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Copy pathblocks.js
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executable file
·721 lines (583 loc) · 17.6 KB
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$(window).load(function(){
// Offer to reload the page on update.
// FIXME: In iOS, this often asks for a reload twice. Sometimes the user ends
// up seeing the old page.
$(window.applicationCache).bind('updateready', function(e){
if (window.applicationCache.status == window.applicationCache.UPDATEREADY) {
window.applicationCache.swapCache();
if (confirm("Update detected. Load new app?")) {
window.location.reload();
}
}
});
// util
function IsUpper(ch) {
return !!(/[A-Z]/.exec(ch));
}
function Iota(n) {
var ret = [];
for (var i = 0; i < n; ++i) ret[i] = i;
return ret;
}
// input
$("#draw").bind("touchstart", function(e){
e.preventDefault();
e = e.originalEvent;
for (var i = 0; i < e.changedTouches.length; i++) {
var t = e.changedTouches[i];
HandleClick(e.changedTouches[i]);
}
});
$("#draw").click(function(e){
e.preventDefault();
HandleClick(e);
});
function HandleClick(e) {
var x = e.clientX - canvas.offsetLeft;
var y = e.clientY - canvas.offsetTop;
// Convert from client-scale coordinates to canvas coordinates.
x *= retina;
y *= retina;
if (game_screen == SCREEN_LEVEL_SELECTION) {
HandleLevelSelectionClick(x,y);
} else if (game_screen == SCREEN_GAME) {
HandleGameClick(x,y);
}
}
function HandleLevelSelectionClick(x,y) {
x -= LS_OUTER_MARGIN;
y -= LS_OUTER_MARGIN;
if (x<0 || y<0) return;
var incr = LS_LEVEL_SIZE + LS_INNER_MARGIN;
var j = Math.floor(x / incr);
var i = Math.floor(y / incr);
x -= j * incr;
y -= i * incr;
if (x >= LS_LEVEL_SIZE || y >= LS_LEVEL_SIZE) return;
StartGame(i,j);
}
function HandleGameClick(x,y) {
// TODO
}
var KEYCODE_ESC = 27;
var KEYCODE_R = 82;
var KEYCODE_LEFT = 37;
var KEYCODE_UP = 38;
var KEYCODE_RIGHT = 39;
var KEYCODE_DOWN = 40;
var ARROW_KEYS = [37, 38, 39, 40];
function IsArrowKey(key) {
return 37 <= key && key <= 40;
}
var game_key_depressed; // FIXME: can we access this directly?
var game_ismoving, game_requestdraw;
var move_dr, move_dc, move_start_date;
var MOVE_DURATION_MS = 150;
$("").keydown(function(e){
if (game_screen == SCREEN_GAME) {
var key = e.keyCode;
if (key == KEYCODE_ESC) e.preventDefault(), AbortGame();
if (key == KEYCODE_R) e.preventDefault(), ResetGame();
if (IsArrowKey(key)) {
e.preventDefault();
game_key_depressed[key] = true;
if (!game_ismoving) {
Move(key);
}
}
}
});
$("").keyup(function(e){
if (game_screen == SCREEN_GAME) {
var key = e.keyCode;
if (IsArrowKey(key)) {
game_key_depressed[key] = false;
e.preventDefault();
}
}
});
// game
var SCREEN_LOADING = 0;
var SCREEN_LEVEL_SELECTION = 1;
var SCREEN_GAME = 2;
var game_screen = SCREEN_LOADING;
var levels_data;
var level_names;
var complete;
var level_i;
var level_j;
var level_name;
var author;
var game_width;
var game_height;
var blocks;
var goals;
var mark;
var winning;
var happy;
var WIN_PAUSE_MS = 1000;
function CheckWin() {
var won = true;
for (var r = 0; r < game_height; ++r) {
for (var c = 0; c < game_width; ++c) {
if (goals[r][c] != '.' && goals[r][c].toLowerCase() != blocks[r][c].toLowerCase()) {
won = false;
}
}
}
if (!won) return;
winning = true;
complete[level_i][level_j] = true;
game_requestdraw = true;
$.doTimeout(WIN_PAUSE_MS, function() {
// Make sure we don't go to the next level if the user
// hit R or ESC.
if (winning && !StartGame(level_i, level_j+1)) {
EndGame();
}
});
}
function GetRowsOrdering(dr) {
var rows = Iota(game_height);
if (dr == 1) rows.reverse();
return rows;
}
function GetColsOrdering(dc) {
var cols = Iota(game_width);
if (dc == 1) cols.reverse();
return cols;
}
function Move(key) {
if (winning) return;
var dr,dc;
if (key == KEYCODE_LEFT) dr = 0, dc = -1;
if (key == KEYCODE_UP) dr = -1, dc = 0;
if (key == KEYCODE_RIGHT) dr = 0, dc = 1;
if (key == KEYCODE_DOWN) dr = 1, dc = 0;
// find smiley
var smiley_r, smiley_c;
for (var r = 0; r < game_height; ++r) {
for (var c = 0; c < game_width; ++c) {
if (IsUpper(blocks[r][c])) {
smiley_r = r;
smiley_c = c;
}
}
}
// propagate stuckness
var rows = GetRowsOrdering(dr), cols = GetColsOrdering(dc);
var stuck = [];
$.each(rows, function(ir, r) {
stuck[r] = [];
$.each(cols, function(ic, c) {
var ch = blocks[r][c];
stuck[r][c] = ch != '.' && (ch == '#' || stuck[r+dr][c+dc]);
});
});
// propagate movement
mark = [];
$.each(rows, function(ir, r) {
mark[r] = [];
});
var q = [];
function pushq(r,c) {
if (!mark[r][c] && !stuck[r][c] && blocks[r][c] != '.') {
q.push([r,c]);
mark[r][c] = true;
}
}
var K = 4;
var DR = [1, 0, -1, 0];
var DC = [0, 1, 0, -1];
pushq(smiley_r, smiley_c);
happy = !!q.length;
while (q.length) {
var cur = q.pop();
var r = cur[0], c = cur[1];
for (var k = 0; k < K; ++k) {
var r2 = r + DR[k], c2 = c + DC[k];
var me = blocks[r][c].toLowerCase();
var him = blocks[r2][c2].toLowerCase();
var sticks = false;
if (DR[k] == dr && DC[k] == dc) sticks = true;
if (me == 'r' && him == 'r') sticks = true;
if (me == 'y' && him == 'y') sticks = true;
if (me == 'y' && him == 'b') sticks = true;
if (sticks) pushq(r2,c2);
}
}
// begin movement
if (happy) {
game_ismoving = true;
move_dr = dr;
move_dc = dc;
move_start_date = new Date();
}
game_requestdraw = true;
}
function CompleteMove() {
// complete movement
var dr = move_dr, dc = move_dc;
var rows = GetRowsOrdering(dr), cols = GetColsOrdering(dc);
$.each(rows, function(ir, r) {
$.each(cols, function(ic, c) {
if (mark[r][c]) {
// assert blocks[r+dr][c+dc] == '.'
blocks[r+dr][c+dc] = blocks[r][c];
blocks[r][c] = '.';
}
});
});
mark = [];
game_ismoving = false;
game_requestdraw = true;
move_dr = move_dc = move_start_date = undefined;
CheckWin();
}
function ParseLevelText(text) {
return $.map($.map($.trim(text).split('\n'), $.trim), function(s) {
// jQuery.map flattens returned arrays, so we need to wrap in
// a length-1 array to get desired behaviour.
return [s.split('')];
});
}
function StartGame(i,j) {
// Try to start a game in world i level j.
// Return true if the level exists, otherwise false.
if (!level_names[i]) return false;
var name = level_names[i][j];
if (!name) return false;
game_screen = SCREEN_GAME;
var level = $(levels_data).find('level[name='+name+']');
level_i = i;
level_j = j;
level_name = level.attr('name');
author = level.find('author').text();
game_width = parseInt(level.find('width').text());
game_height = parseInt(level.find('height').text());
blocks = ParseLevelText(level.find('blocks').text());
goals = ParseLevelText(level.find('goals').text());
winning = false;
happy = true;
game_key_depressed = [];
game_ismoving = false;
game_requestdraw = true;
gameLoopToken++;
GameLoop(gameLoopToken);
return true;
}
function GetMoveProgress() {
// assert game_ismoving
cur_date = new Date();
return Math.min(1.0, (cur_date - move_start_date) / MOVE_DURATION_MS);
}
var gameLoopToken = 0;
function GameLoop(token) {
if (token < gameLoopToken) return;
window.requestAnimationFrame(function() { GameLoop(token); });
if (game_ismoving && GetMoveProgress() >= 1.0) {
CompleteMove();
}
$.each(ARROW_KEYS, function(i, key) {
if (!game_ismoving && game_key_depressed[key]) {
Move(key);
}
});
if (game_requestdraw || game_ismoving) {
game_requestdraw = false;
Draw();
}
}
function ResetGame() {
StartGame(level_i, level_j);
}
function AbortGame() {
winning = false;
EndGame();
}
function EndGame() {
game_screen = SCREEN_LEVEL_SELECTION;
gameLoopToken++;
Draw();
}
// Load level data.
$.ajax({
url: 'levels.xml',
dataType: 'xml',
success: function(data) {
levels_data = data;
level_names = [];
complete = [];
$(data).find('world').each(function(i, world) {
level_names[i] = [];
complete[i] = [];
$(world).find('level').each(function(j, level) {
level_names[i][j] = $(level).attr('name');
});
});
game_screen = SCREEN_LEVEL_SELECTION;
Draw();
}
});
// graphics
var scale, retina, width, height, ncols, nrows, style_width, style_height;
// make it work on iphones and ipads
retina = 1;
userAgent = navigator.userAgent.toLowerCase();
if (userAgent.indexOf('blackberry 9800') != -1) {
// BlackBerry Torch
scale = 1;
width = scale*360;
// Hiding the URL bar is not possible, so we cannot take advantage
// of the full 480px screen height.
height = scale*403;
} else if (userAgent.indexOf('ipad') != -1) {
// iPad
retina = 2;
scale = 2*retina;
width = scale*512;
height = scale*384;
} else if (userAgent.indexOf('iphone') != -1) {
// iPhone
retina = 2;
scale = 1*retina;
width = scale*320;
height = scale*480;
} else {
// All others (e.g. laptop)
scale = 1;
width = scale*840;
height = scale*525;
}
// By making the coordinate space of the CSS twice as large as its
// displayed size on the page, we look nice with retina display.
style_width = width / retina;
style_height = height / retina;
var canvas = $("canvas")[0];
canvas.width = width;
canvas.height = height;
canvas.style.width = style_width;
canvas.style.height = style_height;
$(".setsize").css('width', width);
$(".setsize").css('height', height);
var centretable = $("#centretable");
centretable.height(style_height);
centretable.width(style_width);
var ctx = canvas.getContext("2d");
function SetCentreText(text) {
$("#centretext")[0].innerHTML = text;
}
function DrawLoading() {
SetCentreText("Loading levels...");
}
var BLACK = '#000000';
var WALL = '#c0c0c0';
var RED = 'rgba(255, 0, 0, 0.78)';
var YELLOW = 'rgba(255, 207, 0, 0.78)';
var BLUE = 'rgba(51, 59, 242, 0.78)';
var GREEN = 'rgba(58, 251, 48, 0.78)';
var redgoal_img = $("#redgoal")[0];
var bluegoal_img = $("#bluegoal")[0];
var yellowgoal_img = $("#yellowgoal")[0];
var happyface_img = $("#happyface")[0];
var sadface_img = $("#sadface")[0];
var GOAL_RED = ctx.createPattern(redgoal_img, 'repeat');
var GOAL_BLUE = ctx.createPattern(bluegoal_img, 'repeat');
var GOAL_YELLOW = ctx.createPattern(yellowgoal_img, 'repeat');
var HAPPYFACE = ctx.createPattern(happyface_img, 'repeat');
var SADFACE = ctx.createPattern(sadface_img, 'repeat');
var ERROR_COLOUR = '#FF00FF';
var LS_OUTER_MARGIN = scale * 64;
var LS_LEVEL_SIZE = scale * 32;
var LS_INNER_MARGIN = scale * 16;
var LS_TEXT_COLOUR = "#FFFFFF";
var LS_CK_WIDTH = scale * 3;
var LS_CK_LEFT_TOP_X = scale * 22.5;
var LS_CK_LEFT_TOP_Y = scale * 23.5;
var LS_CK_BOTTOM_X = scale * 25.5;
var LS_CK_BOTTOM_Y = scale * 26.5;
var LS_CK_RIGHT_TOP_X = scale * 33.5;
var LS_CK_RIGHT_TOP_Y = scale * 13.5;
var LS_CK_COLOUR = '#000000';
function GetWorldColour(i) {
var colour_name = $(levels_data).find('world').slice(i).attr('color');
if (colour_name == 'red') return RED;
if (colour_name == 'yellow') return YELLOW;
if (colour_name == 'blue') return BLUE;
if (colour_name == 'green') return GREEN;
return ERROR_COLOUR;
}
function DrawLevelStampAt(i, j, x_offset, y_offset) {
ctx.beginPath();
ctx.rect(x_offset, y_offset, LS_LEVEL_SIZE, LS_LEVEL_SIZE);
ctx.fillStyle = GetWorldColour(i);
ctx.fill();
ctx.font = 'bold 12px "courier new", monospace';
ctx.textBaseline = 'top';
ctx.fillStyle = LS_TEXT_COLOUR;
var level_text = sprintf("%d-%d", i+1, j+1);
ctx.fillText(level_text, x_offset, y_offset);
if (complete[i][j]) {
ctx.beginPath();
ctx.moveTo(x_offset+LS_CK_LEFT_TOP_X, y_offset+LS_CK_LEFT_TOP_Y);
ctx.lineTo(x_offset+LS_CK_BOTTOM_X, y_offset+LS_CK_BOTTOM_Y);
ctx.lineTo(x_offset+LS_CK_RIGHT_TOP_X, y_offset+LS_CK_RIGHT_TOP_Y);
ctx.lineWidth = LS_CK_WIDTH;
ctx.lineCap = 'square';
ctx.strokeStyle = LS_CK_COLOUR;
ctx.stroke();
}
}
function DrawLevelSelection() {
SetCentreText("");
$.each(level_names, function(i) {
$.each(level_names[i], function(j) {
var x_offset = LS_OUTER_MARGIN + j * (LS_LEVEL_SIZE + LS_INNER_MARGIN);
var y_offset = LS_OUTER_MARGIN + i * (LS_LEVEL_SIZE + LS_INNER_MARGIN);
DrawLevelStampAt(i, j, x_offset, y_offset);
});
});
}
var RAW_SIZE = 32;
var SIZE = scale * RAW_SIZE;
var TILE_TYPE_GOAL = 0;
var TILE_TYPE_BLOCK = 1;
var TILE_TYPE_MOVING = 2;
function GetFill(tile_type, ch) {
ch = ch.toLowerCase();
if (ch == '#') return WALL;
if (tile_type == TILE_TYPE_GOAL) {
if (ch == 'r') return GOAL_RED;
if (ch == 'y') return GOAL_YELLOW;
if (ch == 'b') return GOAL_BLUE;
} else {
if (ch == 'r') return RED;
if (ch == 'y') return YELLOW;
if (ch == 'b') return BLUE;
}
return ERROR_COLOUR;
}
function DrawFace(r, c) {
// This is separated out for profiling purposes.
ctx.beginPath();
ctx.rect(SIZE * c, SIZE * r, SIZE, SIZE);
if (happy) {
ctx.fillStyle = HAPPYFACE;
} else {
ctx.fillStyle = SADFACE;
}
ctx.fill();
}
function DrawTile(r, c, tile_type) {
var tile;
if (tile_type == TILE_TYPE_GOAL) tile = goals[r][c];
else tile = blocks[r][c];
if (game_ismoving) {
if (mark[r][c] && tile_type == TILE_TYPE_BLOCK) return;
if (!mark[r][c] && tile_type == TILE_TYPE_MOVING) return;
}
// Walls should be consistent between goals and blocks.
// If they aren't, that's an error.
// This shows up as a magenta smiley.
if ((goals[r][c] == '#') != (blocks[r][c] == '#')) tile = 'ERROR';
if (tile == '.') return;
ctx.beginPath();
ctx.rect(SIZE * c, SIZE * r, SIZE, SIZE);
ctx.fillStyle = GetFill(tile_type, tile);
ctx.fill();
if (IsUpper(tile)) DrawFace(r,c);
}
function PlayingAreaWidth() {
return SIZE*game_width;
}
function PlayingAreaHeight() {
return SIZE*game_height;
}
function DrawPlayingArea() {
// Draws full-size, starting from 0,0.
for (var r = 0; r < game_height; ++r) {
for (var c = 0; c < game_width; ++c) {
DrawTile(r,c,TILE_TYPE_GOAL);
DrawTile(r,c,TILE_TYPE_BLOCK);
}
}
if (game_ismoving) {
// Adhere to pixel boundaries to get prettier results.
var progress = GetMoveProgress();
var numerator = Math.round(progress * scaled_size);
progress = numerator / scaled_size;
ctx.save();
ctx.translate(SIZE*move_dc*progress, SIZE*move_dr*progress);
for (var r = 0; r < game_height; ++r) {
for (var c = 0; c < game_width; ++c) {
DrawTile(r,c,TILE_TYPE_MOVING);
}
}
ctx.restore();
}
}
var LEFT_MARGIN = scale * 20;
var RIGHT_MARGIN = scale * 20;
var TOP_MARGIN = scale * 74;
var BOTTOM_MARGIN = scale * 35;
var MAX_GAME_WIDTH = width - LEFT_MARGIN - RIGHT_MARGIN;
var MAX_GAME_HEIGHT = height - TOP_MARGIN - BOTTOM_MARGIN;
var LEVEL_STAMP_X_OFFSET = scale * 16;
var LEVEL_STAMP_Y_OFFSET = scale * 16;
var LEVEL_NAME_X_OFFSET = LEVEL_STAMP_X_OFFSET + LS_LEVEL_SIZE + scale*10;
var LEVEL_NAME_Y_OFFSET = scale*40;
var BYLINE_X_OFFSET = width - scale*150;
var BYLINE_Y_OFFSET = scale*40;
var TEXT_COLOUR = '#000000';
var scaled_size;
function DrawGame() {
SetCentreText("");
// level stamp
DrawLevelStampAt(level_i, level_j, LEVEL_STAMP_X_OFFSET, LEVEL_STAMP_Y_OFFSET);
// level name
$("#levelname").text(level_name);
$("#levelname").css('left', LEVEL_NAME_X_OFFSET+'px');
$("#levelname").css('bottom', (height-LEVEL_NAME_Y_OFFSET)+'px');
// byline
$("#byline").text("by "+author);
$("#byline").css('left', BYLINE_X_OFFSET+'px');
$("#byline").css('bottom', (height-BYLINE_Y_OFFSET)+'px');
// playing area
ctx.save();
var logical_width = PlayingAreaWidth();
var logical_height = PlayingAreaHeight();
var hscale = MAX_GAME_WIDTH / logical_width;
var vscale = MAX_GAME_HEIGHT / logical_height;
var scale = Math.min(hscale, vscale);
var actual_width = logical_width, actual_height = logical_height;
scaled_size = SIZE;
if (scale < 1) {
while (scaled_size/SIZE > scale) --scaled_size;
scale = scaled_size/SIZE;
actual_width *= scale;
actual_height *= scale;
}
x_offset = Math.floor(width/2 - actual_width/2);
y_offset = Math.floor(height/2 - actual_height/2);
ctx.translate(x_offset, y_offset);
if (scale < 1) {
ctx.scale(scale, scale);
}
DrawPlayingArea();
ctx.restore();
}
function Draw() {
ctx.fillStyle = "white";
ctx.fillRect(0, 0, width, height);
$("#levelname").text('');
$("#byline").text('');
if (game_screen == SCREEN_LOADING) {
DrawLoading();
} else if (game_screen == SCREEN_LEVEL_SELECTION) {
DrawLevelSelection();
} else if (game_screen == SCREEN_GAME) {
DrawGame();
}
}
Draw();
});