playground selection
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771eeab446
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3 changed files with 28 additions and 13 deletions
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@ -22,7 +22,7 @@
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</p>
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<![endif]-->
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<nav>
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<ol id="level-lists">
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<ol id="level-list">
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</ol>
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</nav>
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<div id="timer">Time</div>
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@ -1,11 +1,20 @@
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import { levelsBlueprint } from '/modules/levels.mjs'
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import { generatePlayground } from '/modules/playground.mjs'
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export const fillLevelsSelection = () => {
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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.size; ++i) {
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for (let i = 0; i < levelsBlueprint.length; ++i) {
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let listElement = document.createElement("li");
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let selectionButton = document.createElement("button");
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selectionButton.setAttribute("array-index", index);
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// selectionButton.addEventListener
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selectionButton.setAttribute("array-index", i);
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selectionButton.addEventListener("click", (click) => {
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gameState.playground = generatePlayground(levelsBlueprint[
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click.srcElement.getAttribute("array-index")
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], canvas.width, canvas.height);
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gameState.playground.draw(ctx, gameState.width, gameState.height);
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});
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selectionButton.innerText = "Level" + i;
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listElement.appendChild(selectionButton);
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levelList.appendChild(listElement);
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}
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}
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22
script.js
22
script.js
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@ -3,38 +3,44 @@ import { levelsBlueprint } from '/modules/levels.mjs'
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import { MoveDirection } from '/modules/enums.mjs'
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import { fillLevelsSelection } from '/modules/fillLevelsSelection.mjs'
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fillLevelsSelection();
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let canvas = document.getElementById('canvas');
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let ctx = canvas.getContext('2d');
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let gameState = {
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playground: generatePlayground(levelsBlueprint[0], canvas.width, canvas.height),
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width: canvas.width,
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height: canvas.height,
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};
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fillLevelsSelection(gameState, ctx);
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window.ctx = ctx
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let playground = generatePlayground(levelsBlueprint[0], canvas.width, canvas.height);
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window.addEventListener("keydown", (event) => {
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if (!event.defaultPrevented) {
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switch (event.key) {
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case "ArrowDown":
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playground.move(MoveDirection.Down);
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gameState.playground.move(MoveDirection.Down);
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break;
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case "ArrowUp":
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playground.move(MoveDirection.Up);
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gameState.playground.move(MoveDirection.Up);
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break;
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case "ArrowRight":
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playground.move(MoveDirection.Right);
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gameState.playground.move(MoveDirection.Right);
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break;
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case "ArrowLeft":
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playground.move(MoveDirection.Left);
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gameState.playground.move(MoveDirection.Left);
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break;
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default:
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return;
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break;
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}
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playground.draw(ctx, canvas.width, canvas.height);
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if (playground.isSolved()) {
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gameState.playground.draw(ctx, canvas.width, canvas.height);
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if (gameState.playground.isSolved()) {
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alert("bravo");
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}
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}
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});
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window.playground = playground;
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window.playground = gameState.playground;
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window.up = MoveDirection.Up;
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window.down = MoveDirection.Down;
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window.left = MoveDirection.Left;
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