Files
Projet_48h/web/assets/js/game.js
2026-03-31 09:32:59 +02:00

356 lines
9.5 KiB
JavaScript

// 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 level1 = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 3, 0, 0, 0, 8, 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, 3, 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],
[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],
]
// Player position
let playerX = 0;
let playerY = 0;
// Function to save initial orientation of mirrors
let laserDirection = { dx: 0, dy: 0 };
let laserSegments = {};
let mirrorOrientations = {};
function initializeMirrorOrientations() {
mirrorOrientations = {}; // Reset
for (let y = 0; y < level1.length; y++) {
for (let x = 0; x < level1[y].length; x++) {
if (level1[y][x] === legend.mirror) {
mirrorOrientations[`${y},${x}`] = 0; // Default angle
}
}
}
}
// 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 < level1.length; y++) {
const lign = document.createElement("div");
lign.classList.add("lign");
for (let x = 0; x < level1[y].length; x++) {
const cell = document.createElement("div");
cell.classList.add("cell");
switch (level1[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 currentAngle = mirrorOrientations[`${y},${x}`] || 0;
cell.onclick = () => {
rotateMirror(x, y);
}
const btnMirror = document.createElement("button");
btnMirror.classList.add("btn-mirror");
btnMirror.style.transform = `rotate(${currentAngle}deg)`;
btnMirror.style.width = "100%";
cell.appendChild(btnMirror);
cell.classList.add("mirror");
break;
case legend.door:
cell.classList.add("door");
break;
case legend.button:
cell.classList.add("button");
break;
case legend.wall:
cell.classList.add("wall");
break;
case legend.demiWall:
cell.classList.add("demi-wall");
break;
case legend.target:
cell.classList.add("target");
break;
case legend.ligthLaser:
cell.classList.add("light-laser");
const segmentDirection = laserSegments[`${y},${x}`];
if (segmentDirection && segmentDirection.dx === 0) {
cell.classList.add("laser-vertical");
} else {
cell.classList.add("laser-horizontal");
}
break;
}
if (x === playerX && y === playerY) {
cell.classList.add("player-cursor");
}
lign.appendChild(cell);
}
mapDiv.appendChild(lign);
}
}
loadGrid();
// Function to rotate mirror
function rotateMirror(x, y) {
const coordKey = `${y},${x}`;
// See if it's a mirror
if (level1[y][x] !== legend.mirror) {
return
};
let currentAngle = mirrorOrientations[coordKey] || 0;
// Rotation
currentAngle = (currentAngle + 45) % 360;
// Save
mirrorOrientations[coordKey] = currentAngle;
// Print laser light
traceLaser(true);
}
// Function to trace
let isLevelFinished = false;
function traceLaser() {
// Reset light laser from previous trace
laserSegments = {};
for (let y = 0; y < level1.length; y++) {
for (let x = 0; x < level1[y].length; x++) {
if (level1[y][x] === legend.ligthLaser) {
level1[y][x] = legend.empty;
}
}
}
let startLaserX;
let startLaserY;
// Search laser
for (let y = 0; y < level1.length; y++) {
for (let x = 0; x < level1[y].length; x++) {
if (level1[y][x] === legend.laser) {
startLaserX = x;
startLaserY = y;
laserDirection = { dx: 1, dy: 0 };
break;
}
}
if (startLaserX !== undefined) break;
}
// If laser not found -> return
if (startLaserX === undefined) {
return;
}
let currentX = startLaserX;
let currentY = startLaserY;
let laserActive = true;
const maxIterations = 1000; // Prevent infinite loops
let iterations = 0;
while (laserActive && iterations < maxIterations) {
iterations++;
currentX += laserDirection.dx;
currentY += laserDirection.dy;
// Out of bounds
if (currentX < 0 || currentX >= level1[0].length || currentY < 0 || currentY >= level1.length) {
laserActive = false;
break;
}
const cellType = level1[currentY][currentX];
switch (cellType) {
case legend.laser:
case legend.coloredLaser:
laserActive = false;
break;
case legend.empty:
level1[currentY][currentX] = legend.ligthLaser;
laserSegments[`${currentY},${currentX}`] = { ...laserDirection };
break;
case legend.target:
level1[currentY][currentX] = legend.ligthLaser;
laserSegments[`${currentY},${currentX}`] = { ...laserDirection };
laserActive = false;
isLevelFinished = true;
break;
case legend.mirror:
const mirrorAngle = mirrorOrientations[`${currentY},${currentX}`] || 0;
if (mirrorAngle === 0 || mirrorAngle === 180) {
laserDirection.dy = -laserDirection.dy;
} else {
if (mirrorAngle === 90 || mirrorAngle === 270) {
laserDirection.dx = -laserDirection.dx;
}
if (mirrorAngle === 45 || mirrorAngle === 225) {
const tempDx = laserDirection.dx;
laserDirection.dx = laserDirection.dy;
laserDirection.dy = tempDx;
}
if (mirrorAngle === 135 || mirrorAngle === 315) {
const tempDx = laserDirection.dx;
laserDirection.dx = -laserDirection.dy;
laserDirection.dy = -tempDx;
}
}
break;
case legend.wall:
laserActive = false;
break;
case legend.demiWall:
laserActive = false;
break;
case legend.door:
laserActive = false;
break;
case legend.button:
level1[currentY][currentX] = legend.ligthLaser;
laserSegments[`${currentY},${currentX}`] = { ...laserDirection };
laserActive = false;
break;
default:
level1[currentY][currentX] = legend.ligthLaser;
laserSegments[`${currentY},${currentX}`] = { ...laserDirection };
break;
}
}
loadGrid();
if (isLevelFinished) {
finish();
}
}
traceLaser();
// If level finishh -> call this function
function finish() {
setTimeout(() => {
alert("Réussi !");
}, 100);
}
// Get player inputs arrows, qwerty and azerty
document.addEventListener("keydown", (e) => {
// If level finish -> don't move
if (isLevelFinished === true) {
return;
}
switch (e.key) {
case "ArrowUp":
movePlayer(0, -1);
break;
case "w":
movePlayer(0, -1);
break;
case "z":
movePlayer(0, -1);
break;
case "ArrowDown":
movePlayer(0, 1);
break;
case "s":
movePlayer(0, 1);
break;
case "ArrowLeft":
movePlayer(-1, 0);
break;
case "a":
movePlayer(-1, 0);
break;
case "q":
movePlayer(-1, 0);
break;
case "ArrowRight":
movePlayer(1, 0);
break;
case "d":
movePlayer(1, 0);
break;
case "Enter":
rotateMirror(playerX, playerY);
break;
}
});
// Player move
function movePlayer(x, y) {
const newX = playerX + x;
const newY = playerY + y;
if (newX < 0 || newX >= level1[0].length) {
return
};
if (newY < 0 || newY >= level1.length) {
return
};
playerX = newX;
playerY = newY;
loadGrid();
}