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script.js
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227 lines (201 loc) · 5.68 KB
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const CANVAS = document.getElementById("canvas");
const CANVAS_CENTER = [CANVAS.width / 2, CANVAS.height / 2]
var game = {boardSize : new Array(2)}
var cursor = { pos: [0, 0] }
var cursorLog = []
var cursor_initial = { pos: [0, 0] }
var tiles = new Map();
var puzzle0 = "7733IIXV.LXXL.IXVI.IVIX.XLIX.VIXX.XIXI.LIVL.XXVI.XIXL"
var puzzle1 = "7734VL.IILV.IVL.XLXX.XIL.VIIXLIXI.V.VILVXXII.XII.VIVL"
function puzzleImport(puzzle) {
game.boardSize = [+puzzle[0],+puzzle[1]]
GridBox.gridSize = [...game.boardSize]
cursor_initial = [+puzzle[2], +puzzle[3]]
cursor.pos = [...cursor_initial]
let board = puzzle.slice(4)
range(game.boardSize[0]).forEach(i => {
range(game.boardSize[1]).forEach(j => {
let tile = { pos: [i, j], infotext: `${i}.${j}`, tiletext: board[i + game.boardSize[0] * j] }
tiles.set(tile.infotext, tile);
});
});
}
GridBox.cellSize = [50,50];
//gridSize will be reimported on puzzle importing stage
// GridBox.gridSize = [...game.boardSize];
GridBox.center = [...CANVAS_CENTER]
Tile.ctx = CANVAS.getContext("2d");
Cursor.ctx = CANVAS.getContext("2d");
function isOnBoard(i, j) {
return !(i < 0 || j < 0 || i >= game.boardSize[0] || j >= game.boardSize[1])
}
function getNextTo(i, j) {
var result = []
if (!isOnBoard(i, j)) { return result }
if (isOnBoard(i + 1, j)) { result.push([i + 1, j]) }
if (isOnBoard(i - 1, j)) { result.push([i - 1, j]) }
if (isOnBoard(i, j + 1)) { result.push([i, j + 1]) }
if (isOnBoard(i, j - 1)) { result.push([i, j - 1]) }
return result
}
function draw() {
let ctx = CANVAS.getContext("2d");
ctx.fillStyle = "rgb(104, 153, 185)"; // Pythagorean triple
ctx.fillRect(0, 0, CANVAS.width, CANVAS.height);
tiles.forEach(tile => {
Tile.draw(tile);
});
Cursor.draw(cursor);
}
function update() {
draw();
}
puzzleImport(puzzle1)
function renderRomanNumeral(n) {
const units = ['', 'I', 'II', 'III', 'IV', 'V', 'VI', 'VII', 'VIII', 'IX']
const tens = ['', 'X', 'XX', 'XXX', 'XL', 'L', 'LX', 'LXX', 'LXXX', 'XC']
const hundreds = ['', 'C', 'CC', 'CCC', 'CD', 'D', 'DC', 'DCC', 'DCCC', 'CM']
const thousands = ['', 'M', 'MM', 'MMM']
let digit = [...('' + n)]
let result = ''
result = units[digit.pop()] + result
if (digit.length == 0) { return result }
result = tens[digit.pop()] + result
if (digit.length == 0) { return result }
result = hundreds[digit.pop()] + result
if (digit.length == 0) { return result }
result = thousands[digit.pop()] + result
return result
}
function* getNextCount() {
let now = 1;
// let separator = '■'
let separator = '.'
while (1) {
yield renderRomanNumeral(now) + separator
now += 1
}
}
var counter = getNextCount()
var level = ['Start!', counter.next().value, counter.next().value]
const levelStart = 1
const initialState = { mylevel: levelStart, step: 0 }
var state = { ...initialState }
var stateLog = [{ ...state }]
const progression = document.getElementById('progression');
var controller = {};
controller.stepRight = function () {
controller.stepX('right')
};
controller.stepLeft = function () {
controller.stepX('left')
};
controller.stepUp = function () {
controller.stepX('up')
};
controller.stepDown = function () {
controller.stepX('down')
};
controller.stepX = function (direction) {
let pos = [...cursor.pos]
switch (direction) {
case 'right':
pos[0] += 1
break;
case 'left':
pos[0] -= 1
break;
case 'up':
pos[1] -= 1
break;
case 'down':
pos[1] += 1
break;
}
function isValidSymbol() {
return level[state.mylevel][state.step]
== tiles.get(`${pos[0]}.${pos[1]}`).tiletext
}
if (!isOnBoard(...pos)
|| !isValidSymbol()) {
console.log('Nope!')
}
else {
cursorLog.push([...cursor.pos])
cursor.pos = pos
controller.nextStep()
}
};
function renderProgress() {
let mylevel = state.mylevel
let pastText = level[mylevel - 1]
let levelText = level[mylevel]
let nextText = level[mylevel + 1]
document.getElementById('level').innerText = 'Level: ' + mylevel
progression.innerHTML = ''
+ `<div class='past'>Last Level: ${pastText}<br></div>`
+ `<div class='passed'>Pass: ${levelText.slice(0, state.step)}<br></div>`
+ `<div class='now'>Left: ${levelText.slice(state.step)}<br></div>`
+ `<div class='next'>Next Level: ${nextText}</div>`
}
controller.nextStep = function () {
state.step += 1
// move on next level
if (state.step == level[state.mylevel].length) {
state.step = 0
state.mylevel += 1
level.push(counter.next().value)
}
// // prepare next level if mylevel exceeded
// if (state.mylevel == level.length) {
// level.push(counter.next().value)
// }
stateLog.push({ ...state })
renderProgress()
}
controller.rollBack = function () {
stateLog.pop()
if (stateLog.length == 0) { stateLog.push(initialState) }
state = { ...stateLog[stateLog.length - 1] }
if (cursorLog.length > 0) {
cursor.pos = cursorLog.pop()
}
renderProgress()
}
controller.reset = function () {
stateLog = [initialState]
state = { ...initialState }
cursor.pos = [...cursor_initial]
cursorLog = []
renderProgress()
}
window.setInterval(update, 50);
function keydownHandler(e) {
switch (e.code) {
case "ArrowRight":
controller.stepRight();
break;
case "ArrowLeft":
controller.stepLeft();
break;
case "ArrowUp":
controller.stepUp();
break;
case "ArrowDown":
controller.stepDown();
break;
case "Space":
// controller.nextStep();
break;
case "KeyZ":
controller.rollBack();
break;
case "KeyR":
controller.reset();
break;
default:
break;
}
}
window.addEventListener("keydown", keydownHandler);
renderProgress();