Resolution merge conflicts

This commit is contained in:
2026-03-31 11:32:40 +02:00
parent 37aa7b5067
commit 4fc21e7876
2 changed files with 150 additions and 15 deletions

View File

@@ -13,9 +13,23 @@ const legend = {
demiWallCornerUpLeft: 9,
demiWallCornerUpRight: 10,
demiWallCornerDownLeft: 11,
demiWallCornerDownRight: 12
demiWallCornerDownRight: 12,
doorOpen: 13,
}
const laserColors = {
white: "white",
red: "red",
blue: "blue",
yellow: "yellow",
};
const glassOptions = [
laserColors.red,
laserColors.blue,
laserColors.yellow,
];
// Grid test
let levels = [
@@ -31,6 +45,8 @@ let levels = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
]
];
let currentLevelIndex = 0;
@@ -39,6 +55,8 @@ let currentLevelIndex = 0;
let laserDirection = { dx: 0, dy: 0 };
let laserSegments = {};
let mirrorOrientations = {};
let activatedButtons = {};
let openedDoors = {};
function normalizeLaserDirection(dx, dy) {
const epsilon = 0.0001;
@@ -79,6 +97,31 @@ function getLaserSegmentClass(segmentDirection) {
return "laser-diagonal-up";
}
function openAdjacentDoors(x, y) {
// Open adjacent doors (up, down, left, right)
const directions = [
{ dx: 0, dy: -1 },
{ dx: 0, dy: 1 },
{ dx: -1, dy: 0 },
{ dx: 1, dy: 0 }
];
for (let dir of directions) {
const newX = x + dir.dx;
const newY = y + dir.dy;
if (newX >= 0 && newX < levels[currentLevelIndex][0].length &&
newY >= 0 && newY < levels[currentLevelIndex].length) {
if (levels[currentLevelIndex][newY][newX] === legend.door) {
openedDoors[`${newY},${newX}`] = true;
levels[currentLevelIndex][newY][newX] = legend.doorOpen; // Change state to open
}
}
}
loadGrid(); // Refresh grid to show opened doors
}
function initializeMirrorOrientations() {
mirrorOrientations = {}; // Reset
for (let y = 0; y < levels[currentLevelIndex].length; y++) {
@@ -139,16 +182,30 @@ function loadGrid() {
break;
case legend.door:
cell.classList.add("door");
if (openedDoors[`${y},${x}`]) {
cell.classList.add("door-open");
}
break;
case legend.button:
cell.classList.add("button");
if (activatedButtons[`${y},${x}`]) {
cell.classList.add("button-active");
}
let button = document.createElement("button");
button.classList.add("button-door");
button.type = "button";
button.onclick = () => {
activatedButtons[`${y},${x}`] = !activatedButtons[`${y},${x}`];
if (activatedButtons[`${y},${x}`]) {
openAdjacentDoors(x, y);
}
traceLaser();
};
cell.appendChild(button);
break;
case legend.wall:
cell.classList.add("wall");
break;
case legend.demiWall:
cell.classList.add("demi-wall");
break;
case legend.target:
cell.classList.add("target");
break;
@@ -169,6 +226,9 @@ function loadGrid() {
case legend.demiWallCornerDownRight:
cell.classList.add("demi-wall-corner-down-right");
break;
case legend.doorOpen:
cell.classList.add("door-open");
break;
}
lign.appendChild(cell);
@@ -212,6 +272,7 @@ let isLevelFinished = false;
function traceLaser() {
// Reset light laser from previous trace
laserSegments = {};
// Ne pas réinitialiser activatedButtons et openedDoors pour préserver l'état des boutons manuels
for (let y = 0; y < levels[currentLevelIndex].length; y++) {
for (let x = 0; x < levels[currentLevelIndex][y].length; x++) {
if (levels[currentLevelIndex][y][x] === legend.ligthLaser) {
@@ -288,15 +349,27 @@ function traceLaser() {
laserActive = false;
break;
case legend.demiWall:
laserActive = false;
case legend.door:
if (openedDoors[`${currentY},${currentX}`]) {
// La porte est ouverte, le laser la traverse
levels[currentLevelIndex][currentY][currentX] = legend.ligthLaser;
laserSegments[`${currentY},${currentX}`] = { ...laserDirection };
} else {
// La porte est fermée, le laser s'arrête
laserActive = false;
}
break;
case legend.door:
laserActive = false;
case legend.doorOpen:
// Porte ouverte - le laser la traverse
levels[currentLevelIndex][currentY][currentX] = legend.ligthLaser;
laserSegments[`${currentY},${currentX}`] = { ...laserDirection };
break;
case legend.button:
// Activer le bouton et ouvrir les portes adjacentes
activatedButtons[`${currentY},${currentX}`] = true;
openAdjacentDoors(currentX, currentY);
levels[currentLevelIndex][currentY][currentX] = legend.ligthLaser;
laserSegments[`${currentY},${currentX}`] = { ...laserDirection };
laserActive = false;
@@ -306,13 +379,13 @@ function traceLaser() {
laserDirection = reflectLaser(laserDirection, 135);
break;
case legend.demiWallCornerUpRight:
laserDirection = reflectLaser(laserDirection, 90);
laserDirection = reflectLaser(laserDirection, 45);
break;
case legend.demiWallCornerDownLeft:
laserDirection = reflectLaser(laserDirection, 135);
laserDirection = reflectLaser(laserDirection, 45);
break;
case legend.demiWallCornerDownRight:
laserDirection = reflectLaser(laserDirection, 45);
laserDirection = reflectLaser(laserDirection, 315);
break;
default:
@@ -331,11 +404,20 @@ function traceLaser() {
traceLaser();
// Reset level state
function resetLevel() {
activatedButtons = {};
openedDoors = {};
laserSegments = {};
laserDirection = { dx: 0, dy: 0 };
isLevelFinished = false;
initializeMirrorOrientations();
traceLaser();
}
// If level finishh -> call this function
function finish() {
setTimeout(() => {
alert("Réussi !");
}, 100);
}