293 lines
7.6 KiB
JavaScript
293 lines
7.6 KiB
JavaScript
// Define what kind of tiles exist
|
|
class Square {
|
|
static Wall = new Square('Wall');
|
|
static Floor = new Square('Floor');
|
|
static Player = new Square('Player');
|
|
static Box = new Square('Box');
|
|
static Destination = new Square('Destination');
|
|
static PlayerOnDestination = new Square('PlayerOnDestination');
|
|
static BoxOnDestination = new Square('BoxOnDestination');
|
|
|
|
constructor(name) {
|
|
this.name = name;
|
|
}
|
|
}
|
|
|
|
class CanMove {
|
|
static Yes = new CanMove('Yes');
|
|
static No = new CanMove('No');
|
|
static Maybe = new CanMove('Maybe');
|
|
|
|
constructor(name) {
|
|
this.name = name;
|
|
}
|
|
}
|
|
|
|
const movePosition = (position, direction) => {
|
|
|
|
}
|
|
|
|
const images = {
|
|
wall: 'wall.png',
|
|
floor: 'floor.png',
|
|
player: 'player.png',
|
|
box: 'box.png',
|
|
destination: 'destination.png',
|
|
empty: 'empty.png',
|
|
};
|
|
|
|
// Blueprint for the first level
|
|
const level1Blueprint = [[ Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall ],
|
|
[ Square.Wall, Square.Destination, Square.Box, Square.Floor, Square.Player, Square.Wall ],
|
|
[ Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall, Square.Wall ]];
|
|
|
|
// define where the player can move
|
|
class MoveDirection {
|
|
static Right = new MoveDirection('Right');
|
|
static Left = new MoveDirection('Left');
|
|
static Up = new MoveDirection('Up');
|
|
static Down = new MoveDirection('Down');
|
|
|
|
constructor(name) {
|
|
this.name = name;
|
|
}
|
|
}
|
|
|
|
class Position {
|
|
constructor(x, y) {
|
|
this.x = x;
|
|
this.y = y;
|
|
}
|
|
|
|
move(direction) {
|
|
switch (direction) {
|
|
case MoveDirection.Right:
|
|
this.x++;
|
|
break;
|
|
case MoveDirection.Left:
|
|
this.x--;
|
|
break;
|
|
case MoveDirection.Up:
|
|
this.y--;
|
|
break;
|
|
case MoveDirection.Down:
|
|
this.y++;
|
|
break;
|
|
}
|
|
}
|
|
moveBackwards(direction) {
|
|
switch (direction) {
|
|
case MoveDirection.Right:
|
|
this.x--;
|
|
break;
|
|
case MoveDirection.Left:
|
|
this.x++;
|
|
break;
|
|
case MoveDirection.Up:
|
|
this.y++;
|
|
break;
|
|
case MoveDirection.Down:
|
|
this.y--;
|
|
break;
|
|
}
|
|
}
|
|
|
|
isWithin(pos) {
|
|
return this.x < pos.x && this.y < pos.y;
|
|
}
|
|
|
|
isEqual(pos) {
|
|
return this.x === pos.x && this.y === pos.y;
|
|
}
|
|
}
|
|
|
|
const copyPosition = (pos) => {
|
|
return new Position(pos.x, pos.y);
|
|
}
|
|
|
|
class Tile {
|
|
constructor(x, y, width, height) {
|
|
this.x = x;
|
|
this.y = y;
|
|
this.width = width;
|
|
this.height = height;
|
|
this.canMove = CanMove.No;
|
|
}
|
|
|
|
isMovable() {
|
|
return this.canMove;
|
|
}
|
|
}
|
|
|
|
class ForegroundTile extends Tile{
|
|
constructor(square, x, y, width, height) {
|
|
super(x, y, width, height)
|
|
switch(square) {
|
|
case Square.Wall:
|
|
this.image = images.empty;
|
|
this.canMove = CanMove.Yes;
|
|
break;
|
|
case Square.Floor:
|
|
this.image = images.empty;
|
|
this.canMove = CanMove.Yes;
|
|
break;
|
|
case Square.Player:
|
|
this.image = images.player;
|
|
this.canMove = CanMove.Maybe;
|
|
break;
|
|
case Square.Box:
|
|
this.image = images.box;
|
|
this.canMove = CanMove.Maybe;
|
|
break;
|
|
case Square.Destination:
|
|
this.image = images.empty;
|
|
this.canMove = CanMove.Yes;
|
|
break;
|
|
case Square.PlayerOnDestination:
|
|
this.image = images.player;
|
|
this.canMove = CanMove.Maybe;
|
|
break;
|
|
case Square.BoxOnDestination:
|
|
this.image = images.box;
|
|
this.canMove = CanMove.Maybe;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
class BackgroundTile extends Tile{
|
|
constructor(square, x, y, width, height) {
|
|
super(x, y, width, height)
|
|
switch(square) {
|
|
case Square.Wall:
|
|
this.image = images.wall;
|
|
break;
|
|
case Square.Floor:
|
|
this.image = images.floor;
|
|
break;
|
|
case Square.Player:
|
|
this.image = images.floor;
|
|
break;
|
|
case Square.Box:
|
|
this.image = images.floor;
|
|
break;
|
|
case Square.Destination:
|
|
this.image = images.destination;
|
|
break;
|
|
case Square.PlayerOnDestination:
|
|
this.image = images.destination;
|
|
break;
|
|
case Square.BoxOnDestination:
|
|
this.image = images.destination;
|
|
break;
|
|
}
|
|
if (square === Square.Wall) {
|
|
this.canMove = CanMove.No;
|
|
} else {
|
|
this.canMove = CanMove.Yes;
|
|
}
|
|
}
|
|
}
|
|
|
|
// generate a level Object from a blueprint
|
|
const generatePlayground = (levelBlueprint, canvasWidth, canvasHeight) => {
|
|
let playerExists = false;
|
|
let background = [];
|
|
let foreground = [];
|
|
let boxCount = 0;
|
|
let destinationCount = 0;
|
|
const playgroundWidth = levelBlueprint[0].length;
|
|
const playgroundHeight = levelBlueprint.length;
|
|
const tileWidth = canvasWidth / playgroundWidth;
|
|
const tileHeight = canvasHeight / playgroundHeight;
|
|
let playerPos = {
|
|
x: NaN,
|
|
y: NaN,
|
|
};
|
|
levelBlueprint.forEach((levelRow, indexRow) => {
|
|
background.push([]);
|
|
foreground.push([]);
|
|
levelRow.forEach((square, indexColumn) => {
|
|
switch (square) {
|
|
case Square.Player:
|
|
case Square.PlayerOnDestination:
|
|
if (playerExists) {
|
|
alert("Player already exists.");
|
|
}
|
|
playerExists = true;
|
|
playerPos = new Position(indexColumn, indexRow);
|
|
break;
|
|
case Square.Box:
|
|
boxCount++;
|
|
break;
|
|
case Square.Destination:
|
|
destinationCount++;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
foreground[indexRow].push(new ForegroundTile(square, indexColumn * tileWidth, indexRow * tileHeight, tileWidth, tileHeight));
|
|
background[indexRow].push(new BackgroundTile(square, indexColumn * tileWidth, indexRow * tileHeight, tileWidth, tileHeight));
|
|
});
|
|
});
|
|
if (boxCount != destinationCount) {
|
|
alert("boxCount != destinationCount")
|
|
}
|
|
return {
|
|
foreground: foreground,
|
|
background: background,
|
|
width: playgroundWidth,
|
|
height: playgroundHeight,
|
|
playerPos: playerPos,
|
|
canMove(pos) {
|
|
const foregroundAnswer = this.foreground[pos.y][pos.x].isMovable();
|
|
const backgroundAnswer = this.background[pos.y][pos.x].isMovable();
|
|
if (backgroundAnswer == CanMove.No) {
|
|
return CanMove.No;
|
|
} else {
|
|
return foregroundAnswer;
|
|
}
|
|
},
|
|
move(direction) {
|
|
let aux = copyPosition(this.playerPos);
|
|
let willMove = false;
|
|
let finishedChecking = false;
|
|
let moveCount = 0;
|
|
while (aux.isWithin({x: this.width, y: this.height}) && !finishedChecking) {
|
|
console.log("checking at position:");
|
|
console.log(aux);
|
|
console.log("answer");
|
|
console.log(this.canMove(aux));
|
|
switch(this.canMove(aux)) {
|
|
case CanMove.Yes:
|
|
willMove = true;
|
|
finishedChecking = true;
|
|
break;
|
|
case CanMove.No:
|
|
willMove = false;
|
|
finishedChecking = true;
|
|
break;
|
|
case CanMove.Maybe:
|
|
aux.move(direction);
|
|
moveCount++;
|
|
break;
|
|
}
|
|
}
|
|
console.log(this.playerPos);
|
|
console.log("in playground.move");
|
|
if (willMove) {
|
|
this.playerPos.move(direction);
|
|
let posOfObjectToMove = copyPosition(aux);
|
|
for (let i = 0; i < moveCount; i++) {
|
|
posOfObjectToMove.moveBackwards(direction);
|
|
console.log("I try to move");
|
|
[this.foreground[aux.y][aux.x], this.foreground[posOfObjectToMove.y][posOfObjectToMove.x]] =
|
|
[this.foreground[posOfObjectToMove.y][posOfObjectToMove.x], this.foreground[aux.y][aux.x]];
|
|
aux.moveBackwards(direction);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
}
|
|
|
|
let playground = generatePlayground(level1Blueprint, 500, 500);
|