37 lines
1.4 KiB
JavaScript
37 lines
1.4 KiB
JavaScript
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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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.playground.draw(ctx, gameState.width, gameState.height);
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}
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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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let listElement = document.createElement("li");
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let selectionButton = document.createElement("button");
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selectionButton.setAttribute("array-index", i);
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selectionButton.addEventListener("click", (click) => {
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selectLevel(ctx, gameState, click.srcElement.getAttribute("array-index"));
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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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export class LevelManager (
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constructor(StartingLevelId = 0) {
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self.CurrentLevelId = StartingLevelId;
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}
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next(ctx, gameState) {
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self.CurrentLevelId++;
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selectLevel(ctx, gameState, self.CurrentLevelId);
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}
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)
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