<script>var LEVELS = [
[" ",
" ",
" ",
" ",
" ",
" ",
" xxx ",
" xx xx xx!xx ",
" o o xx x!!!x ",
" xx!xx ",
" xxxxx xvx ",
" xx ",
" xx o o x ",
" x o x ",
" x xxxxx o x ",
" x xxxx o x ",
" x @ x x xxxxx x ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx ",
" x x x x ",
" x!!!x x!!!!!x ",
" x!!!x x!!!!!x ",
" xxxxx xxxxxxx ",
" ",
" "
],
[" x!!x xxxxxxx x!x ",
" x!!x xxxx xxxx x!x ",
" x!!xxxxxxxxxx xx xx x!x ",
" xx!!!!!!!!!!xx xx xx x!x ",
" xxxxxxxxxx!!x x o o o x!x ",
" xx!x x o o xx!x ",
" x!x x xxxxxxxxxxxxxxx!!x ",
" xvx x x x !!!!!!!!!!!!!!xx ",
" xx | | | xx xxxxxxxxxxxxxxxxxxxxx ",
" xx!!!!!!!!!!!xx v ",
" xxxx!!!!!xxxx ",
" x x xxxxxxx xxx xxx ",
" x x x x x x ",
" x x x x ",
" x x xx x ",
" xx x x x ",
" x x o o x x x x ",
" xxxxxxx xxx xxx x x x x x x ",
" xx xx x x x x xxxxxx x x xxxxxxxxx x ",
" xx xx x x x xx x x x x ",
" @ x x x x x x x x x x ",
" xxx x x x x x x x xxxxx xxxxxx x ",
" x x x x xx o xx x x x o x x x ",
"!!!!x x!!!!!!x x!!!!!!xx xx!!!!!!!!xx x!!!!!!!!!! x = x x x ",
"!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxx x!!!!!!!xx! xxxxxxxxxxxxx xx o o xx ",
"!!!!x x!!!!!!x x!!!!!x o xx!!!!!!xx ! xx xx ",
"!!!!x x!!!!!!x x!!!!!x xx!!!!!!xx ! xxxxxxx ",
"!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxxxxxx!!!!!!xx ! ",
"!!!!x x!!!!!!x x!!!!!!xxxxxxxxx!!!!!!!!!!!!!!!!!!xx ! ",
"!!!!x x!!!!!!x x!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!xx ! "
],
[" ",
" ",
" ",
" ",
" ",
" o ",
" ",
" x ",
" x ",
" x ",
" x ",
" xxx ",
" x x !!! !!! xxx ",
" x x !x! !x! ",
" xxx xxx x x ",
" x x x oooo x xxx ",
" x x x x x!!!x ",
" x x xxxxxxxxxxxx xxx ",
" xx xx x x x ",
" x xxxxxxxxx xxxxxxxx x x ",
" x x x x!!!x ",
" x x x xxx ",
" xx xx x ",
" x x= = = = x xxx ",
" x x x x!!!x ",
" x x = = = =x o xxx xxx ",
" xx xx x x!!!x ",
" o o x x x x xxv xxx ",
" x x x x x!!!x ",
" xxx xxx xxx xxx o o x!!!!!!!!!!!!!!x vx ",
" x xxx x x xxx x x!!!!!!!!!!!!!!x ",
" x x xxxxxxxxxxxxxxxxxxxxxxx ",
" xx xx xxx ",
" xxx x x x x!!!x xxx ",
" x x x xxx x xxx x x ",
" x x xxx xxxxxxx xxxxx x ",
" x x x x x x ",
" x xx x x x x x ",
" x x |xxxx| |xxxx| xxx xxx x ",
" x xxx o o x x xxx x ",
" x xxxxx xx x xxx x!!!x x x ",
" x oxxxo x xxx x x x xxx xxx x ",
" x xxx xxxxxxxxxxxxx x oo x x oo x x oo xx xx xxx x ",
" x @ x x x!!x x!!!!x x!!!!x xx xx x x ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ",
" ",
" "
],
[" xxx x ",
" x ",
" xxxxx ",
" x ",
" x xxx ",
" o x x x ",
" o o oxxx x ",
" xxx x ",
" ! o ! xxxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxx ",
" x x x x x x x x x x x x x x x ",
" x= o x x xxx x xxx x xxx x xxx x xxx x xxx x xxxxx ",
" x x x x x x x x x x x x x x x ",
" ! o ! o xxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxxxx ",
" ",
" o xxx xx ",
" ",
" ",
" xx ",
" xxx xxx ",
" ",
" o x x ",
" xx xx ",
" xxx xxx xxx x x ",
" ",
" || ",
" xxxxxxxxxxx ",
" x x o xxxxxxxxx o xxxxxxxxx o xx x ",
" x x x x x x x || x x ",
" x @ xxxxx o xxxxx o xxxxx ",
" xxxxxxx xxxxx xx xx xxx ",
" x= = =x x xxx ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x!!!!!!!!!!!!!!!!!!!!!xxx!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx",
" "
]
];
function Vector(x, y) {
this.x = x;
this.y = y;
}
Vector.prototype.plus = function(other) {
return new Vector(this.x other.x, this.y other.y);
};
Vector.prototype.times = function(scale) {
return new Vector(this.x * scale, this.y * scale);
};
// Note: uppercase words are used that means constructor are values
var actorchars = {
"@": Player,
"o": Coin,
"=": Lava,
"|": Lava,
"v": Lava
};
function Player(pos) {
this.pos = pos.plus(new Vector(0, -.5));
this.size = new Vector(.5, 1);
this.speed = new Vector(0, 0);
}
Player.prototype.type = "player";
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === "=")
this.speed = new Vector(2, 0);
else if (ch === '|')
this.speed = new Vector(0, 2);
else if (ch === 'v') {
this.speed = new Vector(0, 3);
this.repeatPos = pos;
}
}
Lava.prototype.type = "Lava";
function Coin(pos) {
this.basePos = this.pos = pos;
this.size = new Vector(.6, .6);
// take a look back
this.wobble = Math.random() * Math.PI * 2;
}
Coin.prototype.type = "coin";
Level.prototype.isFinished = function() {
return this.status != null && this.finishDelay < 0;
};
function Level(plan) {
this.width = plan[0].length;
this.height = plan.length;
this.grid = [];
this.actors = [];
for (var y = 0; y < this.height; y ) {
var line = plan[y],
gridLine = [];
for (var x = 0; x < this.width; x ) {
var ch = line[x],
fieldType = null;
var Actor = actorchars[ch];
if (Actor)
this.actors.push(new Actor(new Vector(x, y), ch));
else if (ch === "x")0.
fieldType = "wall";
else if (ch === "!")
fieldType = "lava";
else if (ch === "|")
fieldType = "lava";
else if (ch === "=")
fieldType = "lava";
else if (ch === "v") {
fieldType = "lava";
console.log(fieldType);
}
gridLine.push(fieldType)
}
this.grid.push(gridLine);
}
this.player = this.actors.filter(function(actor) {
return actor.type === "player"
})[0];
this.status = this.finishDelay = null;
}
function element(name, className) {
var elem = document.createElement(name);
if (className) elem.className = className;
return elem;
}
function DOMDisplay(parent, level) {
this.wrap = parent.appendChild(element("div", "game"));
this.level = level;
this.wrap.appendChild(this.drawBackground());
this.actorLayer = null;
this.drawFrame();
}
var scale = 15;
DOMDisplay.prototype.drawBackground = function() {
var table = element("table", "background");
table.style.width = this.level.width * scale "px";
table.style.height = this.level.height * scale "px";
this.level.grid.forEach(function(row) {
var rowElement = table.appendChild(element("tr"));
rowElement.style.height = scale "px";
row.forEach(function(type) {
rowElement.appendChild(element("td", type));
});
});
return table;
};
DOMDisplay.prototype.drawActors = function() {
var wrap = element("div");
this.level.actors.forEach(function(actor) {
var rect = wrap.appendChild(element("div", "actor " actor.type));
rect.style.width = actor.size.x * scale "px";
rect.style.height = actor.size.y * scale "px";
rect.style.left = actor.pos.x * scale "px";
rect.style.top = actor.pos.y * scale "px";
});
return wrap;
}
DOMDisplay.prototype.drawFrame = function() {
if (this.actorLayer)
this.wrap.removeChild(this.actorLayer);
this.actorLayer = this.wrap.appendChild(this.drawActors());
this.wrap.className = "game " (this.level.status || "");
this.scrollPlayerIntoView();
};
// clear it later
DOMDisplay.prototype.scrollPlayerIntoView = function() {
var width = this.wrap.clientWidth;
var height = this.wrap.clientHeight;
var margin = width / 3;
// The viewport
var left = this.wrap.scrollLeft,
right = left width;
var top = this.wrap.scrollTop,
bottom = top height;
var player = this.level.player;
var center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left margin)
this.wrap.scrollLeft = center.x - margin;
else if (center.x > right - margin)
this.wrap.scrollLeft = center.x margin - width;
if (center.y < top margin)
this.wrap.scrollTop = center.y - margin;
else if (center.y > bottom - margin)
this.wrap.scrollTop = center.y margin - height;
};
DOMDisplay.prototype.clear = function() {
this.wrap.parentNode.removeChild(this.wrap);
};
Level.prototype.obstacleAt = function(pos, size) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y size.y);
if (xStart < 0 || xEnd > this.width || yStart < 0)
return "wall";
if (yEnd > this.height)
return "lava";
for (var y = yStart; y < yEnd; y ) {
for (var x = xStart; x < xEnd; x ) {
var fieldType = this.grid[y][x];
if (fieldType) return fieldType;
}
}
};
Level.prototype.actorAt = function(actor) {
for (var i = 0; i < this.actors.length; i ) {
var other = this.actors[i];
if (other != actor &&
actor.pos.x actor.size.x > other.pos.x &&
actor.pos.x < other.pos.x other.size.x &&
actor.pos.y actor.size.y > other.pos.y &&
actor.pos.y < other.pos.y other.size.y)
return other;
}
};
var maxStep = 0.05;
Level.prototype.animate = function(step, keys) {
if (this.status != null)
this.finishDelay -= step;
while (step > 0) {
var thisStep = Math.min(step, maxStep);
this.actors.forEach(function(actor) {
actor.act(thisStep, this, keys);
}, this);
step -= thisStep;
}
};
Lava.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else if (this.repeatPos)
this.pos = this.repeatPos;
else
this.speed = this.speed.times(-1);
};
var wobbleSpeed = 8,
wobbleDist = 0.07;
Coin.prototype.act = function(step) {
this.wobble = step * wobbleSpeed;
var wobblePos = Math.sin(this.wobble) * wobbleDist;
this.pos = this.basePos.plus(new Vector(0, wobblePos));
};
var playerXSpeed = 10;
Player.prototype.moveX = function(step, level, keys) {
this.speed.x = 0;
if (keys.left) this.speed.x -= playerXSpeed;
if (keys.right) this.speed.x = playerXSpeed;
var motion = new Vector(this.speed.x * step, 0);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle)
level.playerTouched(obstacle);
else
this.pos = newPos;
};
var gravity = 30;
var jumpSpeed = 17;
Player.prototype.moveY = function(step, level, keys) {
this.speed.y = step * gravity;
var motion = new Vector(0, this.speed.y * step);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle) {
level.playerTouched(obstacle);
if (keys.up && this.speed.y > 0)
this.speed.y = -jumpSpeed;
else
this.speed.y = 0;
} else {
this.pos = newPos;
}
};
Player.prototype.act = function(step, level, keys) {
this.moveX(step, level, keys);
this.moveY(step, level, keys);
var otherActor = level.actorAt(this);
if (otherActor)
level.playerTouched(otherActor.type, otherActor);
// Losing animation
if (level.status == "lost") {
this.pos.y = step;
this.size.y -= step;
}
};
Level.prototype.playerTouched = function(type, actor) {
if (type == "lava" && this.status == null) {
this.status = "lost";
this.finishDelay = 1;
} else if (type == "coin") {
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
return actor.type == "coin";
})) {
this.status = "won";
this.finishDelay = 1;
}
}
};
var arrowCodes = {
37: "left",
38: "up",
39: "right"
};
function trackKeys(codes) {
var pressed = Object.create(null);
function handler(event) {
if (codes.hasOwnProperty(event.keyCode)) {
var down = event.type == "keydown";
pressed[codes[event.keyCode]] = down;
event.preventDefault();
}
}
addEventListener("keydown", handler);
addEventListener("keyup", handler);
return pressed;
}
function runAnimation(frameFunc) {
var lastTime = null;
function frame(time) {
var stop = false;
if (lastTime != null) {
var timeStep = Math.min(time - lastTime, 100) / 1000;
stop = frameFunc(timeStep) === false;
}
lastTime = time;
if (!stop)
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
var arrows = trackKeys(arrowCodes);
function runLevel(level, Display, andThen) {
var display = new Display(document.body, level);
runAnimation(function(step) {
level.animate(step, arrows);
display.drawFrame(step);
if (level.isFinished()) {
display.clear();
if (andThen)
andThen(level.status);
return false;
}
});
}
function runGame(plans, Display) {
function startLevel(n) {
runLevel(new Level(plans[n]), Display, function(status) {
if (status == "lost")
startLevel(n);
else if (n < plans.length - 1)
startLevel(n 1);
else
alert("You win!");
});
}
startLevel(0);
}
runGame(LEVELS, DOMDisplay);
</script>
<script>
var LEVELS = [
[" ",
" ",
" ",
" ",
" ",
" ",
" xxx ",
" xx xx xx!xx ",
" o o xx x!!!x ",
" xx!xx ",
" xxxxx xvx ",
" xx ",
" xx o o x ",
" x o x ",
" x xxxxx o x ",
" x xxxx o x ",
" x @ x x xxxxx x ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx ",
" x x x x ",
" x!!!x x!!!!!x ",
" x!!!x x!!!!!x ",
" xxxxx xxxxxxx ",
" ",
" "
],
[" x!!x xxxxxxx x!x ",
" x!!x xxxx xxxx x!x ",
" x!!xxxxxxxxxx xx xx x!x ",
" xx!!!!!!!!!!xx xx xx x!x ",
" xxxxxxxxxx!!x x o o o x!x ",
" xx!x x o o xx!x ",
" x!x x xxxxxxxxxxxxxxx!!x ",
" xvx x x x !!!!!!!!!!!!!!xx ",
" xx | | | xx xxxxxxxxxxxxxxxxxxxxx ",
" xx!!!!!!!!!!!xx v ",
" xxxx!!!!!xxxx ",
" x x xxxxxxx xxx xxx ",
" x x x x x x ",
" x x x x ",
" x x xx x ",
" xx x x x ",
" x x o o x x x x ",
" xxxxxxx xxx xxx x x x x x x ",
" xx xx x x x x xxxxxx x x xxxxxxxxx x ",
" xx xx x x x xx x x x x ",
" @ x x x x x x x x x x ",
" xxx x x x x x x x xxxxx xxxxxx x ",
" x x x x xx o xx x x x o x x x ",
"!!!!x x!!!!!!x x!!!!!!xx xx!!!!!!!!xx x!!!!!!!!!! x = x x x ",
"!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxx x!!!!!!!xx! xxxxxxxxxxxxx xx o o xx ",
"!!!!x x!!!!!!x x!!!!!x o xx!!!!!!xx ! xx xx ",
"!!!!x x!!!!!!x x!!!!!x xx!!!!!!xx ! xxxxxxx ",
"!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxxxxxx!!!!!!xx ! ",
"!!!!x x!!!!!!x x!!!!!!xxxxxxxxx!!!!!!!!!!!!!!!!!!xx ! ",
"!!!!x x!!!!!!x x!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!xx ! "
],
[" ",
" ",
" ",
" ",
" ",
" o ",
" ",
" x ",
" x ",
" x ",
" x ",
" xxx ",
" x x !!! !!! xxx ",
" x x !x! !x! ",
" xxx xxx x x ",
" x x x oooo x xxx ",
" x x x x x!!!x ",
" x x xxxxxxxxxxxx xxx ",
" xx xx x x x ",
" x xxxxxxxxx xxxxxxxx x x ",
" x x x x!!!x ",
" x x x xxx ",
" xx xx x ",
" x x= = = = x xxx ",
" x x x x!!!x ",
" x x = = = =x o xxx xxx ",
" xx xx x x!!!x ",
" o o x x x x xxv xxx ",
" x x x x x!!!x ",
" xxx xxx xxx xxx o o x!!!!!!!!!!!!!!x vx ",
" x xxx x x xxx x x!!!!!!!!!!!!!!x ",
" x x xxxxxxxxxxxxxxxxxxxxxxx ",
" xx xx xxx ",
" xxx x x x x!!!x xxx ",
" x x x xxx x xxx x x ",
" x x xxx xxxxxxx xxxxx x ",
" x x x x x x ",
" x xx x x x x x ",
" x x |xxxx| |xxxx| xxx xxx x ",
" x xxx o o x x xxx x ",
" x xxxxx xx x xxx x!!!x x x ",
" x oxxxo x xxx x x x xxx xxx x ",
" x xxx xxxxxxxxxxxxx x oo x x oo x x oo xx xx xxx x ",
" x @ x x x!!x x!!!!x x!!!!x xx xx x x ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ",
" ",
" "
],
[" xxx x ",
" x ",
" xxxxx ",
" x ",
" x xxx ",
" o x x x ",
" o o oxxx x ",
" xxx x ",
" ! o ! xxxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxx ",
" x x x x x x x x x x x x x x x ",
" x= o x x xxx x xxx x xxx x xxx x xxx x xxx x xxxxx ",
" x x x x x x x x x x x x x x x ",
" ! o ! o xxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxxxx ",
" ",
" o xxx xx ",
" ",
" ",
" xx ",
" xxx xxx ",
" ",
" o x x ",
" xx xx ",
" xxx xxx xxx x x ",
" ",
" || ",
" xxxxxxxxxxx ",
" x x o xxxxxxxxx o xxxxxxxxx o xx x ",
" x x x x x x x || x x ",
" x @ xxxxx o xxxxx o xxxxx ",
" xxxxxxx xxxxx xx xx xxx ",
" x= = =x x xxx ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x!!!!!!!!!!!!!!!!!!!!!xxx!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx",
" "
]
];
function Vector(x, y) {
this.x = x;
this.y = y;
}
Vector.prototype.plus = function(other) {
return new Vector(this.x other.x, this.y other.y);
};
Vector.prototype.times = function(scale) {
return new Vector(this.x * scale, this.y * scale);
};
// Note: uppercase words are used that means constructor are values
var actorchars = {
"@": Player,
"o": Coin,
"=": Lava,
"|": Lava,
"v": Lava
};
function Player(pos) {
this.pos = pos.plus(new Vector(0, -.5));
this.size = new Vector(.5, 1);
this.speed = new Vector(0, 0);
}
Player.prototype.type = "player";
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === "=")
this.speed = new Vector(2, 0);
else if (ch === '|')
this.speed = new Vector(0, 2);
else if (ch === 'v') {
this.speed = new Vector(0, 3);
this.repeatPos = pos;
}
}
Lava.prototype.type = "Lava";
function Coin(pos) {
this.basePos = this.pos = pos;
this.size = new Vector(.6, .6);
// take a look back
this.wobble = Math.random() * Math.PI * 2;
}
Coin.prototype.type = "coin";
Level.prototype.isFinished = function() {
return this.status != null && this.finishDelay < 0;
};
function Level(plan) {
this.width = plan[0].length;
this.height = plan.length;
this.grid = [];
this.actors = [];
for (var y = 0; y < this.height; y ) {
var line = plan[y],
gridLine = [];
for (var x = 0; x < this.width; x ) {
var ch = line[x],
fieldType = null;
var Actor = actorchars[ch];
if (Actor)
this.actors.push(new Actor(new Vector(x, y), ch));
else if (ch === "x")0.
fieldType = "wall";
else if (ch === "!")
fieldType = "lava";
else if (ch === "|")
fieldType = "lava";
else if (ch === "=")
fieldType = "lava";
else if (ch === "v") {
fieldType = "lava";
console.log(fieldType);
}
gridLine.push(fieldType)
}
this.grid.push(gridLine);
}
this.player = this.actors.filter(function(actor) {
return actor.type === "player"
})[0];
this.status = this.finishDelay = null;
}
function element(name, className) {
var elem = document.createElement(name);
if (className) elem.className = className;
return elem;
}
function DOMDisplay(parent, level) {
this.wrap = parent.appendChild(element("div", "game"));
this.level = level;
this.wrap.appendChild(this.drawBackground());
this.actorLayer = null;
this.drawFrame();
}
var scale = 15;
DOMDisplay.prototype.drawBackground = function() {
var table = element("table", "background");
table.style.width = this.level.width * scale "px";
table.style.height = this.level.height * scale "px";
this.level.grid.forEach(function(row) {
var rowElement = table.appendChild(element("tr"));
rowElement.style.height = scale "px";
row.forEach(function(type) {
rowElement.appendChild(element("td", type));
});
});
return table;
};
DOMDisplay.prototype.drawActors = function() {
var wrap = element("div");
this.level.actors.forEach(function(actor) {
var rect = wrap.appendChild(element("div", "actor " actor.type));
rect.style.width = actor.size.x * scale "px";
rect.style.height = actor.size.y * scale "px";
rect.style.left = actor.pos.x * scale "px";
rect.style.top = actor.pos.y * scale "px";
});
return wrap;
}
DOMDisplay.prototype.drawFrame = function() {
if (this.actorLayer)
this.wrap.removeChild(this.actorLayer);
this.actorLayer = this.wrap.appendChild(this.drawActors());
this.wrap.className = "game " (this.level.status || "");
this.scrollPlayerIntoView();
};
// clear it later
DOMDisplay.prototype.scrollPlayerIntoView = function() {
var width = this.wrap.clientWidth;
var height = this.wrap.clientHeight;
var margin = width / 3;
// The viewport
var left = this.wrap.scrollLeft,
right = left width;
var top = this.wrap.scrollTop,
bottom = top height;
var player = this.level.player;
var center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left margin)
this.wrap.scrollLeft = center.x - margin;
else if (center.x > right - margin)
this.wrap.scrollLeft = center.x margin - width;
if (center.y < top margin)
this.wrap.scrollTop = center.y - margin;
else if (center.y > bottom - margin)
this.wrap.scrollTop = center.y margin - height;
};
DOMDisplay.prototype.clear = function() {
this.wrap.parentNode.removeChild(this.wrap);
};
Level.prototype.obstacleAt = function(pos, size) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y size.y);
if (xStart < 0 || xEnd > this.width || yStart < 0)
return "wall";
if (yEnd > this.height)
return "lava";
for (var y = yStart; y < yEnd; y ) {
for (var x = xStart; x < xEnd; x ) {
var fieldType = this.grid[y][x];
if (fieldType) return fieldType;
}
}
};
Level.prototype.actorAt = function(actor) {
for (var i = 0; i < this.actors.length; i ) {
var other = this.actors[i];
if (other != actor &&
actor.pos.x actor.size.x > other.pos.x &&
actor.pos.x < other.pos.x other.size.x &&
actor.pos.y actor.size.y > other.pos.y &&
actor.pos.y < other.pos.y other.size.y)
return other;
}
};
var maxStep = 0.05;
Level.prototype.animate = function(step, keys) {
if (this.status != null)
this.finishDelay -= step;
while (step > 0) {
var thisStep = Math.min(step, maxStep);
this.actors.forEach(function(actor) {
actor.act(thisStep, this, keys);
}, this);
step -= thisStep;
}
};
Lava.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else if (this.repeatPos)
this.pos = this.repeatPos;
else
this.speed = this.speed.times(-1);
};
var wobbleSpeed = 8,
wobbleDist = 0.07;
Coin.prototype.act = function(step) {
this.wobble = step * wobbleSpeed;
var wobblePos = Math.sin(this.wobble) * wobbleDist;
this.pos = this.basePos.plus(new Vector(0, wobblePos));
};
var playerXSpeed = 10;
Player.prototype.moveX = function(step, level, keys) {
this.speed.x = 0;
if (keys.left) this.speed.x -= playerXSpeed;
if (keys.right) this.speed.x = playerXSpeed;
var motion = new Vector(this.speed.x * step, 0);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle)
level.playerTouched(obstacle);
else
this.pos = newPos;
};
var gravity = 30;
var jumpSpeed = 17;
Player.prototype.moveY = function(step, level, keys) {
this.speed.y = step * gravity;
var motion = new Vector(0, this.speed.y * step);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle) {
level.playerTouched(obstacle);
if (keys.up && this.speed.y > 0)
this.speed.y = -jumpSpeed;
else
this.speed.y = 0;
} else {
this.pos = newPos;
}
};
Player.prototype.act = function(step, level, keys) {
this.moveX(step, level, keys);
this.moveY(step, level, keys);
var otherActor = level.actorAt(this);
if (otherActor)
level.playerTouched(otherActor.type, otherActor);
// Losing animation
if (level.status == "lost") {
this.pos.y = step;
this.size.y -= step;
}
};
Level.prototype.playerTouched = function(type, actor) {
if (type == "lava" && this.status == null) {
this.status = "lost";
this.finishDelay = 1;
} else if (type == "coin") {
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
return actor.type == "coin";
})) {
this.status = "won";
this.finishDelay = 1;
}
}
};
var arrowCodes = {
37: "left",
38: "up",
39: "right"
};
function trackKeys(codes) {
var pressed = Object.create(null);
function handler(event) {
if (codes.hasOwnProperty(event.keyCode)) {
var down = event.type == "keydown";
pressed[codes[event.keyCode]] = down;
event.preventDefault();
}
}
addEventListener("keydown", handler);
addEventListener("keyup", handler);
return pressed;
}
function runAnimation(frameFunc) {
var lastTime = null;
function frame(time) {
var stop = false;
if (lastTime != null) {
var timeStep = Math.min(time - lastTime, 100) / 1000;
stop = frameFunc(timeStep) === false;
}
lastTime = time;
if (!stop)
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
var arrows = trackKeys(arrowCodes);
function runLevel(level, Display, andThen) {
var display = new Display(document.body, level);
runAnimation(function(step) {
level.animate(step, arrows);
display.drawFrame(step);
if (level.isFinished()) {
display.clear();
if (andThen)
andThen(level.status);
return false;
}
});
}
function runGame(plans, Display) {
function startLevel(n) {
runLevel(new Level(plans[n]), Display, function(status) {
if (status == "lost")
startLevel(n);
else if (n < plans.length - 1)
startLevel(n 1);
else
alert("You win!");
});
}
startLevel(0);
}
runGame(LEVELS, DOMDisplay);
</script><script>
var LEVELS = [
[" ",
" ",
" ",
" ",
" ",
" ",
" xxx ",
" xx xx xx!xx ",
" o o xx x!!!x ",
" xx!xx ",
" xxxxx xvx ",
" xx ",
" xx o o x ",
" x o x ",
" x xxxxx o x ",
" x xxxx o x ",
" x @ x x xxxxx x ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx ",
" x x x x ",
" x!!!x x!!!!!x ",
" x!!!x x!!!!!x ",
" xxxxx xxxxxxx ",
" ",
" "
],
[" x!!x xxxxxxx x!x ",
" x!!x xxxx xxxx x!x ",
" x!!xxxxxxxxxx xx xx x!x ",
" xx!!!!!!!!!!xx xx xx x!x ",
" xxxxxxxxxx!!x x o o o x!x ",
" xx!x x o o xx!x ",
" x!x x xxxxxxxxxxxxxxx!!x ",
" xvx x x x !!!!!!!!!!!!!!xx ",
" xx | | | xx xxxxxxxxxxxxxxxxxxxxx ",
" xx!!!!!!!!!!!xx v ",
" xxxx!!!!!xxxx ",
" x x xxxxxxx xxx xxx ",
" x x x x x x ",
" x x x x ",
" x x xx x ",
" xx x x x ",
" x x o o x x x x ",
" xxxxxxx xxx xxx x x x x x x ",
" xx xx x x x x xxxxxx x x xxxxxxxxx x ",
" xx xx x x x xx x x x x ",
" @ x x x x x x x x x x ",
" xxx x x x x x x x xxxxx xxxxxx x ",
" x x x x xx o xx x x x o x x x ",
"!!!!x x!!!!!!x x!!!!!!xx xx!!!!!!!!xx x!!!!!!!!!! x = x x x ",
"!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxx x!!!!!!!xx! xxxxxxxxxxxxx xx o o xx ",
"!!!!x x!!!!!!x x!!!!!x o xx!!!!!!xx ! xx xx ",
"!!!!x x!!!!!!x x!!!!!x xx!!!!!!xx ! xxxxxxx ",
"!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxxxxxx!!!!!!xx ! ",
"!!!!x x!!!!!!x x!!!!!!xxxxxxxxx!!!!!!!!!!!!!!!!!!xx ! ",
"!!!!x x!!!!!!x x!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!xx ! "
],
[" ",
" ",
" ",
" ",
" ",
" o ",
" ",
" x ",
" x ",
" x ",
" x ",
" xxx ",
" x x !!! !!! xxx ",
" x x !x! !x! ",
" xxx xxx x x ",
" x x x oooo x xxx ",
" x x x x x!!!x ",
" x x xxxxxxxxxxxx xxx ",
" xx xx x x x ",
" x xxxxxxxxx xxxxxxxx x x ",
" x x x x!!!x ",
" x x x xxx ",
" xx xx x ",
" x x= = = = x xxx ",
" x x x x!!!x ",
" x x = = = =x o xxx xxx ",
" xx xx x x!!!x ",
" o o x x x x xxv xxx ",
" x x x x x!!!x ",
" xxx xxx xxx xxx o o x!!!!!!!!!!!!!!x vx ",
" x xxx x x xxx x x!!!!!!!!!!!!!!x ",
" x x xxxxxxxxxxxxxxxxxxxxxxx ",
" xx xx xxx ",
" xxx x x x x!!!x xxx ",
" x x x xxx x xxx x x ",
" x x xxx xxxxxxx xxxxx x ",
" x x x x x x ",
" x xx x x x x x ",
" x x |xxxx| |xxxx| xxx xxx x ",
" x xxx o o x x xxx x ",
" x xxxxx xx x xxx x!!!x x x ",
" x oxxxo x xxx x x x xxx xxx x ",
" x xxx xxxxxxxxxxxxx x oo x x oo x x oo xx xx xxx x ",
" x @ x x x!!x x!!!!x x!!!!x xx xx x x ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ",
" ",
" "
],
[" xxx x ",
" x ",
" xxxxx ",
" x ",
" x xxx ",
" o x x x ",
" o o oxxx x ",
" xxx x ",
" ! o ! xxxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxx ",
" x x x x x x x x x x x x x x x ",
" x= o x x xxx x xxx x xxx x xxx x xxx x xxx x xxxxx ",
" x x x x x x x x x x x x x x x ",
" ! o ! o xxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxxxx ",
" ",
" o xxx xx ",
" ",
" ",
" xx ",
" xxx xxx ",
" ",
" o x x ",
" xx xx ",
" xxx xxx xxx x x ",
" ",
" || ",
" xxxxxxxxxxx ",
" x x o xxxxxxxxx o xxxxxxxxx o xx x ",
" x x x x x x x || x x ",
" x @ xxxxx o xxxxx o xxxxx ",
" xxxxxxx xxxxx xx xx xxx ",
" x= = =x x xxx ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x!!!!!!!!!!!!!!!!!!!!!xxx!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx",
" "
]
];
function Vector(x, y) {
this.x = x;
this.y = y;
}
Vector.prototype.plus = function(other) {
return new Vector(this.x other.x, this.y other.y);
};
Vector.prototype.times = function(scale) {
return new Vector(this.x * scale, this.y * scale);
};
// Note: uppercase words are used that means constructor are values
var actorchars = {
"@": Player,
"o": Coin,
"=": Lava,
"|": Lava,
"v": Lava
};
function Player(pos) {
this.pos = pos.plus(new Vector(0, -.5));
this.size = new Vector(.5, 1);
this.speed = new Vector(0, 0);
}
Player.prototype.type = "player";
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === "=")
this.speed = new Vector(2, 0);
else if (ch === '|')
this.speed = new Vector(0, 2);
else if (ch === 'v') {
this.speed = new Vector(0, 3);
this.repeatPos = pos;
}
}
Lava.prototype.type = "Lava";
function Coin(pos) {
this.basePos = this.pos = pos;
this.size = new Vector(.6, .6);
// take a look back
this.wobble = Math.random() * Math.PI * 2;
}
Coin.prototype.type = "coin";
Level.prototype.isFinished = function() {
return this.status != null && this.finishDelay < 0;
};
function Level(plan) {
this.width = plan[0].length;
this.height = plan.length;
this.grid = [];
this.actors = [];
for (var y = 0; y < this.height; y ) {
var line = plan[y],
gridLine = [];
for (var x = 0; x < this.width; x ) {
var ch = line[x],
fieldType = null;
var Actor = actorchars[ch];
if (Actor)
this.actors.push(new Actor(new Vector(x, y), ch));
else if (ch === "x")0.
fieldType = "wall";
else if (ch === "!")
fieldType = "lava";
else if (ch === "|")
fieldType = "lava";
else if (ch === "=")
fieldType = "lava";
else if (ch === "v") {
fieldType = "lava";
console.log(fieldType);
}
gridLine.push(fieldType)
}
this.grid.push(gridLine);
}
this.player = this.actors.filter(function(actor) {
return actor.type === "player"
})[0];
this.status = this.finishDelay = null;
}
function element(name, className) {
var elem = document.createElement(name);
if (className) elem.className = className;
return elem;
}
function DOMDisplay(parent, level) {
this.wrap = parent.appendChild(element("div", "game"));
this.level = level;
this.wrap.appendChild(this.drawBackground());
this.actorLayer = null;
this.drawFrame();
}
var scale = 15;
DOMDisplay.prototype.drawBackground = function() {
var table = element("table", "background");
table.style.width = this.level.width * scale "px";
table.style.height = this.level.height * scale "px";
this.level.grid.forEach(function(row) {
var rowElement = table.appendChild(element("tr"));
rowElement.style.height = scale "px";
row.forEach(function(type) {
rowElement.appendChild(element("td", type));
});
});
return table;
};
DOMDisplay.prototype.drawActors = function() {
var wrap = element("div");
this.level.actors.forEach(function(actor) {
var rect = wrap.appendChild(element("div", "actor " actor.type));
rect.style.width = actor.size.x * scale "px";
rect.style.height = actor.size.y * scale "px";
rect.style.left = actor.pos.x * scale "px";
rect.style.top = actor.pos.y * scale "px";
});
return wrap;
}
DOMDisplay.prototype.drawFrame = function() {
if (this.actorLayer)
this.wrap.removeChild(this.actorLayer);
this.actorLayer = this.wrap.appendChild(this.drawActors());
this.wrap.className = "game " (this.level.status || "");
this.scrollPlayerIntoView();
};
// clear it later
DOMDisplay.prototype.scrollPlayerIntoView = function() {
var width = this.wrap.clientWidth;
var height = this.wrap.clientHeight;
var margin = width / 3;
// The viewport
var left = this.wrap.scrollLeft,
right = left width;
var top = this.wrap.scrollTop,
bottom = top height;
var player = this.level.player;
var center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left margin)
this.wrap.scrollLeft = center.x - margin;
else if (center.x > right - margin)
this.wrap.scrollLeft = center.x margin - width;
if (center.y < top margin)
this.wrap.scrollTop = center.y - margin;
else if (center.y > bottom - margin)
this.wrap.scrollTop = center.y margin - height;
};
DOMDisplay.prototype.clear = function() {
this.wrap.parentNode.removeChild(this.wrap);
};
Level.prototype.obstacleAt = function(pos, size) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y size.y);
if (xStart < 0 || xEnd > this.width || yStart < 0)
return "wall";
if (yEnd > this.height)
return "lava";
for (var y = yStart; y < yEnd; y ) {
for (var x = xStart; x < xEnd; x ) {
var fieldType = this.grid[y][x];
if (fieldType) return fieldType;
}
}
};
Level.prototype.actorAt = function(actor) {
for (var i = 0; i < this.actors.length; i ) {
var other = this.actors[i];
if (other != actor &&
actor.pos.x actor.size.x > other.pos.x &&
actor.pos.x < other.pos.x other.size.x &&
actor.pos.y actor.size.y > other.pos.y &&
actor.pos.y < other.pos.y other.size.y)
return other;
}
};
var maxStep = 0.05;
Level.prototype.animate = function(step, keys) {
if (this.status != null)
this.finishDelay -= step;
while (step > 0) {
var thisStep = Math.min(step, maxStep);
this.actors.forEach(function(actor) {
actor.act(thisStep, this, keys);
}, this);
step -= thisStep;
}
};
Lava.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else if (this.repeatPos)
this.pos = this.repeatPos;
else
this.speed = this.speed.times(-1);
};
var wobbleSpeed = 8,
wobbleDist = 0.07;
Coin.prototype.act = function(step) {
this.wobble = step * wobbleSpeed;
var wobblePos = Math.sin(this.wobble) * wobbleDist;
this.pos = this.basePos.plus(new Vector(0, wobblePos));
};
var playerXSpeed = 10;
Player.prototype.moveX = function(step, level, keys) {
this.speed.x = 0;
if (keys.left) this.speed.x -= playerXSpeed;
if (keys.right) this.speed.x = playerXSpeed;
var motion = new Vector(this.speed.x * step, 0);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle)
level.playerTouched(obstacle);
else
this.pos = newPos;
};
var gravity = 30;
var jumpSpeed = 17;
Player.prototype.moveY = function(step, level, keys) {
this.speed.y = step * gravity;
var motion = new Vector(0, this.speed.y * step);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle) {
level.playerTouched(obstacle);
if (keys.up && this.speed.y > 0)
this.speed.y = -jumpSpeed;
else
this.speed.y = 0;
} else {
this.pos = newPos;
}
};
Player.prototype.act = function(step, level, keys) {
this.moveX(step, level, keys);
this.moveY(step, level, keys);
var otherActor = level.actorAt(this);
if (otherActor)
level.playerTouched(otherActor.type, otherActor);
// Losing animation
if (level.status == "lost") {
this.pos.y = step;
this.size.y -= step;
}
};
Level.prototype.playerTouched = function(type, actor) {
if (type == "lava" && this.status == null) {
this.status = "lost";
this.finishDelay = 1;
} else if (type == "coin") {
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
return actor.type == "coin";
})) {
this.status = "won";
this.finishDelay = 1;
}
}
};
var arrowCodes = {
37: "left",
38: "up",
39: "right"
};
function trackKeys(codes) {
var pressed = Object.create(null);
function handler(event) {
if (codes.hasOwnProperty(event.keyCode)) {
var down = event.type == "keydown";
pressed[codes[event.keyCode]] = down;
event.preventDefault();
}
}
addEventListener("keydown", handler);
addEventListener("keyup", handler);
return pressed;
}
function runAnimation(frameFunc) {
var lastTime = null;
function frame(time) {
var stop = false;
if (lastTime != null) {
var timeStep = Math.min(time - lastTime, 100) / 1000;
stop = frameFunc(timeStep) === false;
}
lastTime = time;
if (!stop)
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
var arrows = trackKeys(arrowCodes);
function runLevel(level, Display, andThen) {
var display = new Display(document.body, level);
runAnimation(function(step) {
level.animate(step, arrows);
display.drawFrame(step);
if (level.isFinished()) {
display.clear();
if (andThen)
andThen(level.status);
return false;
}
});
}
function runGame(plans, Display) {
function startLevel(n) {
runLevel(new Level(plans[n]), Display, function(status) {
if (status == "lost")
startLevel(n);
else if (n < plans.length - 1)
startLevel(n 1);
else
alert("You win!");
});
}
startLevel(0);
}
runGame(LEVELS, DOMDisplay);
</script><script>
var LEVELS = [
[" ",
" ",
" ",
" ",
" ",
" ",
" xxx ",
" xx xx xx!xx ",
" o o xx x!!!x ",
" xx!xx ",
" xxxxx xvx ",
" xx ",
" xx o o x ",
" x o x ",
" x xxxxx o x ",
" x xxxx o x ",
" x @ x x xxxxx x ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx ",
" x x x x ",
" x!!!x x!!!!!x ",
" x!!!x x!!!!!x ",
" xxxxx xxxxxxx ",
" ",
" "
],
[" x!!x xxxxxxx x!x ",
" x!!x xxxx xxxx x!x ",
" x!!xxxxxxxxxx xx xx x!x ",
" xx!!!!!!!!!!xx xx xx x!x ",
" xxxxxxxxxx!!x x o o o x!x ",
" xx!x x o o xx!x ",
" x!x x xxxxxxxxxxxxxxx!!x ",
" xvx x x x !!!!!!!!!!!!!!xx ",
" xx | | | xx xxxxxxxxxxxxxxxxxxxxx ",
" xx!!!!!!!!!!!xx v ",
" xxxx!!!!!xxxx ",
" x x xxxxxxx xxx xxx ",
" x x x x x x ",
" x x x x ",
" x x xx x ",
" xx x x x ",
" x x o o x x x x ",
" xxxxxxx xxx xxx x x x x x x ",
" xx xx x x x x xxxxxx x x xxxxxxxxx x ",
" xx xx x x x xx x x x x ",
" @ x x x x x x x x x x ",
" xxx x x x x x x x xxxxx xxxxxx x ",
" x x x x xx o xx x x x o x x x ",
"!!!!x x!!!!!!x x!!!!!!xx xx!!!!!!!!xx x!!!!!!!!!! x = x x x ",
"!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxx x!!!!!!!xx! xxxxxxxxxxxxx xx o o xx ",
"!!!!x x!!!!!!x x!!!!!x o xx!!!!!!xx ! xx xx ",
"!!!!x x!!!!!!x x!!!!!x xx!!!!!!xx ! xxxxxxx ",
"!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxxxxxx!!!!!!xx ! ",
"!!!!x x!!!!!!x x!!!!!!xxxxxxxxx!!!!!!!!!!!!!!!!!!xx ! ",
"!!!!x x!!!!!!x x!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!xx ! "
],
[" ",
" ",
" ",
" ",
" ",
" o ",
" ",
" x ",
" x ",
" x ",
" x ",
" xxx ",
" x x !!! !!! xxx ",
" x x !x! !x! ",
" xxx xxx x x ",
" x x x oooo x xxx ",
" x x x x x!!!x ",
" x x xxxxxxxxxxxx xxx ",
" xx xx x x x ",
" x xxxxxxxxx xxxxxxxx x x ",
" x x x x!!!x ",
" x x x xxx ",
" xx xx x ",
" x x= = = = x xxx ",
" x x x x!!!x ",
" x x = = = =x o xxx xxx ",
" xx xx x x!!!x ",
" o o x x x x xxv xxx ",
" x x x x x!!!x ",
" xxx xxx xxx xxx o o x!!!!!!!!!!!!!!x vx ",
" x xxx x x xxx x x!!!!!!!!!!!!!!x ",
" x x xxxxxxxxxxxxxxxxxxxxxxx ",
" xx xx xxx ",
" xxx x x x x!!!x xxx ",
" x x x xxx x xxx x x ",
" x x xxx xxxxxxx xxxxx x ",
" x x x x x x ",
" x xx x x x x x ",
" x x |xxxx| |xxxx| xxx xxx x ",
" x xxx o o x x xxx x ",
" x xxxxx xx x xxx x!!!x x x ",
" x oxxxo x xxx x x x xxx xxx x ",
" x xxx xxxxxxxxxxxxx x oo x x oo x x oo xx xx xxx x ",
" x @ x x x!!x x!!!!x x!!!!x xx xx x x ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ",
" ",
" "
],
[" xxx x ",
" x ",
" xxxxx ",
" x ",
" x xxx ",
" o x x x ",
" o o oxxx x ",
" xxx x ",
" ! o ! xxxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxx ",
" x x x x x x x x x x x x x x x ",
" x= o x x xxx x xxx x xxx x xxx x xxx x xxx x xxxxx ",
" x x x x x x x x x x x x x x x ",
" ! o ! o xxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxxxx ",
" ",
" o xxx xx ",
" ",
" ",
" xx ",
" xxx xxx ",
" ",
" o x x ",
" xx xx ",
" xxx xxx xxx x x ",
" ",
" || ",
" xxxxxxxxxxx ",
" x x o xxxxxxxxx o xxxxxxxxx o xx x ",
" x x x x x x x || x x ",
" x @ xxxxx o xxxxx o xxxxx ",
" xxxxxxx xxxxx xx xx xxx ",
" x= = =x x xxx ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x!!!!!!!!!!!!!!!!!!!!!xxx!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx",
" "
]
];
function Vector(x, y) {
this.x = x;
this.y = y;
}
Vector.prototype.plus = function(other) {
return new Vector(this.x other.x, this.y other.y);
};
Vector.prototype.times = function(scale) {
return new Vector(this.x * scale, this.y * scale);
};
// Note: uppercase words are used that means constructor are values
var actorchars = {
"@": Player,
"o": Coin,
"=": Lava,
"|": Lava,
"v": Lava
};
function Player(pos) {
this.pos = pos.plus(new Vector(0, -.5));
this.size = new Vector(.5, 1);
this.speed = new Vector(0, 0);
}
Player.prototype.type = "player";
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === "=")
this.speed = new Vector(2, 0);
else if (ch === '|')
this.speed = new Vector(0, 2);
else if (ch === 'v') {
this.speed = new Vector(0, 3);
this.repeatPos = pos;
}
}
Lava.prototype.type = "Lava";
function Coin(pos) {
this.basePos = this.pos = pos;
this.size = new Vector(.6, .6);
// take a look back
this.wobble = Math.random() * Math.PI * 2;
}
Coin.prototype.type = "coin";
Level.prototype.isFinished = function() {
return this.status != null && this.finishDelay < 0;
};
function Level(plan) {
this.width = plan[0].length;
this.height = plan.length;
this.grid = [];
this.actors = [];
for (var y = 0; y < this.height; y ) {
var line = plan[y],
gridLine = [];
for (var x = 0; x < this.width; x ) {
var ch = line[x],
fieldType = null;
var Actor = actorchars[ch];
if (Actor)
this.actors.push(new Actor(new Vector(x, y), ch));
else if (ch === "x")0.
fieldType = "wall";
else if (ch === "!")
fieldType = "lava";
else if (ch === "|")
fieldType = "lava";
else if (ch === "=")
fieldType = "lava";
else if (ch === "v") {
fieldType = "lava";
console.log(fieldType);
}
gridLine.push(fieldType)
}
this.grid.push(gridLine);
}
this.player = this.actors.filter(function(actor) {
return actor.type === "player"
})[0];
this.status = this.finishDelay = null;
}
function element(name, className) {
var elem = document.createElement(name);
if (className) elem.className = className;
return elem;
}
function DOMDisplay(parent, level) {
this.wrap = parent.appendChild(element("div", "game"));
this.level = level;
this.wrap.appendChild(this.drawBackground());
this.actorLayer = null;
this.drawFrame();
}
var scale = 15;
DOMDisplay.prototype.drawBackground = function() {
var table = element("table", "background");
table.style.width = this.level.width * scale "px";
table.style.height = this.level.height * scale "px";
this.level.grid.forEach(function(row) {
var rowElement = table.appendChild(element("tr"));
rowElement.style.height = scale "px";
row.forEach(function(type) {
rowElement.appendChild(element("td", type));
});
});
return table;
};
DOMDisplay.prototype.drawActors = function() {
var wrap = element("div");
this.level.actors.forEach(function(actor) {
var rect = wrap.appendChild(element("div", "actor " actor.type));
rect.style.width = actor.size.x * scale "px";
rect.style.height = actor.size.y * scale "px";
rect.style.left = actor.pos.x * scale "px";
rect.style.top = actor.pos.y * scale "px";
});
return wrap;
}
DOMDisplay.prototype.drawFrame = function() {
if (this.actorLayer)
this.wrap.removeChild(this.actorLayer);
this.actorLayer = this.wrap.appendChild(this.drawActors());
this.wrap.className = "game " (this.level.status || "");
this.scrollPlayerIntoView();
};
// clear it later
DOMDisplay.prototype.scrollPlayerIntoView = function() {
var width = this.wrap.clientWidth;
var height = this.wrap.clientHeight;
var margin = width / 3;
// The viewport
var left = this.wrap.scrollLeft,
right = left width;
var top = this.wrap.scrollTop,
bottom = top height;
var player = this.level.player;
var center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left margin)
this.wrap.scrollLeft = center.x - margin;
else if (center.x > right - margin)
this.wrap.scrollLeft = center.x margin - width;
if (center.y < top margin)
this.wrap.scrollTop = center.y - margin;
else if (center.y > bottom - margin)
this.wrap.scrollTop = center.y margin - height;
};
DOMDisplay.prototype.clear = function() {
this.wrap.parentNode.removeChild(this.wrap);
};
Level.prototype.obstacleAt = function(pos, size) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y size.y);
if (xStart < 0 || xEnd > this.width || yStart < 0)
return "wall";
if (yEnd > this.height)
return "lava";
for (var y = yStart; y < yEnd; y ) {
for (var x = xStart; x < xEnd; x ) {
var fieldType = this.grid[y][x];
if (fieldType) return fieldType;
}
}
};
Level.prototype.actorAt = function(actor) {
for (var i = 0; i < this.actors.length; i ) {
var other = this.actors[i];
if (other != actor &&
actor.pos.x actor.size.x > other.pos.x &&
actor.pos.x < other.pos.x other.size.x &&
actor.pos.y actor.size.y > other.pos.y &&
actor.pos.y < other.pos.y other.size.y)
return other;
}
};
var maxStep = 0.05;
Level.prototype.animate = function(step, keys) {
if (this.status != null)
this.finishDelay -= step;
while (step > 0) {
var thisStep = Math.min(step, maxStep);
this.actors.forEach(function(actor) {
actor.act(thisStep, this, keys);
}, this);
step -= thisStep;
}
};
Lava.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else if (this.repeatPos)
this.pos = this.repeatPos;
else
this.speed = this.speed.times(-1);
};
var wobbleSpeed = 8,
wobbleDist = 0.07;
Coin.prototype.act = function(step) {
this.wobble = step * wobbleSpeed;
var wobblePos = Math.sin(this.wobble) * wobbleDist;
this.pos = this.basePos.plus(new Vector(0, wobblePos));
};
var playerXSpeed = 10;
Player.prototype.moveX = function(step, level, keys) {
this.speed.x = 0;
if (keys.left) this.speed.x -= playerXSpeed;
if (keys.right) this.speed.x = playerXSpeed;
var motion = new Vector(this.speed.x * step, 0);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle)
level.playerTouched(obstacle);
else
this.pos = newPos;
};
var gravity = 30;
var jumpSpeed = 17;
Player.prototype.moveY = function(step, level, keys) {
this.speed.y = step * gravity;
var motion = new Vector(0, this.speed.y * step);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle) {
level.playerTouched(obstacle);
if (keys.up && this.speed.y > 0)
this.speed.y = -jumpSpeed;
else
this.speed.y = 0;
} else {
this.pos = newPos;
}
};
Player.prototype.act = function(step, level, keys) {
this.moveX(step, level, keys);
this.moveY(step, level, keys);
var otherActor = level.actorAt(this);
if (otherActor)
level.playerTouched(otherActor.type, otherActor);
// Losing animation
if (level.status == "lost") {
this.pos.y = step;
this.size.y -= step;
}
};
Level.prototype.playerTouched = function(type, actor) {
if (type == "lava" && this.status == null) {
this.status = "lost";
this.finishDelay = 1;
} else if (type == "coin") {
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
return actor.type == "coin";
})) {
this.status = "won";
this.finishDelay = 1;
}
}
};
var arrowCodes = {
37: "left",
38: "up",
39: "right"
};
function trackKeys(codes) {
var pressed = Object.create(null);
function handler(event) {
if (codes.hasOwnProperty(event.keyCode)) {
var down = event.type == "keydown";
pressed[codes[event.keyCode]] = down;
event.preventDefault();
}
}
addEventListener("keydown", handler);
addEventListener("keyup", handler);
return pressed;
}
function runAnimation(frameFunc) {
var lastTime = null;
function frame(time) {
var stop = false;
if (lastTime != null) {
var timeStep = Math.min(time - lastTime, 100) / 1000;
stop = frameFunc(timeStep) === false;
}
lastTime = time;
if (!stop)
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
var arrows = trackKeys(arrowCodes);
function runLevel(level, Display, andThen) {
var display = new Display(document.body, level);
runAnimation(function(step) {
level.animate(step, arrows);
display.drawFrame(step);
if (level.isFinished()) {
display.clear();
if (andThen)
andThen(level.status);
return false;
}
});
}
function runGame(plans, Display) {
function startLevel(n) {
runLevel(new Level(plans[n]), Display, function(status) {
if (status == "lost")
startLevel(n);
else if (n < plans.length - 1)
startLevel(n 1);
else
alert("You win!");
});
}
startLevel(0);
}
runGame(LEVELS, DOMDisplay);
</script><script>
var LEVELS = [
[" ",
" ",
" ",
" ",
" ",
" ",
" xxx ",
" xx xx xx!xx ",
" o o xx x!!!x ",
" xx!xx ",
" xxxxx xvx ",
" xx ",
" xx o o x ",
" x o x ",
" x xxxxx o x ",
" x xxxx o x ",
" x @ x x xxxxx x ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx ",
" x x x x ",
" x!!!x x!!!!!x ",
" x!!!x x!!!!!x ",
" xxxxx xxxxxxx ",
" ",
" "
],
[" x!!x xxxxxxx x!x ",
" x!!x xxxx xxxx x!x ",
" x!!xxxxxxxxxx xx xx x!x ",
" xx!!!!!!!!!!xx xx xx x!x ",
" xxxxxxxxxx!!x x o o o x!x ",
" xx!x x o o xx!x ",
" x!x x xxxxxxxxxxxxxxx!!x ",
" xvx x x x !!!!!!!!!!!!!!xx ",
" xx | | | xx xxxxxxxxxxxxxxxxxxxxx ",
" xx!!!!!!!!!!!xx v ",
" xxxx!!!!!xxxx ",
" x x xxxxxxx xxx xxx ",
" x x x x x x ",
" x x x x ",
" x x xx x ",
" xx x x x ",
" x x o o x x x x ",
" xxxxxxx xxx xxx x x x x x x ",
" xx xx x x x x xxxxxx x x xxxxxxxxx x ",
" xx xx x x x xx x x x x ",
" @ x x x x x x x x x x ",
" xxx x x x x x x x xxxxx xxxxxx x ",
" x x x x xx o xx x x x o x x x ",
"!!!!x x!!!!!!x x!!!!!!xx xx!!!!!!!!xx x!!!!!!!!!! x = x x x ",
"!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxx x!!!!!!!xx! xxxxxxxxxxxxx xx o o xx ",
"!!!!x x!!!!!!x x!!!!!x o xx!!!!!!xx ! xx xx ",
"!!!!x x!!!!!!x x!!!!!x xx!!!!!!xx ! xxxxxxx ",
"!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxxxxxx!!!!!!xx ! ",
"!!!!x x!!!!!!x x!!!!!!xxxxxxxxx!!!!!!!!!!!!!!!!!!xx ! ",
"!!!!x x!!!!!!x x!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!xx ! "
],
[" ",
" ",
" ",
" ",
" ",
" o ",
" ",
" x ",
" x ",
" x ",
" x ",
" xxx ",
" x x !!! !!! xxx ",
" x x !x! !x! ",
" xxx xxx x x ",
" x x x oooo x xxx ",
" x x x x x!!!x ",
" x x xxxxxxxxxxxx xxx ",
" xx xx x x x ",
" x xxxxxxxxx xxxxxxxx x x ",
" x x x x!!!x ",
" x x x xxx ",
" xx xx x ",
" x x= = = = x xxx ",
" x x x x!!!x ",
" x x = = = =x o xxx xxx ",
" xx xx x x!!!x ",
" o o x x x x xxv xxx ",
" x x x x x!!!x ",
" xxx xxx xxx xxx o o x!!!!!!!!!!!!!!x vx ",
" x xxx x x xxx x x!!!!!!!!!!!!!!x ",
" x x xxxxxxxxxxxxxxxxxxxxxxx ",
" xx xx xxx ",
" xxx x x x x!!!x xxx ",
" x x x xxx x xxx x x ",
" x x xxx xxxxxxx xxxxx x ",
" x x x x x x ",
" x xx x x x x x ",
" x x |xxxx| |xxxx| xxx xxx x ",
" x xxx o o x x xxx x ",
" x xxxxx xx x xxx x!!!x x x ",
" x oxxxo x xxx x x x xxx xxx x ",
" x xxx xxxxxxxxxxxxx x oo x x oo x x oo xx xx xxx x ",
" x @ x x x!!x x!!!!x x!!!!x xx xx x x ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ",
" ",
" "
],
[" xxx x ",
" x ",
" xxxxx ",
" x ",
" x xxx ",
" o x x x ",
" o o oxxx x ",
" xxx x ",
" ! o ! xxxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxx ",
" x x x x x x x x x x x x x x x ",
" x= o x x xxx x xxx x xxx x xxx x xxx x xxx x xxxxx ",
" x x x x x x x x x x x x x x x ",
" ! o ! o xxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxxxx ",
" ",
" o xxx xx ",
" ",
" ",
" xx ",
" xxx xxx ",
" ",
" o x x ",
" xx xx ",
" xxx xxx xxx x x ",
" ",
" || ",
" xxxxxxxxxxx ",
" x x o xxxxxxxxx o xxxxxxxxx o xx x ",
" x x x x x x x || x x ",
" x @ xxxxx o xxxxx o xxxxx ",
" xxxxxxx xxxxx xx xx xxx ",
" x= = =x x xxx ",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x!!!!!!!!!!!!!!!!!!!!!xxx!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!",
" xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx",
" "
]
];
function Vector(x, y) {
this.x = x;
this.y = y;
}
Vector.prototype.plus = function(other) {
return new Vector(this.x other.x, this.y other.y);
};
Vector.prototype.times = function(scale) {
return new Vector(this.x * scale, this.y * scale);
};
// Note: uppercase words are used that means constructor are values
var actorchars = {
"@": Player,
"o": Coin,
"=": Lava,
"|": Lava,
"v": Lava
};
function Player(pos) {
this.pos = pos.plus(new Vector(0, -.5));
this.size = new Vector(.5, 1);
this.speed = new Vector(0, 0);
}
Player.prototype.type = "player";
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === "=")
this.speed = new Vector(2, 0);
else if (ch === '|')
this.speed = new Vector(0, 2);
else if (ch === 'v') {
this.speed = new Vector(0, 3);
this.repeatPos = pos;
}
}
Lava.prototype.type = "Lava";
function Coin(pos) {
this.basePos = this.pos = pos;
this.size = new Vector(.6, .6);
// take a look back
this.wobble = Math.random() * Math.PI * 2;
}
Coin.prototype.type = "coin";
Level.prototype.isFinished = function() {
return this.status != null && this.finishDelay < 0;
};
function Level(plan) {
this.width = plan[0].length;
this.height = plan.length;
this.grid = [];
this.actors = [];
for (var y = 0; y < this.height; y ) {
var line = plan[y],
gridLine = [];
for (var x = 0; x < this.width; x ) {
var ch = line[x],
fieldType = null;
var Actor = actorchars[ch];
if (Actor)
this.actors.push(new Actor(new Vector(x, y), ch));
else if (ch === "x")0.
fieldType = "wall";
else if (ch === "!")
fieldType = "lava";
else if (ch === "|")
fieldType = "lava";
else if (ch === "=")
fieldType = "lava";
else if (ch === "v") {
fieldType = "lava";
console.log(fieldType);
}
gridLine.push(fieldType)
}
this.grid.push(gridLine);
}
this.player = this.actors.filter(function(actor) {
return actor.type === "player"
})[0];
this.status = this.finishDelay = null;
}
function element(name, className) {
var elem = document.createElement(name);
if (className) elem.className = className;
return elem;
}
function DOMDisplay(parent, level) {
this.wrap = parent.appendChild(element("div", "game"));
this.level = level;
this.wrap.appendChild(this.drawBackground());
this.actorLayer = null;
this.drawFrame();
}
var scale = 15;
DOMDisplay.prototype.drawBackground = function() {
var table = element("table", "background");
table.style.width = this.level.width * scale "px";
table.style.height = this.level.height * scale "px";
this.level.grid.forEach(function(row) {
var rowElement = table.appendChild(element("tr"));
rowElement.style.height = scale "px";
row.forEach(function(type) {
rowElement.appendChild(element("td", type));
});
});
return table;
};
DOMDisplay.prototype.drawActors = function() {
var wrap = element("div");
this.level.actors.forEach(function(actor) {
var rect = wrap.appendChild(element("div", "actor " actor.type));
rect.style.width = actor.size.x * scale "px";
rect.style.height = actor.size.y * scale "px";
rect.style.left = actor.pos.x * scale "px";
rect.style.top = actor.pos.y * scale "px";
});
return wrap;
}
DOMDisplay.prototype.drawFrame = function() {
if (this.actorLayer)
this.wrap.removeChild(this.actorLayer);
this.actorLayer = this.wrap.appendChild(this.drawActors());
this.wrap.className = "game " (this.level.status || "");
this.scrollPlayerIntoView();
};
// clear it later
DOMDisplay.prototype.scrollPlayerIntoView = function() {
var width = this.wrap.clientWidth;
var height = this.wrap.clientHeight;
var margin = width / 3;
// The viewport
var left = this.wrap.scrollLeft,
right = left width;
var top = this.wrap.scrollTop,
bottom = top height;
var player = this.level.player;
var center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left margin)
this.wrap.scrollLeft = center.x - margin;
else if (center.x > right - margin)
this.wrap.scrollLeft = center.x margin - width;
if (center.y < top margin)
this.wrap.scrollTop = center.y - margin;
else if (center.y > bottom - margin)
this.wrap.scrollTop = center.y margin - height;
};
DOMDisplay.prototype.clear = function() {
this.wrap.parentNode.removeChild(this.wrap);
};
Level.prototype.obstacleAt = function(pos, size) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y size.y);
if (xStart < 0 || xEnd > this.width || yStart < 0)
return "wall";
if (yEnd > this.height)
return "lava";
for (var y = yStart; y < yEnd; y ) {
for (var x = xStart; x < xEnd; x ) {
var fieldType = this.grid[y][x];
if (fieldType) return fieldType;
}
}
};
Level.prototype.actorAt = function(actor) {
for (var i = 0; i < this.actors.length; i ) {
var other = this.actors[i];
if (other != actor &&
actor.pos.x actor.size.x > other.pos.x &&
actor.pos.x < other.pos.x other.size.x &&
actor.pos.y actor.size.y > other.pos.y &&
actor.pos.y < other.pos.y other.size.y)
return other;
}
};
var maxStep = 0.05;
Level.prototype.animate = function(step, keys) {
if (this.status != null)
this.finishDelay -= step;
while (step > 0) {
var thisStep = Math.min(step, maxStep);
this.actors.forEach(function(actor) {
actor.act(thisStep, this, keys);
}, this);
step -= thisStep;
}
};
Lava.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else if (this.repeatPos)
this.pos = this.repeatPos;
else
this.speed = this.speed.times(-1);
};
var wobbleSpeed = 8,
wobbleDist = 0.07;
Coin.prototype.act = function(step) {
this.wobble = step * wobbleSpeed;
var wobblePos = Math.sin(this.wobble) * wobbleDist;
this.pos = this.basePos.plus(new Vector(0, wobblePos));
};
var playerXSpeed = 10;
Player.prototype.moveX = function(step, level, keys) {
this.speed.x = 0;
if (keys.left) this.speed.x -= playerXSpeed;
if (keys.right) this.speed.x = playerXSpeed;
var motion = new Vector(this.speed.x * step, 0);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle)
level.playerTouched(obstacle);
else
this.pos = newPos;
};
var gravity = 30;
var jumpSpeed = 17;
Player.prototype.moveY = function(step, level, keys) {
this.speed.y = step * gravity;
var motion = new Vector(0, this.speed.y * step);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle) {
level.playerTouched(obstacle);
if (keys.up && this.speed.y > 0)
this.speed.y = -jumpSpeed;
else
this.speed.y = 0;
} else {
this.pos = newPos;
}
};
Player.prototype.act = function(step, level, keys) {
this.moveX(step, level, keys);
this.moveY(step, level, keys);
var otherActor = level.actorAt(this);
if (otherActor)
level.playerTouched(otherActor.type, otherActor);
// Losing animation
if (level.status == "lost") {
this.pos.y = step;
this.size.y -= step;
}
};
Level.prototype.playerTouched = function(type, actor) {
if (type == "lava" && this.status == null) {
this.status = "lost";
this.finishDelay = 1;
} else if (type == "coin") {
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
return actor.type == "coin";
})) {
this.status = "won";
this.finishDelay = 1;
}
}
};
var arrowCodes = {
37: "left",
38: "up",
39: "right"
};
function trackKeys(codes) {
var pressed = Object.create(null);
function handler(event) {
if (codes.hasOwnProperty(event.keyCode)) {
var down = event.type == "keydown";
pressed[codes[event.keyCode]] = down;
event.preventDefault();
}
}
addEventListener("keydown", handler);
addEventListener("keyup", handler);
return pressed;
}
function runAnimation(frameFunc) {
var lastTime = null;
function frame(time) {
var stop = false;
if (lastTime != null) {
var timeStep = Math.min(time - lastTime, 100) / 1000;
stop = frameFunc(timeStep) === false;
}
lastTime = time;
if (!stop)
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
var arrows = trackKeys(arrowCodes);
function runLevel(level, Display, andThen) {
var display = new Display(document.body, level);
runAnimation(function(step) {
level.animate(step, arrows);
display.drawFrame(step);
if (level.isFinished()) {
display.clear();
if (andThen)
andThen(level.status);
return false;
}
});
}
function runGame(plans, Display) {
function startLevel(n) {
runLevel(new Level(plans[n]), Display, function(status) {
if (status == "lost")
startLevel(n);
else if (n < plans.length - 1)
startLevel(n 1);
else
alert("You win!");
});
}
startLevel(0);
}
runGame(LEVELS, DOMDisplay);
</script>
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