-
Notifications
You must be signed in to change notification settings - Fork 0
/
script.js
398 lines (361 loc) · 14.2 KB
/
script.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
//below are maze levels 1 through 10
let maze1 = [
`##########`,
`_.......##`,
`#..###..##`,
`#....#..##`,
`#..###..##`,
`#..###..##`,
`#..###..##`,
`#..###..##`,
`#....#..!#`,
`##########`,
];
let maze2 = [
`###############`,
`_.........#####`,
`#..#..##..#####`,
`#..#..##......#`,
`#..#..######..#`,
`#..#..######..#`,
`#..#..##......#`,
`#..#..#########`,
`#..#..........#`,
`#..#######..###`,
`#..#######..###`,
`#...........###`,
`#..########.###`,
`#............!#`,
`###############`,
];
let maze3 = [
`##############################`,
`_.....................########`,
`##########..########..########`,
`##########..#......#.........#`,
`#...........#..##..########..#`,
`#..#######..#..##..########..#`,
`#..#....##..#..##..####......#`,
`#..###..#####..##.....########`,
`#...............####........!#`,
`##############################`,
];
let maze4 = [
`##############################`,
`_....###..........#........###`,
`###..###..###..####..####..###`,
`###.......###..#.....####..###`,
`#############..####..#.......#`,
`#..............####..#..###..#`,
`#..################..#..###..#`,
`#..##........######..#....#..#`,
`#..##..####..#.......######..#`,
`#......####..#..###.......#..#`,
`###########..#..###########..#`,
`#............#..#.......##...#`,
`#..###########..#..###..##..##`,
`#..................###..#...!#`,
`##############################`,
];
let maze5 = [
`##############################`,
`_......####.........#........#`,
`#..##..#.....#####..#..####..#`,
`#......#..#..#......#..#.....#`,
`#####..####..#####..#..#######`,
`#......#..#..##..#...........#`,
`...##........#..##..#..#######`,
`#..#..##..#####..####..#.....#`,
`#..#####..#...#..#.....#..#..#`,
`#.........##..#..#..####..#..#`,
`#####..#......#..#..####..#..#`,
`#......#..#####..#........####`,
`#..##..#.....#####..##..###..#`,
`#..##..###..##########..#....#`,
`#..##..#................###..#`,
`#..##..###############..###..#`,
`#..##..#..##..##..#########..#`,
`#..#........................!#`,
`##############################`
];
let maze6 = [
`##############################`,
`_........##..#######..##..#..#`,
`#..####..##......#...........#`,
`#....##..##..##..#..##..###..#`,
`#....##......##..#..#####....#`,
`#..####..####.......#..##..###`,
`####..####..##..#####..##..###`,
`#........#..##..#...#..##....#`,
`#..#######..######..#..####..#`,
`#..#........##...#..####.....#`,
`#..#..##..####..##..#.....#..#`,
`#..#..#####..#......####..####`,
`#..#..#...........###..#..#..#`,
`#.....#..###..#..##.......#..#`,
`#######..#....#..##..###..#..#`,
`#........###..#.......#...#..#`,
`#..########################..#`,
`#...........................!#`,
`##############################`
];
let maze7 = [
`##############################`,
`_..........####.............##`,
`#..############..#########..##`,
`#.............#..#.....###..##`,
`#..#########..#..#..#..###..##`,
`#..##..#####..#..#..#..###..##`,
`#..#.....###..#..#..#..###..##`,
`#..####..###.....#..#.......##`,
`#..####..#########..##########`,
`#..####..........#.......#####`,
`#..####..######..######..#####`,
`#..#.....######.....#........#`,
`#..#..#..#########..#######..#`,
`#.....#.......#####.......#.!#`,
`##############################`,
];
let maze8 = [
`########################################`, //index 1
`_......................#...............#`,
`#..#################...#...#########...#`,
`#..#.......#.......#...#...#.......#...#`,
`#..#...#...#...#...#...#...#...#..##...#`,
`#..#...#.......#...........#...#...#...#`,
`#..#########...#############...#...#...#`,
`#..........#...............#...#...#...#`,
`#####################..#...#...#...#...#`,
`#......................#...#...#.......#`,
`#..#################...#...#...#########`,
`#..#...............#...#...#...........#`,
`#..#############...#...#...#####...#...#`,
`#......#.......#.......#.......#...#...#`,
`#..#...#...#...#...#########...#####...#`,
`#..#.......#...#...........#.......#...#`,
`############...#################...#...#`,
`#..............#.......#.......#...#...#`,
`#..#############...#...#...#...#####...#`,
`#..................#.......#..........!#`,
`########################################`
];
let maze9 = [
`#########################################`, //index 2
`_.......................#...............#`,
`#####################...#...#############`,
`#...#.......#.......#...#...#...........#`,
`#...#...#...#...#...#...#...#...#####...#`,
`#.......#.......#.......#.......#...#...#`,
`#...#########...#############...#...#####`,
`#...........................#.......#...#`,
`#######..#####..#########...#...#...#...#`,
`#..........#............#...#...#.......#`,
`#...#####..##########...#...#...#########`,
`#...#...............#.......#...........#`,
`#...#############...#...#...#####...#...#`,
`#...#....#......#.......#.......#...#...#`,
`#...###..#..#....#...#########...#####..#`,
`#..........#....#...........#.......#...#`,
`########..####...####..###########...#..#`,
`#...............#.......#.......#.......#`,
`#...#############...#...#...#...#####...#`,
`#...................#.......#..........!#`,
`#########################################`
];
let maze10 = [
`#############################################################`, //index 3
`_.......######.............##............#..................#`,
`######..##......#..######......#####..#..#########..######..#`,
`#....#..#########..##..######..#..##..#..................#..#`,
`###.....##.........##.................#..#################..#`,
`#....#######...######..########..######..#...............#..#`,
`###.......#######..##..##.....#..#..###..#..#################`,
`########..#.........#..##..#..###........#..#...........##..#`,
`#......#..#..#..#####..##..#..#....#######..#..#..#..#..##..#`,
`#..#####..#..#.........##..#..###..#.....#..#..#..#..#......#`,
`#.........#..#..#..######..#..###..####..####..#..#..#..#####`,
`########..####..#####..#####....#..............#..####..#...#`,
`##.....#........#.............##################........##..#`,
`##..#..#..#######..#..#..######...................####...#..#`,
`#####..####..####..#..#..##..##..##################..#..##..#`,
`###..........#.....#..#..##..............................#..#`,
`#....######..####..#..#..##..#############################..#`,
`###..#..###.....#..#..#..##..#..............##..............#`,
`#.#..#.......####..#..#..##..###..####..#..#..#..#####..#####`,
`#.#..######..#..#..#..#..##..#....#..#..#..#..#..#..#####..##`,
`#.#.......#........#..#####....#..#..#..#..................##`,
`#.######..##..######.........###..#.....################..###`,
`#......#..#####..#####..##############..#..........#####..###`,
`#..#####.............####...............###..#######........#`,
`#..#......#########..#..#..################..#........#..#..#`,
`#..#..##..##.........#..#..#..............#######..####..#..#`,
`#..#####..#########..#..#..#..#..#..####..#..............#..#`,
`#................##.....#..#..#..####..#..#..###..#..##..#..#`,
`########..#####..########..#..#........#..#..#..###..##..#..#`,
`#.............#...............##########.....#........#....!#`,
`#############################################################`
];
let maze11 = [
`#############################################################`, //index 4
`_.........#.....................#.....................#######`,
`########..##...#######..######..#..#################........#`,
`##.....#..###..##............#..##########..##############..#`,
`##..#.......#..##..#..#####..#..........................##..#`,
`##..#########..##..####..#########..#############..#######..#`,
`##..#..........##...............................#..#######..#`,
`##..#..######..################..################...........#`,
`##..#.......#..#................................##########..#`,
`##..#########..######..###########..######################..#`,
`##.............#............#..........#.............#......#`,
`#############..######..######..#..########..###..#####..##..#`,
`######..#########..##########..#######..##...............#..#`,
`#.......................................##..#################`,
`##########################################..#..............##`,
`#.......#...................................###..########..##`,
`#########..####################################..#......#..##`,
`#.......#..#........#........................##..#..#####..##`,
`#########..#..####..#..####################..##..#.........##`,
`#.......#..#.....#..#..#..................#..##..############`,
`#########..#######..#..#..##############..#..##..#..........#`,
`#..........#...........#..#......#.....#..#..##.....######..#`,
`#..##################..#..#..##..#..#..#..#..##########..#..#`,
`#..#...................#..#..##..#..#..#..#..............#..#`,
`#..########..########..#..#####..#..#..#..##########..#..#..#`,
`#..#.........#.........#.........#..#..#..............#..#..#`,
`#..#..############################..#..################..#..#`,
`#..#.............#....##............#....................#..#`,
`#..############..###..##..################################..#`,
`#.....................##...................................!#`,
`#############################################################`
];
//global variables
let currentLevel = maze1;
let levels = [maze1, maze2, maze3, ];
let body = document.querySelector('body');
let divTable = document.getElementById('cover');
let tableEl = document.querySelector('table');
//if button clicked it loads this function for info on keys
let info = () => {
let b1 = document.querySelector('#one')
b1.textContent = 'WASD to move mover and press me to play';
}; //end of info function
//if button clicked it loads the game
let loadPage = () => {
let getRideOfMenu = () => {
let b1 = document.querySelector('#one');
let b2 = document.querySelector('#two');
b1.style.display = 'none';
b2.style.display = 'none';
body.style.flexDirection = 'row';
body.style.justifyContent = 'flex-start';
body.style.alignItems = 'flex-start';
}; //end of getRideOfMenu function
getRideOfMenu();
let lose = () => {
//needed variables for end condition
let looseP = document.createElement('section');
let para = document.createElement('p');
let h1 = document.createElement('h1');
let button = document.createElement('button');
clearTable(tableEl);
//styles for end condition
mover.style.display = 'none';
h1.textContent = 'GAME OVER';
para.textContent = 'Press the Button below to restart.';
button.textContent = 'Restart??';
button.setAttribute('onclick', 'window.location.reload();');
button.setAttribute('type', 'button');
//adding end para to body and other child elements
body.appendChild(looseP);
looseP.appendChild(h1);
looseP.appendChild(para);
looseP.appendChild(button);
body.style.justifyContent = 'center';
}; //end of lose function
const clearTable = (tableEl) => {
while (tableEl.firstChild) {
tableEl.removeChild(tableEl.firstChild);
} //end of clearTable funcition
};
let mover = document.createElement('div');
const drawMaze = (maze) => {
//creating a function to draw maze
//defining basic layout
clearTable(tableEl);
divTable.appendChild(mover);
//equipting the mover
mover.style.left = '10px';
mover.style.top = '50px';
mover.setAttribute('id', 'player');
mover.textContent = '@';
for (let i = 0; i < currentLevel.length; i++) { //loop for tr's
let rowEl = document.createElement('tr');
tableEl.appendChild(rowEl);
for (let x = 0; x < currentLevel[i].length; x++) { //loop for td's
let tdEl = document.createElement('td');
rowEl.appendChild(tdEl)
tdEl.innerHTML = maze[i].charAt(x);
//conditionals below if the char is a specific character
//then run the code below
switch (maze[i].charAt(x)) {
case '#':
tdEl.setAttribute('class', 'wall');
break;
case '.':
tdEl.setAttribute('class', 'freespace');
break;
case '_':
tdEl.setAttribute('id', 'start');
break;
case '!':
tdEl.setAttribute('id', 'win');
break;
}
}
};
}; //end of drawMaze
// print the maze and table on the page
drawMaze(currentLevel);
window.addEventListener('keydown', event => {
//mover based on which key is press then the action will occur
switch (event.key) {
case 'w':
mover.style.top = parseInt(mover.style.top) - 10 + 'px';
//the mover moves on left and top axis then parseInt gives a interger
//which I add 5 and px too
break;
case 'a':
mover.style.left = parseInt(mover.style.left) - 10 + 'px';
break;
case 's':
mover.style.top = parseInt(mover.style.top) + 10 + 'px';
break;
case 'd':
mover.style.left = parseInt(mover.style.left) + 10 + 'px';
break;
}
//defining variables to use for win and lose conditions
let pos = mover.getBoundingClientRect();
let win = document.querySelector('#win');
let wins = win.getBoundingClientRect();
let walls = document.querySelectorAll('.wall');
for (let wall of walls) {
let wowWalls = wall.getBoundingClientRect();
// checks for wall and player collision
if (pos.x < wowWalls.x + wowWalls.width && pos.x + pos.width > wowWalls.x && pos.y < wowWalls.y + wowWalls.height && pos.y + pos.height > wowWalls.y) {
lose();
} else if (pos.x < wins.x + wins.width && pos.x + pos.width > wins.x && pos.y < wins.y + wins.height && pos.y + pos.height > wins.y) {
for (let i = 0; i < levels.length; i++) {
currentLevel = levels[i]
clearTable(tableEl);
mover.style.left = '10px';
mover.style.top = '50px';
drawMaze(currentLevel);
}
}
if (pos.x == 0) {
lose();
}
}
}); //end of eventListener
}; //end of on click function for story 5