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author | elioat <elioat@tilde.institute> | 2024-11-01 21:04:36 -0400 |
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committer | elioat <elioat@tilde.institute> | 2024-11-01 21:04:36 -0400 |
commit | 5951c7d3d477c6498ee4a55006f92a84ff7e37f2 (patch) | |
tree | 6493061db4a499645146d0b30b8f14cb48b8b662 /html/broughlike/broughlike.js | |
parent | 3b607e7e3c2364613f6d1f1b41ad4ca16d0c98fb (diff) | |
download | tour-5951c7d3d477c6498ee4a55006f92a84ff7e37f2.tar.gz |
*
Diffstat (limited to 'html/broughlike/broughlike.js')
-rw-r--r-- | html/broughlike/broughlike.js | 39 |
1 files changed, 14 insertions, 25 deletions
diff --git a/html/broughlike/broughlike.js b/html/broughlike/broughlike.js index 8933e31..0397f9b 100644 --- a/html/broughlike/broughlike.js +++ b/html/broughlike/broughlike.js @@ -1,10 +1,14 @@ import { CONFIG, COLORS } from './config.js'; -// FIXME: canvas, ctx, and tileSize are all globally available and regularly accessed. -// I'd like to refactor this to be more modular so that these can all be contained to the CONFIG object. -const canvas = document.getElementById('gameCanvas'); -const ctx = canvas.getContext('2d'); -let tileSize = canvas.width / CONFIG.GRID_SIZE; +// FIXME: canvas, ctx, and tileSize are all regularly accessed. +// I'd like to refactor this to be more modular so that these can all be contained to the CONFIG object or something similar. +let { ctx, canvas, tileSize } = initializeCanvasContext(); +function initializeCanvasContext() { + const canvas = document.getElementById('gameCanvas'); + const ctx = canvas.getContext('2d'); + let tileSize = canvas.width / CONFIG.GRID_SIZE; + return { ctx, canvas, tileSize }; +} let highScore = localStorage.getItem('highScore') || 0; const player = { @@ -112,7 +116,7 @@ function generateWallsNaive() { } } - if (!isPassable()) { + if (!isReachable(player.x, player.y, exit.x, exit.y)) { generateWallsNaive(); } } @@ -144,7 +148,7 @@ function generateWallsDrunkardsWalk() { } } - if (!isPassable()) { + if (!isReachable(player.x, player.y, exit.x, exit.y)) { generateWallsDrunkardsWalk(); } } @@ -199,7 +203,7 @@ function generateWallsCellularAutomata() { } } - if (!isPassable()) { + if (!isReachable(player.x, player.y, exit.x, exit.y)) { generateWallsCellularAutomata(); } } @@ -270,7 +274,7 @@ function generateWallsRSP() { } }}); - if (!isPassable()) { + if (!isReachable(player.x, player.y, exit.x, exit.y)) { generateWallsRSP(); } } @@ -309,6 +313,7 @@ function generateItems() { } } +// Checks to see if there's a path between any two points on the level function isReachable(startX, startY, targetX, targetY) { const visited = Array(CONFIG.GRID_SIZE).fill().map(() => Array(CONFIG.GRID_SIZE).fill(false)); // Initialize a 2D array of false values function dfs(x, y) { @@ -322,22 +327,6 @@ function isReachable(startX, startY, targetX, targetY) { return dfs(startX, startY); } -// This function is used to check if the player can reach the exit after generating the level -// It is almost the same as isReachable, but it checks for the exit instead of an arbitrary target -// I could defo use isReachable for this, but I...am not doing that right now. -function isPassable() { - const visited = Array(CONFIG.GRID_SIZE).fill().map(() => Array(CONFIG.GRID_SIZE).fill(false)); // Initialize a 2D array of false values - function dfs(x, y) { - if (x < 0 || x >= CONFIG.GRID_SIZE || y < 0 || y >= CONFIG.GRID_SIZE) return false; // Are the coordinates in bounds? - if (visited[x][y]) return false; // Have we already visited this cell? - if (walls.some(wall => wall.x === x && wall.y === y)) return false; // Is there a wall here? - visited[x][y] = true; // Mark this cell as visited - if (x === exit.x && y === exit.y) return true; // Have we reached the exit? - return dfs(x + 1, y) || dfs(x - 1, y) || dfs(x, y + 1) || dfs(x, y - 1); // Recursively check neighbors - } - return dfs(player.x, player.y); -} - function drawGrid() { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.lineWidth = 2; |