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) => { 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(); gameState.playground.draw(ctx, gameState.width, gameState.height); } export const fillLevelsSelection = (gameState, ctx) => { let levelList = document.getElementById('level-list'); for (let i = 0; i < levelsBlueprint.length; ++i) { let listElement = document.createElement("li"); let selectionButton = document.createElement("button"); selectionButton.setAttribute("array-index", i); selectionButton.addEventListener("click", (click) => { selectLevel(ctx, gameState, click.srcElement.getAttribute("array-index")); }); selectionButton.innerText = "Level " + prionicSequence[i]; listElement.appendChild(selectionButton); levelList.appendChild(listElement); } } export class LevelManager { constructor(winFunction, StartingLevelId = 0) { self.CurrentLevelId = StartingLevelId; self.Completed = levelsBlueprint.map(() => { return false; }); 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; let allLevelsFinished = self.Completed.reduce((a, b) => { return a && b; }, true); if (allLevelsFinished) { self.winFunction(); } self.CurrentLevelId = getFirstUncompleted(); selectLevel(ctx, gameState, self.CurrentLevelId); } }