11 Commits

Author SHA1 Message Date
b10b6475d8 First version of button for mirrors 2026-03-30 15:33:49 +02:00
2dbfff770f Grid enlargement 2026-03-30 15:29:25 +02:00
a791415bd3 Rebase of feature/mirror + merge with the grid program 2026-03-30 15:05:57 +02:00
Sysy's
577357b090 Add rotateMirror to rotate element 45°
Add a small utility function in web/assets/js/index.js that increments an element's CSS rotation by 45 degrees. The function reads the element's inline transform (handling an empty value), parses the current rotation angle modulo 360, and sets the new rotate(angle+45) value.
2026-03-30 14:54:43 +02:00
1be3750672 Change index.js and index.css to game.js and game.css 2026-03-30 14:51:37 +02:00
5668d21b0d End of grid 2026-03-30 14:16:30 +02:00
001adb89bd First version of laser 2026-03-30 14:10:19 +02:00
04a0e1a912 Print grid on html + minimalist css (which will not be used) 2026-03-30 12:22:56 +02:00
e3747fd5a4 update read.me 2026-03-30 11:02:30 +02:00
7b0cd8c728 Merge branch 'main' of https://git.ninolbt.com/Nono/Projet_48h 2026-03-30 10:46:29 +02:00
dc064dd8f3 add object file 2026-03-30 10:46:09 +02:00
10 changed files with 280 additions and 14 deletions

1
.gitignore vendored
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Test

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règles : Règles :
un rayon laser constant Un rayon laser constant
un ou plusieurs spawn Un ou plusieurs laser
laser non movibles, on/off Laser non movibles, on/off
mirroirs orientables Mirroirs orientables
prisme Prisme (dédouble le laser ou le renvoi selon l'angle)
vitre colorée (rjb) Vitre colorée fixe ou placable par le joueur (r,j,b)
bouton allumable par laser spécifique (interaction porte, mirroir, etc) Bouton allumable par clique souris (interaction porte, mirroir, etc)
Bouton allumable par laser spécifique (interaction porte, mirroir, etc)
rayon : Rayon :
rouge - allumage bouton Blanc -> rebondis seulement sur les mirroirs et s'arrête contre les murs
bleu - base Rouge -> Allumage boutons
jaune - traverse tout Bleu -> Rebondis sur toutes les surfaces
Jaune -> Traverse tout (mirroir compris)
systeme de placement d'objet par grille Systeme de placement d'objet par grille
Comptes utilisateur
optionnel : timer, tableau de score, Optionnel : timer, tableau de score,

14
backend/object.rs Normal file
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struct Laser {
color : array,
}
struct Mirror {
color : array,
x : int,
y : int,
}
struct Spawn {
x : int,
y : int,
}

121
web/assets/css/game.css Normal file
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* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html, body {
width: 100vw;
height: 100vh;
overflow: hidden;
}
body {
background: #1a1a1a;
display: flex;
align-items: center;
justify-content: center;
font-family: 'Arial', sans-serif;
}
main {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
padding: 20px;
border-radius: 10px;
min-width: fit-content;
flex-shrink: 0;
}
.map {
display: flex;
flex-direction: column;
gap: 0px;
padding: 10px;
background: #222222;
border-radius: 5px;
width: fit-content;
height: fit-content;
}
.lign {
display: flex;
gap: 0px;
margin: 0;
}
.cell {
border: 1px solid #333333;
min-width: 60px;
width: auto;
min-height: 60px;
height: auto;
transition: all 0.2s ease;
display: flex;
align-items: center;
justify-content: center;
margin: 0;
position: relative;
background-color: #2a2a2a;
}
.empty {
background-color: #2a2a2a;
border-color: #333333;
}
.empty:hover {
background-color: #333333;
}
.laser {
background-color: #FFD700;
border-color: #FFA500;
}
.colored-laser {
background: linear-gradient(135deg, #FF1493 0%, #00CED1 100%);
border-color: #FF1493;
}
.mirror {
background-color: #1a1a1a;
border-color: #444444;
position: relative;
overflow: hidden;
}
.door {
background: linear-gradient(135deg, #8B4513 0%, #654321 100%);
border-color: #654321;
}
.button {
background: radial-gradient(circle at 35% 35%, #FF4444 0%, #CC0000 100%);
border-color: #990000;
}
.wall {
background: linear-gradient(135deg, #1a1a1a 0%, #0f0f0f 100%);
border-color: #000000;
}
.demi-wall {
background: linear-gradient(90deg, #0f0f0f 0%, #0f0f0f 50%, #2a2a2a 50%, #2a2a2a 100%);
border-color: #333333;
}
.target {
background: radial-gradient(circle at 35% 35%, #00FF00 0%, #00CC00 50%, rgba(0, 255, 0, 0.2) 100%);
border-color: #00FF00;
}
.light-laser {
margin-top: 14px;
height: 7px;
width: 35px;
background-color: red;
display: flex;
}

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104
web/assets/js/game.js Normal file
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// Legend of grid case
const legend = {
empty: 0,
laser: 1,
coloredLaser: 2,
mirror: 3,
door:4,
button: 5,
wall: 6,
demiWall: 7,
target: 8,
ligthLaser: 9,
}
// Grid test
let grid = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 3, 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, 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, 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, 0, 0],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
]
// Function to print grid
let mirrorCoordinates = [];
function loadGrid () {
const mapDiv = document.getElementById("map"); // Div with map in DOM
mapDiv.innerHTML = "";
for (let y = 0; y < grid.length; y++) {
const lign = document.createElement("div");
lign.classList.add("lign");
for (let x = 0; x < grid[y].length; x++) {
const cell = document.createElement("div");
cell.classList.add("cell");
switch (grid[y][x]) {
case legend.empty:
cell.classList.add("empty");
break;
case legend.laser:
cell.classList.add("laser");
break;
case legend.coloredLaser:
cell.classList.add("colored-laser");
break;
case legend.mirror:
const btnMirror = document.createElement("button");
btnMirror.classList.add("btn-mirror");
btnMirror.addEventListener("click", () => rotateMirror(btnMirror));
btnMirror.style.transform = "rotate(0deg)";
btnMirror.style.width = "100%";
cell.appendChild(btnMirror);
cell.classList.add("mirror");
break;
case legend.door:
cell.classList.add("door");
break;
case legend.button:
cell.classList.add("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;
case legend.ligthLaser:
cell.classList.add("light-laser");
break;
}
lign.appendChild(cell);
}
mapDiv.appendChild(lign);
}
}
loadGrid();
// Function to rotate mirror
function rotateMirror(mirror) {
let angle = 0;
if (mirror.style.transform == "") {
angle = 0;
} else {
angle = parseInt(mirror.style.transform.split("(")[1].split("deg")[0])%360;
}
mirror.style.transform = `rotate(${angle+45}deg)`;
}

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function rotateMirror(mirror) {
let angle = 0;
if (mirror.style.transform == "") {
angle = 0;
} else {
angle = parseInt(mirror.style.transform.split("(")[1].split("deg")[0])%360;
}
mirror.style.transform = `rotate(${angle+45}deg)`;
}

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<!DOCTYPE html>
<html lang="fr">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="../../assets/css/game.css">
<title>Game</title>
</head>
<body>
<div id="map"></div>
<script src="../../assets/js/game.js" defer></script>
</body>
</html>