return a && b;
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@ -62,8 +63,9 @@ export class LevelManager {
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if (allLevelsFinished) {
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self.winFunction();
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}
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self.CurrentLevelId = self.getFirstUncompleted();
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console.log(self.CurrentLevelId);
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// console.log(self.CurrentLevelId);
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selectLevel(ctx, gameState, self.CurrentLevelId);
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}
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}
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@ -1,7 +1,9 @@
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/**
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* @fileoverview This file contains the blueprints for the levels.
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*/
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import { Square } from '/modules/enums.mjs';
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// Blueprint for the first level
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//
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const level1Blueprint = {
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structure:[[ 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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@ -25,6 +27,7 @@ const level2Blueprint = {
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time: 23000,
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};
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// Blueprint for the third level
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const level3Blueprint = {
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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,],
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@ -40,6 +43,7 @@ const level3Blueprint = {
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time: 8000,
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}
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// Blueprint for the fourth level
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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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@ -56,6 +60,7 @@ const level4Blueprint = {
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time: 3000,
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}
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// Blueprint for the fifth level
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const level5Blueprint = {
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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, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, ],
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@ -72,6 +77,7 @@ const level5Blueprint = {
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time: 40000
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}
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// Array of blueprints for all levels
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export const levelsBlueprint = [
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level1Blueprint,
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level2Blueprint,
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@ -1,3 +1,7 @@
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/**
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* @fileoverview This file contains the Playground class.
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*/
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import { Square, CanMove, MoveDirection } from '/modules/enums.mjs'
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import { Position, copyPosition } from '/modules/position.mjs'
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import { ForegroundTile, BackgroundTile } from '/modules/tiles.mjs'
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@ -18,6 +22,7 @@ export const generatePlayground = (levelBlueprint, canvasWidth, canvasHeight) =>
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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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@ -1,4 +1,14 @@
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/**
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* @fileoverview Timer class
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*/
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/**
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* @class Timer
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* @classdesc This class is responsible for the timer.
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*/
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export class Timer {
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// Set time to solve the level by using the difficulty slider
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readDifficulty(slider) {
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self.difficulty = 1.5 - slider.value * 0.01;
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self.time = self.originalTime * self.difficulty;
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@ -8,13 +18,17 @@ export class Timer {
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self.originalTime = time;
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self.difficulty = 1.0;
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self.time = time;
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let difficultySlider = document.getElementById('difficulty-slider');
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this.readDifficulty(difficultySlider);
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difficultySlider.addEventListener("change", () => {
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this.readDifficulty(difficultySlider);
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})
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self.expireFunction = expireFunction;
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self.timerElement = document.getElementById('timer');
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// Feature : Move the pause button when the mouse is over it
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self.pauseButton1 = document.getElementById('pause-1');
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self.pauseButton2 = document.getElementById('pause-2');
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self.pauseButton2.style.visibility = "hidden";
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@ -40,6 +54,8 @@ export class Timer {
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self.pauseButton1.addEventListener("click", () => {
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alert("All this effort for nothing");
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});
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self.timeRunning = false;
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self.intervalController = setInterval(() => {
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// self.timerElement.innerHTML = "Time : " + String(self.time).padStart(5, ' ').InsertAt('.',3);
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@ -56,18 +72,31 @@ export class Timer {
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}, 10);
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}
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/**
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* Set the time of the timer.
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* @param {Number} time
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*/
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setTime(time) {
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self.time = time;
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}
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/**
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* @returns {Number} The time of the timer.
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*/
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getTime() {
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return self.time;
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}
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/**
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* Start the timer.
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*/
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start() {
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self.timeRunning = true;
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}
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/**
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* Stop the timer.
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*/
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stop() {
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self.timeRunning = false;
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}
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