Points are being incorrectly counted - javascript

I have another question about game creation, that I already reached out for.
As I continued developing the game and tried to implement point counter I have encountered another issue.
It seems that sometimes the points are being counter instead of +1 to +2 or even +3.
I am suspecting incorrect placement of the code-part expo += 1 as it would (probably) get looped 2 (or multiple) times instead of once, but frankly, I am not sure.
The code can be found here or below:
var LEVELS = [
[" x x",
" xx x",
" xxx x x",
" xx!xx x ox",
" x!!!x x xx",
" xx!xx x x",
" x xvx x x",
" x xx x",
" x x x",
" x x x",
" x x xx",
" x x",
" x # xxxxx o x",
" xxxxxx xxxxxxxxx xxxxxxxxxxxxx",
" x x ",
" x!!!!!x ",
" x!!!!!x ",
" xxxxxxx ",
" "],
];
var life = 3;
var expo = 0;
document.getElementById("life").innerHTML = ("Lives left: " + life);
document.getElementById("expo").innerHTML = ("Points: " + expo);
function Vector(x, y) {
this.x = x; this.y = y;
}
Vector.prototype.plus = function(other) {
return new Vector(this.x + other.x, this.y + other.y);
};
Vector.prototype.times = function(scale) {
return new Vector(this.x * scale, this.y * scale);
};
// Note: uppercase words are used that means constructor are values
var actorchars = {
"#": Player,
"o": Coin,
"=": Lava,
"|": Lava,
"v": Lava,
"#": Lava
};
function Player(pos) {
this.pos = pos.plus(new Vector(0, -.5));
this.size = new Vector(.5, 1);
this.speed = new Vector(0, 0);
}
Player.prototype.type = "player";
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === "=")
this.speed = new Vector(2, 0);
else if (ch === '|')
this.speed = new Vector(0, 2);
else if (ch === 'v'){
this.speed = new Vector(0, 5); // new Vector(0, 3);
this.repeatPos = pos;
} else if (ch === '#'){
this.speed = new Vector(0, 10);
}
}
Lava.prototype.type = "lava"
//Lava.prototype.type = "Lava";
function Coin(pos) {
this.basePos = this.pos = pos;
this.size = new Vector(.6, .6);
// take a look back
this.wobble = Math.random() * Math.PI * 2;
}
Coin.prototype.type = "coin";
Level.prototype.isFinished = function() {
return this.status !== null && this.finishDelay < 0;
};
function Level(plan) {
this.width = plan[0].length;
this.height = plan.length;
this.grid = [];
this.actors = [];
for (var y = 0; y < this.height; y++) {
var line = plan[y], gridLine = [];
for (var x = 0; x < this.width; x++) {
var ch = line[x], fieldType = null;
var Actor = actorchars[ch];
if (Actor)
this.actors.push(new Actor(new Vector(x, y), ch));
else if (ch === "x")
fieldType = "wall";
else if (ch === "!")
fieldType = "lava";
else if (ch === "|")
fieldType = "lava";
else if (ch === "=")
fieldType = "lava";
else if (ch === "#")
fieldType = "lava";
else if (ch === "v"){
fieldType = "lava";
console.log(fieldType);
}
gridLine.push(fieldType);
}
this.grid.push(gridLine);
}
this.player = this.actors.filter(function(actor) {
return actor.type === "player";
})[0];
this.status = this.finishDelay = null;
}
function element(name, className) {
var elem = document.createElement(name);
if(className) elem.className = className;
return elem;
}
function DOMDisplay(parent, level) {
this.wrap = parent.appendChild(element("div", "game"));
this.level = level;
this.wrap.appendChild(this.drawBackground());
this.actorLayer = null;
this.drawFrame();
}
var scale = 15;
DOMDisplay.prototype.drawBackground = function() {
var table = element("table", "background");
table.style.width = this.level.width * scale + "px";
table.style.height = this.level.height * scale + "px";
this.level.grid.forEach(function(row) {
var rowElement = table.appendChild(element("tr"));
rowElement.style.height = scale + "px";
row.forEach(function(type) {
rowElement.appendChild(element("td", type));
});
});
return table;
};
DOMDisplay.prototype.drawActors = function() {
var wrap = element("div");
this.level.actors.forEach(function(actor) {
var rect = wrap.appendChild(element("div", "actor " + actor.type));
rect.style.width = actor.size.x * scale + "px";
rect.style.height = actor.size.y * scale + "px";
rect.style.left = actor.pos.x * scale + "px";
rect.style.top = actor.pos.y * scale + "px";
});
return wrap;
};
DOMDisplay.prototype.drawFrame = function() {
if (this.actorLayer)
this.wrap.removeChild(this.actorLayer);
this.actorLayer = this.wrap.appendChild(this.drawActors());
this.wrap.className = "game " + (this.level.status || "");
this.scrollPlayerIntoView();
};
// clear it later
DOMDisplay.prototype.scrollPlayerIntoView = function() {
var width = this.wrap.clientWidth;
var height = this.wrap.clientHeight;
var margin = width / 3;
// The viewport
var left = this.wrap.scrollLeft, right = left + width;
var top = this.wrap.scrollTop, bottom = top + height;
var player = this.level.player;
var center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left + margin)
this.wrap.scrollLeft = center.x - margin;
else if (center.x > right - margin)
this.wrap.scrollLeft = center.x + margin - width;
if (center.y < top + margin)
this.wrap.scrollTop = center.y - margin;
else if (center.y > bottom - margin)
this.wrap.scrollTop = center.y + margin - height;
};
DOMDisplay.prototype.clear = function() {
this.wrap.parentNode.removeChild(this.wrap);
};
Level.prototype.obstacleAt = function(pos, size) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x + size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y + size.y);
if (xStart < 0 || xEnd > this.width || yStart < 0)
return "wall";
if (yEnd > this.height)
return "lava";
for (var y = yStart; y < yEnd; y++) {
for (var x = xStart; x < xEnd; x++) {
var fieldType = this.grid[y][x];
if (fieldType) return fieldType;
}
}
};
Level.prototype.actorAt = function(actor) {
for (var i = 0; i < this.actors.length; i++) {
var other = this.actors[i];
if (other != actor &&
actor.pos.x + actor.size.x > other.pos.x &&
actor.pos.x < other.pos.x + other.size.x &&
actor.pos.y + actor.size.y > other.pos.y &&
actor.pos.y < other.pos.y + other.size.y)
return other;
}
};
var maxStep = 0.05;
Level.prototype.animate = function(step, keys) {
if (this.status !== null)
this.finishDelay -= step;
while (step > 0) {
var thisStep = Math.min(step, maxStep);
this.actors.forEach(function(actor) {
actor.act(thisStep, this, keys);
}, this);
step -= thisStep;
}
};
Lava.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else if (this.repeatPos)
this.pos = this.repeatPos;
else
this.speed = this.speed.times(-1);
};
var wobbleSpeed = 8, wobbleDist = 0.07;
Coin.prototype.act = function(step) {
this.wobble += step * wobbleSpeed;
var wobblePos = Math.sin(this.wobble) * wobbleDist;
this.pos = this.basePos.plus(new Vector(0, wobblePos));
};
var playerXSpeed = 10;
Player.prototype.moveX = function(step, level, keys) {
this.speed.x = 0;
if (keys.left) this.speed.x -= playerXSpeed;
if (keys.right) this.speed.x += playerXSpeed;
var motion = new Vector(this.speed.x * step, 0);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle)
level.playerTouched(obstacle);
else
this.pos = newPos;
};
var gravity = 30;
var jumpSpeed = 17;
Player.prototype.moveY = function(step, level, keys) {
this.speed.y += step * gravity;
var motion = new Vector(0, this.speed.y * step);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle) {
level.playerTouched(obstacle);
if (keys.up && this.speed.y > 0)
this.speed.y = -jumpSpeed;
else
this.speed.y = 0;
} else {
this.pos = newPos;
}
};
Player.prototype.act = function(step, level, keys) {
this.moveX(step, level, keys);
this.moveY(step, level, keys);
var otherActor = level.actorAt(this);
if (otherActor)
level.playerTouched(otherActor.type, otherActor);
// Losing animation
if (level.status == "lost") {
this.pos.y += step;
this.size.y -= step;
}
};
Level.prototype.playerTouched = function(type, actor) {
//if (type == "lava" || type == "Lava" && this.status === null) { //DOESN'T SEEM TO WORK, FIND OUT WHY MASS DAMAGE
if (type == "lava" && this.status === null) {
this.status = "lost";
life -= 1;
console.log(life);
expo = 0;
document.getElementById("expo").innerHTML = ("Points: " + expo);
document.getElementById("life").innerHTML = ("Lives left: " + life);
if(life < 0) {
sessionStorage.setItem("reloading", "true");
document.location.reload();
}
this.finishDelay = 1;
} else if (type == "coin") {
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
console.log("coin picked up")
expo += 1;
document.getElementById("expo").innerHTML = ("Points: " + expo);
return actor.type == "coin";
})) {
life += 1;
document.getElementById("life").innerHTML = ("Lives left: " + life);
this.status = "won";
this.finishDelay = 1;
}
}
};
var arrowCodes = {37: "left", 38: "up", 39: "right"};
function trackKeys(codes) {
var pressed = Object.create(null);
function handler(event) {
if (codes.hasOwnProperty(event.keyCode)) {
var down = event.type == "keydown";
pressed[codes[event.keyCode]] = down;
event.preventDefault();
}
}
addEventListener("keydown", handler);
addEventListener("keyup", handler);
return pressed;
}
function runAnimation(frameFunc) {
var lastTime = null;
function frame(time) {
var stop = false;
if (lastTime !== null) {
var timeStep = Math.min(time - lastTime, 100) / 1000;
stop = frameFunc(timeStep) === false;
}
lastTime = time;
if (!stop)
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
var arrows = trackKeys(arrowCodes);
function runLevel(level, Display, andThen) {
var display = new Display(document.body, level);
runAnimation(function(step) {
level.animate(step, arrows);
display.drawFrame(step);
if (level.isFinished()) {
display.clear();
if (andThen)
andThen(level.status);
return false;
}
});
}
var lives = function() {
ctx.font = "20px Courier";
ctx.fontFamily = "monospace";
ctx.fillStyle = "#666";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("Lives left: " + life, 10, 10);
};
function runGame(plans, Display) {
function startLevel(n) {
runLevel(new Level(plans[n]), Display, function(status) {
if (status == "lost") {
startLevel(n);
} else if (n < plans.length - 1)
startLevel(n + 1);
else
alert("You win!");
});
}
startLevel(0);
}
function restart() {
sessionStorage.setItem("reloading", "true");
document.location.reload();
}
runGame(LEVELS, DOMDisplay);
body {
background: #222;
}
h2 {
color: #666;
font-family: monospace;
text-align: center;
}
.background {
table-layout: fixed;
border-spacing: 0;
}
.background td {
padding: 0;
}
.lava, .actor {
background: #e55;
}
.wall {
background: #444;
border: solid 3px #333;
box-sizing: content-box;
}
.actor {
position: absolute;
}
.coin {
background: #e2e838;
border-radius: 50%;
}
.player {
background: #335699;
box-shadow: none;
}
.lost .player {
background: #a04040;
}
.won .player {
background: green;
}
.game {
position: relative;
overflow: hidden;
}
#life, #expo {
font = 20px;
font-family: monospace;
color: #666;
text-align: left;
baseline: top;
margin-left: 30px;
font-weight: bold;
}
input {
margin-left: 30px;
float: right;
position: relative;
top: -30px;
}
<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>game</title>
</head>
<body>
<h2>Simple JavaScript Game</h2>
<div id="life"></div>
<div id="expo"></div>
<div>
<input type="button" onclick="restart()" value="Restart"/>
</div>
</body>
</html>
I have already tried some options and quite interesting, was that if I removed all "lava sources" as variants or/and all collisions of those, the counter would work as it should.
Another level, that might get some ideas about my findings, found here.
I will really appreciate any help, Thanks
EDIT::
I would like to mess with the existing code as minimal as possible, if not, I will have to scrap the code and redo most of it (at least that's the only option I saw).

OK, so it seems that what fixed my issue was incorrect placement of the following sentences:
expo += 1;
document.getElementById("expo").innerHTML = ("Points: " + expo);
The placement of code before:
else if (type == "coin") {
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
console.log("coin picked up")
expo += 1;
document.getElementById("expo").innerHTML = ("Points: " + expo);
return actor.type == "coin";
})) {
life += 1;
document.getElementById("life").innerHTML = ("Lives left: " + life);
this.status = "won";
this.finishDelay = 1;
}
The correct placement of the code:
else if (type == "coin") {
expo += 1;
document.getElementById("expo").innerHTML = ("Points: " + expo);
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
console.log("coin picked up")
return actor.type == "coin";
})) {
life += 1;
document.getElementById("life").innerHTML = ("Lives left: " + life);
this.status = "won";
this.finishDelay = 1;
}

Related

How do I make lava drops damage the character?

I am building a JavaScript game, based on Mario.
I have already implemented "physics" for lava, so when the character would fall into it, they would lose 1 life. What I am trying to achieve is that lava drops would act the same, so on contact they would hurt the character and make it respawn at the start of the area / level.
The code can be found here and seen below:
//////////////////////////////
// This is only a demo code //
//////////////////////////////
var LEVELS = [
[" ",
" ",
" ",
" ",
" xxx ",
" xx!xx ",
" x!!!x ",
" xx!xx ",
" x xvx ",
" x x",
" x x",
" x x",
" x x",
" x x",
" x # xxxxx o x",
" xxxxxx xxxxxxxxx xxxxxxxxxx",
" x x ",
" x!!!!!x ",
" x!!!!!x ",
" xxxxxxx ",
" "]
];
var life = 3;
document.getElementById("life").innerHTML = ("Lives left: " + life);
function Vector(x, y) {
this.x = x; this.y = y;
}
Vector.prototype.plus = function(other) {
return new Vector(this.x + other.x, this.y + other.y);
};
Vector.prototype.times = function(scale) {
return new Vector(this.x * scale, this.y * scale);
};
// Note: uppercase words are used that means constructor are values
var actorchars = {
"#": Player,
"o": Coin,
"|": Lava,
"v": Lava
};
function Player(pos) {
this.pos = pos.plus(new Vector(0, -.5));
this.size = new Vector(.5, 1);
this.speed = new Vector(0, 0);
}
Player.prototype.type = "player";
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === "|")
this.speed = new Vector(0, 2);
else if (ch === 'v'){
this.speed = new Vector(0, 3);
this.repeatPos = pos;
}
}
Lava.prototype.type = "Lava";
function Coin(pos) {
this.basePos = this.pos = pos;
this.size = new Vector(.6, .6);
// take a look back
this.wobble = Math.random() * Math.PI * 2;
}
Coin.prototype.type = "coin";
Level.prototype.isFinished = function() {
return this.status !== null && this.finishDelay < 0;
};
function Level(plan) {
this.width = plan[0].length;
this.height = plan.length;
this.grid = [];
this.actors = [];
for (var y = 0; y < this.height; y++) {
var line = plan[y], gridLine = [];
for (var x = 0; x < this.width; x++) {
var ch = line[x], fieldType = null;
var Actor = actorchars[ch];
if (Actor)
this.actors.push(new Actor(new Vector(x, y), ch));
else if (ch === "x")
fieldType = "wall";
else if (ch === "!")
fieldType = "lava";
else if (ch === "|")
fieldType = "lava";
else if (ch === "v"){
fieldType = "lava";
console.log(fieldType);
}
gridLine.push(fieldType);
}
this.grid.push(gridLine);
}
this.player = this.actors.filter(function(actor) {
return actor.type === "player";
})[0];
this.status = this.finishDelay = null;
}
function element(name, className) {
var elem = document.createElement(name);
if(className) elem.className = className;
return elem;
}
function DOMDisplay(parent, level) {
this.wrap = parent.appendChild(element("div", "game"));
this.level = level;
this.wrap.appendChild(this.drawBackground());
this.actorLayer = null;
this.drawFrame();
}
var scale = 15;
DOMDisplay.prototype.drawBackground = function() {
var table = element("table", "background");
table.style.width = this.level.width * scale + "px";
table.style.height = this.level.height * scale + "px";
this.level.grid.forEach(function(row) {
var rowElement = table.appendChild(element("tr"));
rowElement.style.height = scale + "px";
row.forEach(function(type) {
rowElement.appendChild(element("td", type));
});
});
return table;
};
DOMDisplay.prototype.drawActors = function() {
var wrap = element("div");
this.level.actors.forEach(function(actor) {
var rect = wrap.appendChild(element("div", "actor " + actor.type));
rect.style.width = actor.size.x * scale + "px";
rect.style.height = actor.size.y * scale + "px";
rect.style.left = actor.pos.x * scale + "px";
rect.style.top = actor.pos.y * scale + "px";
});
return wrap;
};
DOMDisplay.prototype.drawFrame = function() {
if (this.actorLayer)
this.wrap.removeChild(this.actorLayer);
this.actorLayer = this.wrap.appendChild(this.drawActors());
this.wrap.className = "game " + (this.level.status || "");
this.scrollPlayerIntoView();
};
// clear it later
DOMDisplay.prototype.scrollPlayerIntoView = function() {
var width = this.wrap.clientWidth;
var height = this.wrap.clientHeight;
var margin = width / 3;
// The viewport
var left = this.wrap.scrollLeft, right = left + width;
var top = this.wrap.scrollTop, bottom = top + height;
var player = this.level.player;
var center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left + margin)
this.wrap.scrollLeft = center.x - margin;
else if (center.x > right - margin)
this.wrap.scrollLeft = center.x + margin - width;
if (center.y < top + margin)
this.wrap.scrollTop = center.y - margin;
else if (center.y > bottom - margin)
this.wrap.scrollTop = center.y + margin - height;
};
DOMDisplay.prototype.clear = function() {
this.wrap.parentNode.removeChild(this.wrap);
};
Level.prototype.obstacleAt = function(pos, size) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x + size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y + size.y);
if (xStart < 0 || xEnd > this.width || yStart < 0)
return "wall";
if (yEnd > this.height)
return "lava";
for (var y = yStart; y < yEnd; y++) {
for (var x = xStart; x < xEnd; x++) {
var fieldType = this.grid[y][x];
if (fieldType) return fieldType;
}
}
};
Level.prototype.actorAt = function(actor) {
for (var i = 0; i < this.actors.length; i++) {
var other = this.actors[i];
if (other != actor &&
actor.pos.x + actor.size.x > other.pos.x &&
actor.pos.x < other.pos.x + other.size.x &&
actor.pos.y + actor.size.y > other.pos.y &&
actor.pos.y < other.pos.y + other.size.y)
return other;
}
};
var maxStep = 0.05;
Level.prototype.animate = function(step, keys) {
if (this.status !== null)
this.finishDelay -= step;
while (step > 0) {
var thisStep = Math.min(step, maxStep);
this.actors.forEach(function(actor) {
actor.act(thisStep, this, keys);
}, this);
step -= thisStep;
}
};
Lava.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else if (this.repeatPos)
this.pos = this.repeatPos;
else
this.speed = this.speed.times(-1);
};
var wobbleSpeed = 8, wobbleDist = 0.07;
Coin.prototype.act = function(step) {
this.wobble += step * wobbleSpeed;
var wobblePos = Math.sin(this.wobble) * wobbleDist;
this.pos = this.basePos.plus(new Vector(0, wobblePos));
};
var playerXSpeed = 10;
Player.prototype.moveX = function(step, level, keys) {
this.speed.x = 0;
if (keys.left) this.speed.x -= playerXSpeed;
if (keys.right) this.speed.x += playerXSpeed;
var motion = new Vector(this.speed.x * step, 0);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle)
level.playerTouched(obstacle);
else
this.pos = newPos;
};
var gravity = 30;
var jumpSpeed = 17;
Player.prototype.moveY = function(step, level, keys) {
this.speed.y += step * gravity;
var motion = new Vector(0, this.speed.y * step);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle) {
level.playerTouched(obstacle);
if (keys.up && this.speed.y > 0)
this.speed.y = -jumpSpeed;
else
this.speed.y = 0;
} else {
this.pos = newPos;
}
};
Player.prototype.act = function(step, level, keys) {
this.moveX(step, level, keys);
this.moveY(step, level, keys);
var otherActor = level.actorAt(this);
if (otherActor)
level.playerTouched(otherActor.type, otherActor);
// Losing animation
if (level.status == "lost") {
this.pos.y += step;
this.size.y -= step;
}
};
Level.prototype.playerTouched = function(type, actor) {
if (type == "lava" && this.status === null) {
this.status = "lost";
life -= 1;
console.log(life);
document.getElementById("life").innerHTML = ("Lives left: " + life);
if(life < 0) {
sessionStorage.setItem("reloading", "true");
document.location.reload();
}
this.finishDelay = 1;
} else if (type == "coin") {
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
return actor.type == "coin";
})) {
life += 1;
document.getElementById("life").innerHTML = ("Lives left: " + life);
this.status = "won";
this.finishDelay = 1;
}
}
};
var arrowCodes = {37: "left", 38: "up", 39: "right"};
function trackKeys(codes) {
var pressed = Object.create(null);
function handler(event) {
if (codes.hasOwnProperty(event.keyCode)) {
var down = event.type == "keydown";
pressed[codes[event.keyCode]] = down;
event.preventDefault();
}
}
addEventListener("keydown", handler);
addEventListener("keyup", handler);
return pressed;
}
function runAnimation(frameFunc) {
var lastTime = null;
function frame(time) {
var stop = false;
if (lastTime !== null) {
var timeStep = Math.min(time - lastTime, 100) / 1000;
stop = frameFunc(timeStep) === false;
}
lastTime = time;
if (!stop)
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
var arrows = trackKeys(arrowCodes);
function runLevel(level, Display, andThen) {
var display = new Display(document.body, level);
runAnimation(function(step) {
level.animate(step, arrows);
display.drawFrame(step);
if (level.isFinished()) {
display.clear();
if (andThen)
andThen(level.status);
return false;
}
});
}
var lives = function() {
ctx.font = "20px Courier";
ctx.fontFamily = "monospace";
ctx.fillStyle = "#666";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("Lives left: " + life, 10, 10);
};
function runGame(plans, Display) {
function startLevel(n) {
runLevel(new Level(plans[n]), Display, function(status) {
if (status == "lost") {
startLevel(n);
} else if (n < plans.length - 1)
startLevel(n + 1);
else
alert("You win!");
});
}
startLevel(0);
}
runGame(LEVELS, DOMDisplay);
body {
background: #222;
}
h2 {
color: #666;
font-family: monospace;
text-align: center;
}
.background {
table-layout: fixed;
border-spacing: 0;
}
.background td {
padding: 0;
}
.lava, .actor {
background: #e55;
}
.wall {
background: #444;
border: solid 3px #333;
box-sizing: content-box;
}
.actor {
position: absolute;
}
.coin {
background: #e2e838;
border-radius: 50%;
}
.player {
background: #335699;
box-shadow: none;
}
.lost .player {
background: #a04040;
}
.won .player {
background: green;
}
.game {
position: relative;
overflow: hidden;
}
#life {
font = 20px;
font-family: monospace;
color: #666;
text-align: left;
baseline: top;
margin-left: 30px;
font-weight: bold;
}
<h2>Simple JavaScript Game</h2>
<div id="life"></div>
So just a quick explanation, the following elements act as:
"x" represents a wall
"#" acts as a character
"!", "v" act as lava
"o" is a coin, which finishes the level by being collected
Current code:
Level.prototype.playerTouched = function(type, actor) {
if (type == "lava" && this.status === null) {
The problem is that you use different types for the "lava pool" and "lava drops".
The last one type is 'Lava' and not 'lava' as the first. So if you want to keep it that way is as simple as that:
Level.prototype.playerTouched = function(type, actor) {
if ((type == "lava" || type == "Lava") && this.status === null) {
With regards,
Chris Karanikas.

There's an odd infinite scroll on my website after adding some JavaScript to the pages

I've added some JavaScript to my website that adds a glitter effect following the mouse as you move it and I absolutely love it. Except the fact that about halfway down the page a random new scroll bar appears and it scrolls past the footer and on forever. I can't seem to figure out what to add, or take out to make it stop scrolling past the footer. I've tried setting a max height for the body/html... I've tried taking out the "set scroll" function, I need it to stop scrolling on forever. I've also tried adding in the finish() method but I'm not exactly sure where it goes. Here is my code.
var colour = "#ffffff";
var sparkles = 200;
var x = ox = 400;
var y = oy = 300;
var swide = 800;
var shigh = 600;
var sleft = sdown = 0;
var tiny = new Array();
var star = new Array();
var starv = new Array();
var starx = new Array();
var stary = new Array();
var tinyx = new Array();
var tinyy = new Array();
var tinyv = new Array();
colours = new Array('#ffffff', '#cbaa89')
n = 10;
y = 0;
x = 0;
n6 = (document.getElementById && !document.all);
ns = (document.layers);
ie = (document.all);
d = (ns || ie) ? 'document.' : 'document.getElementById("';
a = (ns || n6) ? '' : 'all.';
n6r = (n6) ? '")' : '';
s = (ns) ? '' : '.style';
if (ns) {
for (i = 0; i < n; i++)
document.write('<layer name="dots' + i + '" top=0 left=0 width=' + i / 2 + ' height=' + i / 2 + ' bgcolor=#ff0000></layer>');
}
if (ie)
document.write('<div id="con" style="position:absolute;top:0px;left:0px"><div style="position:relative">');
if (ie || n6) {
for (i = 0; i < n; i++)
document.write('<div id="dots' + i + '" style="position:absolute;top:0px;left:0px;width:' + i / 2 + 'px;height:' + i / 2 + 'px;background:#ff0000;font-size:' + i / 2 + '"></div>');
}
if (ie)
document.write('</div></div>');
(ns || n6) ? window.captureEvents(Event.MOUSEMOVE): 0;
function Mouse(evnt) {
y = (ns || n6) ? evnt.pageY + 4 - window.pageYOffset : event.y + 4;
x = (ns || n6) ? evnt.pageX + 1 : event.x + 1;
}
(ns) ? window.onMouseMove = Mouse: document.onmousemove = Mouse;
function animate() {
o = (ns || n6) ? window.pageYOffset : 0;
if (ie) con.style.top = document.body.scrollTop + 'px';
for (i = 0; i < n; i++) {
var temp1 = eval(d + a + "dots" + i + n6r + s);
randcolours = colours[Math.floor(Math.random() * colours.length)];
(ns) ? temp1.bgColor = randcolours: temp1.background = randcolours;
if (i < n - 1) {
var temp2 = eval(d + a + "dots" + (i + 1) + n6r + s);
temp1.top = parseInt(temp2.top) + 'px';
temp1.left = parseInt(temp2.left) + 'px';
} else {
temp1.top = y + o + 'px';
temp1.left = x + 'px';
}
}
setTimeout("animate()", 10);
}
animate();
window.onload = function() {
if (document.getElementById) {
var i, rats, rlef, rdow;
for (var i = 0; i < sparkles; i++) {
var rats = createDiv(3, 3);
rats.style.visibility = "hidden";
rats.style.zIndex = "999";
document.body.appendChild(tiny[i] = rats);
starv[i] = 0;
tinyv[i] = 0;
var rats = createDiv(5, 5);
rats.style.backgroundColor = "transparent";
rats.style.visibility = "hidden";
rats.style.zIndex = "999";
var rlef = createDiv(1, 5);
var rdow = createDiv(5, 1);
rats.appendChild(rlef);
rats.appendChild(rdow);
rlef.style.top = "2px";
rlef.style.left = "0px";
rdow.style.top = "0px";
rdow.style.left = "2px";
document.body.appendChild(star[i] = rats);
}
set_width();
sparkle();
}
}
function sparkle() {
var c;
if (Math.abs(x - ox) > 1 || Math.abs(y - oy) > 1) {
ox = x;
oy = y;
for (c = 0; c < sparkles; c++)
if (!starv[c]) {
star[c].style.left = (starx[c] = x) + "px";
star[c].style.top = (stary[c] = y + 1) + "px";
star[c].style.clip = "rect(0px, 5px, 5px, 0px)";
star[c].childNodes[0].style.backgroundColor = star[c].childNodes[1].style.backgroundColor = (colour == "random") ? newColour() : colour;
star[c].style.visibility = "visible";
starv[c] = 50;
break;
}
}
for (c = 0; c < sparkles; c++) {
if (starv[c]) update_star(c);
if (tinyv[c]) update_tiny(c);
}
setTimeout("sparkle()", 40);
}
function update_star(i) {
if (--starv[i] == 25) star[i].style.clip = "rect(1px, 4px, 4px, 1px)";
if (starv[i]) {
stary[i] += 1 + Math.random() * 3;
starx[i] += (i % 5 - 2) / 5;
if (stary[i] < shigh + sdown) {
star[i].style.top = stary[i] + "px";
star[i].style.left = starx[i] + "px";
} else {
star[i].style.visibility = "hidden";
starv[i] = 0;
return;
}
} else {
tinyv[i] = 50;
tiny[i].style.top = (tinyy[i] = stary[i]) + "px";
tiny[i].style.left = (tinyx[i] = starx[i]) + "px";
tiny[i].style.width = "2px";
tiny[i].style.height = "2px";
tiny[i].style.backgroundColor = star[i].childNodes[0].style.backgroundColor;
star[i].style.visibility = "hidden";
tiny[i].style.visibility = "visible"
}
}
function update_tiny(i) {
if (--tinyv[i] == 25) {
tiny[i].style.width = "1px";
tiny[i].style.height = "1px";
}
if (tinyv[i]) {
tinyy[i] += 1 + Math.random() * 3;
tinyx[i] += (i % 5 - 2) / 5;
if (tinyy[i] < shigh + sdown) {
tiny[i].style.top = tinyy[i] + "px";
tiny[i].style.left = tinyx[i] + "px";
} else {
tiny[i].style.visibility = "hidden";
tinyv[i] = 0;
return;
}
} else tiny[i].style.visibility = "hidden";
}
document.onmousemove = mouse;
function mouse(e) {
if (e) {
y = e.pageY;
x = e.pageX;
} else {
set_scroll();
y = event.y + sdown;
x = event.x + sleft;
}
}
window.onscroll = set_scroll;
function set_scroll() {
if (typeof(self.pageYOffset) == 'number') {
sdown = self.pageYOffset;
sleft = self.pageXOffset;
} else if (document.body && (document.body.scrollTop || document.body.scrollLeft)) {
sdown = document.body.scrollTop;
sleft = document.body.scrollLeft;
} else if (document.documentElement && (document.documentElement.scrollTop || document.documentElement.scrollLeft)) {
sleft = document.documentElement.scrollLeft;
sdown = document.documentElement.scrollTop;
} else {
sdown = 0;
sleft = 0;
}
}
window.onresize = set_width;
function set_width() {
var sw_min = 999999;
var sh_min = 999999;
if (document.documentElement && document.documentElement.clientWidth) {
if (document.documentElement.clientWidth > 0) sw_min = document.documentElement.clientWidth;
if (document.documentElement.clientHeight > 0) sh_min = document.documentElement.clientHeight;
}
if (typeof(self.innerWidth) == 'number' && self.innerWidth) {
if (self.innerWidth > 0 && self.innerWidth < sw_min) sw_min = self.innerWidth;
if (self.innerHeight > 0 && self.innerHeight < sh_min) sh_min = self.innerHeight;
}
if (document.body.clientWidth) {
if (document.body.clientWidth > 0 && document.body.clientWidth < sw_min) sw_min = document.body.clientWidth;
if (document.body.clientHeight > 0 && document.body.clientHeight < sh_min) sh_min = document.body.clientHeight;
}
if (sw_min == 999999 || sh_min == 999999) {
sw_min = 800;
sh_min = 600;
}
swide = sw_min;
shigh = sh_min;
}
function createDiv(height, width) {
var div = document.createElement("div");
div.style.position = "absolute";
div.style.height = height + "px";
div.style.width = width + "px";
div.style.overflow = "hidden";
return (div);
}
function newColour() {
var c = new Array();
c[0] = 255;
c[1] = Math.floor(Math.random() * 256);
c[2] = Math.floor(Math.random() * (256 - c[1] / 2));
c.sort(function() {
return (0.5 - Math.random());
});
return ("rgb(" + c[0] + ", " + c[1] + ", " + c[2] + ")");
}
I've also made a jsfiddle here https://jsfiddle.net/5ydty5p2/
it's the sparkles that are wrongly positioned. If you take a look at the inspector (F12 you'll see them animating). The calculated position is incorrected and since they're created directly in the body they make it grow, and grow...
Since the whole script is a hack you could further hack it with a max-height property on the body...
Having sparkless is nice but you should really look for an alternative, this piece of JS is awful. And there is no jquery involved here, it's merely divs following the mouse. You should look for a proper plugin.

Prevent collisions with new paths

I'm building a program that runs through an matrix (nxn) avoiding collisions with certain obstacles. I'm having trouble implementing a generic algorithm that works for all possible collision situations, the ultimate goal is to go through all the points of the matrix.
The algorithm I built is looping and can not complete the matrix.
Note: The red square can move in any direction (horizontal, vertical and diagonal movements), but only one cell(square) at a time.
var WALL = 0;
var started = false;
var gridSize = 20;
class Agent {
constructor(x, y, charge, cap, distance) {
this.x = x;
this.y = y;
this.charge = charge;
this.cap = cap;
this.distance = distance;
}
}
$(function() {
var $grid = $("#search_grid");
var opts = {
gridSize: 20
};
var grid = new GraphSearch($grid, opts);
//Initializes the agent
$("#btnInit").click(function() {
if (!started) {
var agent = new Agent(0, 0, 100, 50, 0);
agent.initialize();
started = true;
}
});
});
//Initializes the matrix
function GraphSearch($graph, options) {
this.$graph = $graph;
this.opts = options;
this.initialize();
}
//Initializes the matrix
GraphSearch.prototype.initialize = function() {
this.grid = [];
$graph = this.$graph;
$graph.empty();
var cellWidth = ($graph.width() / this.opts.gridSize) - 2,
cellHeight = ($graph.height() / this.opts.gridSize) - 2,
lineHeight = (this.opts.gridSize >= 30 ? "9.px" : ($graph.height() / this.opts.gridSize) - 10 + "px"),
fontSize = (this.opts.gridSize >= 30 ? "10px" : "20px");
$cellTemplate = $("<span />").addClass("grid_item").width(cellWidth).height(cellHeight).css("line-height", lineHeight).css("font-size", fontSize);
for (var x = 0; x < this.opts.gridSize; x++) {
var $row = $("<div class='row' />");
for (var y = 0; y < this.opts.gridSize; y++) {
var id = "cell_" + x + "_" + y,
$cell = $cellTemplate.clone();
$cell.attr("id", id).attr("x", x).attr("y", y);
$row.append($cell);
var isWall = addWall(x, y, this.opts.gridSize);
if (isWall === 1) {
$cell.addClass("wall");
} else {
$cell.addClass('weight1');
}
}
$graph.append($row);
//Fix for stackoverflow snippet
if ($(window).width() < 700) {
$("#search_grid").css("width", "320px");
$("#main").css("width", "38%");
} else {
$("#search_grid").css("width", "300px");
$("#main").css("width", "20%");
}
}
};
//Where will be wall in the matrix
addWall = function(x, y, size) {
var limitPointLeftUp = [2, 3];
var limitPointRightUp = [2, size - 4];
var limitPointLeftDown = [size - 4, 2];
var limitPointRightDown = [size - 4, size - 4];
if ((x == 2 && y == 2) || (x == 2 && y == size - 3)) {
return 1;
}
if ((x == size - 3 && y == 2) || (x == size - 3 && y == size - 3)) {
return 1;
}
if (x >= 2 && (y == 3 && x >= limitPointLeftUp[0] && x <= limitPointLeftDown[0] + 1)) {
return 1;
}
if (x >= 2 && (y == size - 4 && x >= limitPointRightUp[0] && x <= limitPointRightDown[0] + 1)) {
return 1;
}
if ((x == 1 && y == 5) || (x == 9 && y == 17) || (x == 6 && y == 0) || (x == 9 && y == 7) || (x == 15 && y == 0) || (x == 15 && y == 2) || (x == 18 && y == 15)) {
return 1;
}
}
//Initializes the agent
Agent.prototype.initialize = function() {
var agent = this;
var lastDir = "right";
var tryTo = "";
var trying = false;
var right = true;
var up = false;
var down = false;
var left = false;
var timerId = 0;
//Simulates agent movement [Here is my problem]
timerId = setInterval(function() {
RemoveAgent();
var cell = $("#search_grid .row .grid_item[x=" + agent.x + "][y=" + agent.y + "]");
cell.css("background-color", "#e2e2e2");
cell.addClass("agent");
//start direction: right
if (right) {
lastDir = "right";
if (tryTo == "down" && trying) {
if (EmptySqm(agent.x + 1, agent.y)) {
trying = false;
right = false;
down = true;
agent.x++;
}
} else if (tryTo == "up" && trying) {
if (EmptySqm(agent.x - 1, agent.y)) {
trying = false;
right = false;
up = true;
agent.x--;
}
}
if (right) {
//check if is valid sqm
if (ValidSqm(agent.x, agent.y + 1)) {
//go right if empty
if (EmptySqm(agent.x, agent.y + 1)) {
agent.y++;
} else {
right = false;
//check up sqm
if (EmptySqm(agent.x - 1, agent.y)) {
up = true;
trying = true;
}
//check down
else if (EmptySqm(agent.x + 1, agent.y)) {
down = true;
trying = true;
}
}
} else {
agent.x++;
right = false;
left = true;
}
}
//left direction
} else if (left) {
lastDir = "left";
if (tryTo == "down" && trying) {
if (EmptySqm(agent.x + 1, agent.y)) {
trying = false;
left = false;
down = true;
agent.x++;
}
} else if (tryTo == "up" && trying) {
if (EmptySqm(agent.x - 1, agent.y)) {
trying = false;
left = false;
up = true;
agent.x--;
}
}
if (left) {
if (ValidSqm(agent.x, agent.y - 1)) {
if (EmptySqm(agent.x, agent.y - 1)) {
agent.y--;
} else {
left = false;
if (EmptySqm(agent.x + 1, agent.y)) {
down = true;
trying = true;
} else if (EmptySqm(agent.x - 1, agent.y)) {
up = true;
trying = true;
}
}
} else {
agent.x++;
right = true;
left = false;
}
}
//up direction
} else if (up) {
tryTo = "down";
if (lastDir == "left") {
if (EmptySqm(agent.x, agent.y - 1)) {
up = false;
left = true;
agent.y--;
}
} else if (lastDir == "right") {
if (EmptySqm(agent.x, agent.y + 1)) {
up = false;
right = true;
agent.y++;
}
}
if (up) {
if (ValidSqm(agent.x - 1, agent.y)) {
if (EmptySqm(agent.x - 1, agent.y)) {
agent.x--;
} else {
up = false;
//check left sqm
if (EmptySqm(agent.x, agent.y - 1)) {
left = true;
agent.y--;
}
//check right sqm
else if (EmptySqm(agent.x, agent.y + 1)) {
right = true;
agent.y++;
}
//check down sqm
else if (EmptySqm(agent.x + 1, agent.y)) {
down = true;
agent.x++;
}
}
} else {
agent.x++;
up = false;
down = true;
}
}
//down direction
} else if (down) {
tryTo = "up";
if (lastDir == "left") {
if (EmptySqm(agent.x, agent.y - 1)) {
down = false;
left = true;
agent.y--;
}
} else if (lastDir == "right") {
if (EmptySqm(agent.x, agent.y + 1)) {
down = false;
right = true;
agent.y++;
}
}
if (down) {
if (ValidSqm(agent.x + 1, agent.y)) {
if (EmptySqm(agent.x + 1, agent.y)) {
agent.x++;
} else {
down = false;
//check left sqm
if (EmptySqm(agent.x, agent.y - 1)) {
left = true;
agent.y--;
}
//check right sqm
else if (EmptySqm(agent.x, agent.y + 1)) {
right = true;
agent.y++;
}
//check up sqm
else if (EmptySqm(agent.x - 1, agent.y)) {
up = true;
agent.x--;
}
}
} else {
agent.x--;
up = true;
down = false;
}
}
}
}, 100);
var stopInterval = function() {
clearInterval(timerId);
};
};
EmptySqm = function(x, y) {
var bNotWall = !$("#search_grid .row .grid_item[x=" + x + "][y=" + y + "]").hasClass("wall");
return bNotWall;
}
RemoveAgent = function() {
$("#search_grid .row .grid_item").removeClass("agent");
}
ValidSqm = function(x, y) {
return ((x >= 0 && x < gridSize) && (y >= 0 && y < gridSize));
}
html,
body {
height: 100%;
margin: 0;
}
.buttons {
float: right;
position: relative;
right: 10px;
top: 10px;
}
.buttons a {
text-decoration: none;
}
#content {
margin: 0 auto;
width: 98%;
text-align: center;
}
#controls {
text-align: center;
margin-bottom: 25px;
padding: 5px;
}
#search_grid {
width: 320px;
height: 300px;
position: relative;
}
#main {
margin: auto;
width: 20%;
}
.grid_item {
display: block;
border: 1px solid #bbb;
float: left;
line-height: 12px;
font-size: 10px;
}
.grid_item.wall {
background-color: #000000;
}
.grid_item.weight1 {
background-color: #ffffff;
}
.agent {
text-align: center;
color: grey;
font-size: 20px;
background-color: red !important;
color: blue;
font-weight: bold;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<body>
<div id="content">
<input type="button" id="btnInit" value="Start" /><br><br>
<div id="main">
<div id="search_grid">Loading...</div>
</div>
</div>
<div id="footer"></div>
</body>
I solved my problem with the help of the a* algorithm, more specifically this implementation, the deviation of the obstacles is done with the move method, which returns the path to a certain cell
path = grid.move(currentCell, endCell);
var agentSpeed = 10;
var WALL = 0;
var started = false;
var gridSize = 20;
var x = 0;
var y = 0;
var runsSameLine = false;
class Agent {
constructor(x, y, charge, cap, distance) {
this.x = x;
this.y = y;
this.charge = charge;
this.cap = cap;
this.distance = distance;
}
}
$(function() {
var $grid = $("#search_grid");
var opts = {
gridSize: gridSize
};
var grid = new GraphSearch($grid, opts, astar.search);
//Initializes the agent
$("#btnInit").click(function() {
if (!started) {
var agent = new Agent(0, 0, 100, 50, 0);
agent.initialize();
started = true;
}
});
});
//Initializes the matrix
function GraphSearch($graph, options, implementation) {
this.$graph = $graph;
this.search = implementation;
this.opts = options;
this.initialize();
}
var grid;
GraphSearch.prototype.move = function($start, $end) {
var end = this.nodeFromElement($end);
if ($end.hasClass("wall")) {
return;
}
var start = this.nodeFromElement($start);
var path = this.search(this.graph.nodes, start, end, true);
if (!path || path.length == 0) {
//this.animateNoPath();
} else {
return path;
}
};
GraphSearch.prototype.nodeFromElement = function($cell) {
return this.graph.nodes[parseInt($cell.attr("x"))][parseInt($cell.attr("y"))];
};
//Initializes the matrix
GraphSearch.prototype.initialize = function() {
this.grid = [];
var self = this,
nodes = [],
$graph = this.$graph;
$graph.empty();
var cellWidth = ($graph.width() / this.opts.gridSize) - 2,
cellHeight = ($graph.height() / this.opts.gridSize) - 2,
lineHeight = (this.opts.gridSize >= 30 ? "9.px" : ($graph.height() / this.opts.gridSize) - 10 + "px"),
fontSize = (this.opts.gridSize >= 30 ? "10px" : "20px");
$cellTemplate = $("<span />").addClass("grid_item").width(cellWidth).height(cellHeight).css("line-height", lineHeight).css("font-size", fontSize);
for (var x = 0; x < this.opts.gridSize; x++) {
var $row = $("<div class='row' />");
nodeRow = [],
gridRow = [];
for (var y = 0; y < this.opts.gridSize; y++) {
var id = "cell_" + x + "_" + y,
$cell = $cellTemplate.clone();
$cell.attr("id", id).attr("x", x).attr("y", y);
$row.append($cell);
gridRow.push($cell);
var isWall = addWall(x, y, this.opts.gridSize);
if (isWall === 1) {
$cell.addClass("wall");
nodeRow.push(1);
} else {
$cell.addClass('weight1');
nodeRow.push(0);
}
}
$graph.append($row);
this.grid.push(gridRow);
nodes.push(nodeRow);
//Fix for stackoverflow snippet
if ($(window).width() < 700) {
$("#search_grid").css("width", "320px");
$("#main").css("width", "38%");
} else {
$("#search_grid").css("width", "300px");
$("#main").css("width", "20%");
}
}
this.graph = new Graph(nodes);
this.$cells = $graph.find(".grid_item");
grid = this;
};
//Where will be wall in the matrix
addWall = function(x, y, size) {
var limitPointLeftUp = [2, 3];
var limitPointRightUp = [2, size - 4];
var limitPointLeftDown = [size - 4, 2];
var limitPointRightDown = [size - 4, size - 4];
if ((x == 2 && y == 2) || (x == 2 && y == size - 3)) {
return 1;
}
if ((x == size - 3 && y == 2) || (x == size - 3 && y == size - 3)) {
return 1;
}
if (x >= 2 && (y == 3 && x >= limitPointLeftUp[0] && x <= limitPointLeftDown[0] + 1)) {
return 1;
}
if (x >= 2 && (y == size - 4 && x >= limitPointRightUp[0] && x <= limitPointRightDown[0] + 1)) {
return 1;
}
if ((x == 1 && y == 5) || (x == 9 && y == 17) || (x == 6 && y == 0) || (x == 9 && y == 7) || (x == 15 && y == 0) || (x == 15 && y == 2) || (x == 18 && y == 15)) {
return 1;
}
}
//Initializes the agent
Agent.prototype.initialize = function() {
var agent = this;
var goToLeft = false;
var goToRight = true;
var rightLimit = gridSize - 1;
var leftLimit = 0;
var lastPos = 0;
var path = [];
var completedPath = true;
timerId = setInterval(function() {
agent.x = x;
agent.y = y;
currentCell = $("#search_grid .row .grid_item[x=" + x + "][y=" + y + "]");
currentCell.css("background-color", "#e2e2e2");
if (agent.x == gridSize - 1 && agent.y == 0) {
stopInterval(timerId);
return false;
}
if (goToRight && y == rightLimit) {
if (runsSameLine) {
goToLeft = true;
goToRight = false;
runsSameLine = false;
} else {
if (FreeCell((x + 1), y)) {
endCell = $("#search_grid .row .grid_item[x=" + (x + 1) + "][y=" + y + "]");
x++;
goToLeft = true;
goToRight = false;
} else {
endCell = FindNextFreeCell(x, y, "limDir");
goToLeft = true;
goToRight = false;
}
}
} else if (goToLeft && y == leftLimit) {
if (runsSameLine) {
goToLeft = false;
goToRight = true;
runsSameLine = false;
} else {
if (FreeCell((x + 1), y)) {
endCell = $("#search_grid .row .grid_item[x=" + (x + 1) + "][y=" + y + "]");
x++;
goToLeft = false;
goToRight = true;
} else {
endCell = FindNextFreeCell(x, y, "limEsq");
goToLeft = false;
goToRight = true;
}
}
} else if (goToRight) {
if (FreeCell(x, (y + 1))) {
endCell = $("#search_grid .row .grid_item[x=" + x + "][y=" + (y + 1) + "]");
y++;
} else {
endCell = FindNextFreeCell(x, y, "dir");
}
} else if (goToLeft) {
if (FreeCell(x, (y - 1))) {
endCell = $("#search_grid .row .grid_item[x=" + x + "][y=" + (y - 1) + "]");
y--;
} else {
endCell = FindNextFreeCell(x, y, "esq");
}
}
if (completedPath) {
path = grid.move(currentCell, endCell);
}
if (path) {
if (lastPos == path.length - 1) {
completedPath = true;
}
if (path.length > 1 && lastPos < path.length && lastPos != path.length - 1) {
x = path[lastPos].x;
y = path[lastPos].y;
lastPos++;
completedPath = false;
} else if (completedPath) {
x = path[lastPos].x;
y = path[lastPos].y;
lastPos = 0;
}
}
grid.$cells.removeClass("agent");
$("#search_grid .row .grid_item[x=" + x + "][y=" + y + "]").addClass("agent");
}, agentSpeed);
var stopInterval = function() {
clearInterval(timerId);
};
};
FindNextFreeCell = function(x, y, dir) {
if (dir == "limDir") {
if (x != gridSize) {
for (var y = y; y >= 0; y--) {
if (FreeCell((x + 1), y)) {
return getCell((x + 1), y);
}
}
}
} else if (dir == "limEsq") {
if (x != gridSize) {
for (var y = y; y <= gridSize; y++) {
if (FreeCell((x + 1), y)) {
return getCell((x + 1), y);
}
}
}
} else if (dir == "dir") {
for (var y = y; y < gridSize - 1; y++) {
if (FreeCell(x, (y + 1))) {
return getCell(x, (y + 1));
}
}
for (var x = x; x <= gridSize - 1; x++) {
if (FreeCell((x + 1), y)) {
runsSameLine = true;
return getCell((x + 1), y);
}
}
} else if (dir == "esq") {
for (var y = y; y > 0; y--) {
if (FreeCell(x, (y - 1))) {
return getCell(x, (y - 1));
}
}
for (var x = x; x <= gridSize - 1; x++) {
if (FreeCell((x + 1), y)) {
runsSameLine = true;
return getCell((x + 1), y);
}
}
}
}
EmptySqm = function(x, y) {
var bNotWall = !$("#search_grid .row .grid_item[x=" + x + "][y=" + y + "]").hasClass("wall");
return bNotWall;
}
getCell = function(x, y) {
return $("#search_grid .row .grid_item[x=" + x + "][y=" + y + "]");
}
FreeCell = function(x, y) {
var bNaoTemParede = !$("#search_grid .row .grid_item[x=" + x + "][y=" + y + "]").hasClass("wall");
var bNaoTemLixeira = !$("#search_grid .row .grid_item[x=" + x + "][y=" + y + "]").hasClass("lixeira");
var bNaoTemRecarga = !$("#search_grid .row .grid_item[x=" + x + "][y=" + y + "]").hasClass("pontoRecarga");
return bNaoTemParede && bNaoTemLixeira && bNaoTemRecarga;
}
ValidSqm = function(x, y) {
return ((x >= 0 && x < gridSize) && (y >= 0 && y < gridSize));
}
// javascript-astar
// http://github.com/bgrins/javascript-astar
// Freely distributable under the MIT License.
// Implements the astar search algorithm in javascript using a binary heap.
var astar = {
init: function(grid) {
for (var x = 0, xl = grid.length; x < xl; x++) {
for (var y = 0, yl = grid[x].length; y < yl; y++) {
var node = grid[x][y];
node.f = 0;
node.g = 0;
node.h = 0;
node.cost = node.type;
node.visited = false;
node.closed = false;
node.parent = null;
}
}
},
heap: function() {
return new BinaryHeap(function(node) {
return node.f;
});
},
search: function(grid, start, end, diagonal, heuristic) {
astar.init(grid);
heuristic = heuristic || astar.manhattan;
diagonal = !!diagonal;
var openHeap = astar.heap();
openHeap.push(start);
while (openHeap.size() > 0) {
// Grab the lowest f(x) to process next. Heap keeps this sorted for us.
var currentNode = openHeap.pop();
// End case -- result has been found, return the traced path.
if (currentNode === end) {
var curr = currentNode;
var ret = [];
while (curr.parent) {
ret.push(curr);
curr = curr.parent;
}
return ret.reverse();
}
// Normal case -- move currentNode from open to closed, process each of its neighbors.
currentNode.closed = true;
// Find all neighbors for the current node. Optionally find diagonal neighbors as well (false by default).
var neighbors = astar.neighbors(grid, currentNode, diagonal);
for (var i = 0, il = neighbors.length; i < il; i++) {
var neighbor = neighbors[i];
if (neighbor.closed || neighbor.isWall() || $("#search_grid .row .grid_item[x=" + neighbor.x + "][y=" + neighbor.y + "]").hasClass("pontoRecarga") || $("#search_grid .row .grid_item[x=" + neighbor.x + "][y=" + neighbor.y + "]").hasClass("lixeira")) {
// Not a valid node to process, skip to next neighbor.
continue;
}
// The g score is the shortest distance from start to current node.
// We need to check if the path we have arrived at this neighbor is the shortest one we have seen yet.
var gScore = currentNode.g + neighbor.cost;
var beenVisited = neighbor.visited;
if (!beenVisited || gScore < neighbor.g) {
// Found an optimal (so far) path to this node. Take score for node to see how good it is.
neighbor.visited = true;
neighbor.parent = currentNode;
neighbor.h = neighbor.h || heuristic(neighbor.pos, end.pos);
neighbor.g = gScore;
neighbor.f = neighbor.g + neighbor.h;
if (!beenVisited) {
// Pushing to heap will put it in proper place based on the 'f' value.
openHeap.push(neighbor);
} else {
// Already seen the node, but since it has been rescored we need to reorder it in the heap
openHeap.rescoreElement(neighbor);
}
}
}
}
// No result was found - empty array signifies failure to find path.
return [];
},
manhattan: function(pos0, pos1) {
// See list of heuristics: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html
var d1 = Math.abs(pos1.x - pos0.x);
var d2 = Math.abs(pos1.y - pos0.y);
return d1 + d2;
},
neighbors: function(grid, node, diagonals) {
var ret = [];
var x = node.x;
var y = node.y;
// West
if (grid[x - 1] && grid[x - 1][y]) {
ret.push(grid[x - 1][y]);
}
// East
if (grid[x + 1] && grid[x + 1][y]) {
ret.push(grid[x + 1][y]);
}
// South
if (grid[x] && grid[x][y - 1]) {
ret.push(grid[x][y - 1]);
}
// North
if (grid[x] && grid[x][y + 1]) {
ret.push(grid[x][y + 1]);
}
if (diagonals) {
// Southwest
if (grid[x - 1] && grid[x - 1][y - 1]) {
ret.push(grid[x - 1][y - 1]);
}
// Southeast
if (grid[x + 1] && grid[x + 1][y - 1]) {
ret.push(grid[x + 1][y - 1]);
}
// Northwest
if (grid[x - 1] && grid[x - 1][y + 1]) {
ret.push(grid[x - 1][y + 1]);
}
// Northeast
if (grid[x + 1] && grid[x + 1][y + 1]) {
ret.push(grid[x + 1][y + 1]);
}
}
return ret;
}
};
// javascript-astar
// http://github.com/bgrins/javascript-astar
// Freely distributable under the MIT License.
// Includes Binary Heap (with modifications) from Marijn Haverbeke.
// http://eloquentjavascript.net/appendix2.html
var GraphNodeType = {
OPEN: 0,
WALL: 1
};
// Creates a Graph class used in the astar search algorithm.
function Graph(grid) {
var nodes = [];
for (var x = 0; x < grid.length; x++) {
nodes[x] = [];
for (var y = 0, row = grid[x]; y < row.length; y++) {
nodes[x][y] = new GraphNode(x, y, row[y]);
}
}
this.input = grid;
this.nodes = nodes;
}
Graph.prototype.toString = function() {
var graphString = "\n";
var nodes = this.nodes;
var rowDebug, row, y, l;
for (var x = 0, len = nodes.length; x < len; x++) {
rowDebug = "";
row = nodes[x];
for (y = 0, l = row.length; y < l; y++) {
rowDebug += row[y].type + " ";
}
graphString = graphString + rowDebug + "\n";
}
return graphString;
};
function GraphNode(x, y, type) {
this.data = {};
this.x = x;
this.y = y;
this.pos = {
x: x,
y: y
};
this.type = type;
}
GraphNode.prototype.toString = function() {
return "[" + this.x + " " + this.y + "]";
};
GraphNode.prototype.isWall = function() {
return this.type === GraphNodeType.WALL;
};
function BinaryHeap(scoreFunction) {
this.content = [];
this.scoreFunction = scoreFunction;
}
BinaryHeap.prototype = {
push: function(element) {
// Add the new element to the end of the array.
this.content.push(element);
// Allow it to sink down.
this.sinkDown(this.content.length - 1);
},
pop: function() {
// Store the first element so we can return it later.
var result = this.content[0];
// Get the element at the end of the array.
var end = this.content.pop();
// If there are any elements left, put the end element at the
// start, and let it bubble up.
if (this.content.length > 0) {
this.content[0] = end;
this.bubbleUp(0);
}
return result;
},
remove: function(node) {
var i = this.content.indexOf(node);
// When it is found, the process seen in 'pop' is repeated
// to fill up the hole.
var end = this.content.pop();
if (i !== this.content.length - 1) {
this.content[i] = end;
if (this.scoreFunction(end) < this.scoreFunction(node)) {
this.sinkDown(i);
} else {
this.bubbleUp(i);
}
}
},
size: function() {
return this.content.length;
},
rescoreElement: function(node) {
this.sinkDown(this.content.indexOf(node));
},
sinkDown: function(n) {
// Fetch the element that has to be sunk.
var element = this.content[n];
// When at 0, an element can not sink any further.
while (n > 0) {
// Compute the parent element's index, and fetch it.
var parentN = ((n + 1) >> 1) - 1,
parent = this.content[parentN];
// Swap the elements if the parent is greater.
if (this.scoreFunction(element) < this.scoreFunction(parent)) {
this.content[parentN] = element;
this.content[n] = parent;
// Update 'n' to continue at the new position.
n = parentN;
}
// Found a parent that is less, no need to sink any further.
else {
break;
}
}
},
bubbleUp: function(n) {
// Look up the target element and its score.
var length = this.content.length,
element = this.content[n],
elemScore = this.scoreFunction(element);
while (true) {
// Compute the indices of the child elements.
var child2N = (n + 1) << 1,
child1N = child2N - 1;
// This is used to store the new position of the element,
// if any.
var swap = null;
var child1Score;
// If the first child exists (is inside the array)...
if (child1N < length) {
// Look it up and compute its score.
var child1 = this.content[child1N];
child1Score = this.scoreFunction(child1);
// If the score is less than our element's, we need to swap.
if (child1Score < elemScore) {
swap = child1N;
}
}
// Do the same checks for the other child.
if (child2N < length) {
var child2 = this.content[child2N],
child2Score = this.scoreFunction(child2);
if (child2Score < (swap === null ? elemScore : child1Score)) {
swap = child2N;
}
}
// If the element needs to be moved, swap it, and continue.
if (swap !== null) {
this.content[n] = this.content[swap];
this.content[swap] = element;
n = swap;
}
// Otherwise, we are done.
else {
break;
}
}
}
};
html,
body {
height: 100%;
margin: 0;
}
.buttons {
float: right;
position: relative;
right: 10px;
top: 10px;
}
.buttons a {
text-decoration: none;
}
#content {
margin: 0 auto;
width: 98%;
text-align: center;
}
#controls {
text-align: center;
margin-bottom: 25px;
padding: 5px;
}
#search_grid {
width: 300px;
height: 300px;
position: relative;
}
#main {
margin: auto;
width: 20%;
}
.grid_item {
display: block;
border: 1px solid #bbb;
float: left;
line-height: 12px;
font-size: 10px;
}
.grid_item.wall {
background-color: #000000;
}
.grid_item.weight1 {
background-color: #ffffff;
}
.agent {
text-align: center;
color: grey;
font-size: 20px;
background-color: red !important;
color: blue;
font-weight: bold;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<body>
<div id="content">
<input type="button" id="btnInit" value="Start" /><br><br>
<div id="main">
<div id="search_grid">Loading...</div>
</div>
</div>
<div id="footer"></div>
</body>

Control ball speed in pong

I have this code below, and I'm having a hard time solving this one.
On dotime function, i have the ball speed:
/* HERE */
function dotime() {
move1();
if (myform != null) {
myform.text3.value = display1();
myform.score.value = "" + score;
}
/* ---Ball Speed--- */
if (!oops_flag) timerID = setTimeout("dotime()", 190);
/* ---trying to make ball speed faster--- */
if (score == 1) {
timerID = setTimeout("dotime()", 100 - 30);
}
timerRunning = true;
}
I tried to make the ball move faster but when i do the second "if", the ball just flying too fast.
Thanks in advance,
fufle.
full code:
var crlf = "\r\n";
var x = 0;
var y = 0;
var dx = 1;
var dy = 1;
var s = "";
var u = 0;
var oops_flag = false;
var score = 0;
function move1() {
x += dx;
if (x > 61) {
x -= 2 * Math.abs(dx);
if (dx > 0) dx = -dx;
}
if (x < 0) {
x += 2 * Math.abs(dx);
if (dx < 0) dx = -dx;
}
y += dy;
if (y > 24) {
y -= 2 * Math.abs(dy);
if (dy > 0) dy = -dy;
if (Math.abs(x - 2 * u - 1) > 2) {
oops_flag = true;
} else {
score += 1;
}
}
if (y < 0) {
y += 2 * Math.abs(dy);
if (dy < 0) dy = -dy;
}
}
function display1() {
var s1 = ""
var i, j;
if (oops_flag) return " Unlucky, Play again?"
for (j = 0; j < 25; j++) {
for (i = 0; i < 62; i++) {
/* BALL */
if (j == y && i == x) s1 += "🔴";
else s1 += " ";
}
s1 += crlf;
}
/* DEFENDER */
var s2 = "";
for (i = 0; i < 31; i++) {
if (u == i) s2 += "â–„â–„â–„â–„â–„";
else s2 += " ";
}
return (s1 + s2);
}
var timerID = null;
var timerRunning = false;
var myform;
function stopclock() {
if (timerRunning) clearTimeout(timerID);
timerRunning = false;
}
function startclock(form) {
myform = form;
oops_flag = false;
score = 0;
if (navigator.userAgent.indexOf("Mac") > 2) crlf = "\n";
stopclock();
dotime();
// var id= setInterval(frameElement,10000);
}
/* HERE */
function dotime() {
move1();
if (myform != null) {
myform.text3.value = display1();
myform.score.value = "" + score;
}
if (!oops_flag) timerID = setTimeout("dotime()", 100);
if (score == 1) {
timerID = setTimeout("dotime()", 100 - 30);
}
timerRunning = true;
}
Looks like you have two timers running so you need to make it so only one will run.
if (!oops_flag) {
var speed = 100;
if (score===1) speed = 70;
timerID = setTimeout(dotime, speed);
}
or with a ternary operator
if (!oops_flag) {
var speed = (score===1) ? 70 : 100;
timerID = setTimeout(dotime, speed);
}

snake game collision with itself

I have made a snake game with processign.js and im trying to make the collision with itself. The problem is that it isnt working as it should.
var screen = 0;
var bg = color(60,150,60);
var snake;
var apple;
var bonus;
var nBonus = 0;
var gameOver = false;
var appleSize = 10;
var applePosX = round(random(10,width-appleSize)/10)*10;
var applePosY = round(random(10,height-appleSize)/10)*10;
var keys = [];
void keyPressed() {
keys[keyCode] = true;
};
void keyReleased() {
keys[keyCode] = false;
};
frameRate(10);
// collision with itself
// -----------------------------------------------------------------------
// ------------------------------- THE SNAKE -----------------------------
var Snake = function(x, y) {
this.x = x;
this.y = y;
this.len = 1;
this.size = 10;
this.snakePosX = 0;
this.snakePosY = 0;
this.points = 0;
this.positions = [];
this.moving = false;
this.apples = 0;
for(var i=0; i<this.len; i++) {
var posX = this.x-i*10;
var posY = this.y;
this.positions[i] = {x:posX, y:posY};
}
};
Snake.prototype.draw = function() {
fill(0);
stroke(255,255,255);
for(var i=0; i<this.positions.length; i++) {
rect(this.positions[i].x, this.positions[i].y, this.size, this.size);
}
};
Snake.prototype.move = function() {
if(gameOver === false) {
if(keys[UP]) {
this.snakePosY = -this.size;
this.snakePosX = 0;
this.moving = true;
}
if(keys[DOWN]) {
this.snakePosY = this.size;
this.snakePosX = 0;
this.moving = true;
}
if(keys[LEFT]) {
this.snakePosX = -this.size;
this.snakePosY = 0;
this.moving = true;
}
if(keys[RIGHT]) {
this.snakePosX = this.size;
this.snakePosY = 0;
this.moving = true;
}
}
if(this.moving == true) {
if(snake.positions.length == 1) {
this.positions[0].x += this.snakePosX;
this.positions[0].y += this.snakePosY;
}
else {
for(var i=1; i<this.positions.length; i++) {
this.positions[i-1].x = this.positions[i].x;
this.positions[i-1].y = this.positions[i].y;
this.positions[i].x += this.snakePosX;
this.positions[i].y += this.snakePosY;
}
}
}
};
Snake.prototype.checkColl = function() {
// collision with itself
if(this.positions.length>1) {
for(var i=0; i<this.positions.length; i++) {
if(this.positions[0].x > 350) {
text('holly crap', 100, 100);
}
}
}
// collision with walls
if(this.positions[0].x > width-this.size || this.positions[0].x < 0 || this.positions[0].y > height-this.size || this.positions[0].y < 0) {
gameOver = true;
gameIsOver();
}
// collision with apples
for(var i=0; i<this.positions.length; i++) {
if(this.positions[i].x >= apple.x && this.positions[i].x+10 <= apple.x+10 && this.positions[i].y >= apple.y && this.positions[i].y+10 <= apple.y+10) {
apple.draw();
this.apples ++;
this.points += 10;
this.positions.unshift({x:apple.x, y:apple.y});
apple.x = round(random(10,width-appleSize)/10)*10;
apple.y = round(random(10,height-appleSize)/10)*10;
if(this.apples > 1 && this.apples % 5 == 0) {
nBonus = 1;
}
}
}
// collision with bonus
if(this.positions[0].x >= bonus.x && this.positions[0].x+10 <= bonus.x+10 && this.positions[0].y >= bonus.y && this.positions[0].y+10 <= bonus.y+10) {
if(this.moving) {
bonus.x = round(random(10,width-appleSize)/10)*10;
bonus.y = round(random(10,height-appleSize)/10)*10;
nBonus = 0;
this.points += 10;
}
}
};
// ------------------------ THE APPLES -----------------------------------
var Apple = function(x, y) {
this.x = x;
this.y = y;
};
Apple.prototype.draw = function() {
fill(255,0,0);
noStroke();
rect(this.x, this.y, appleSize, appleSize);
};
// ------------------------ THE BONUS -----------------------------------
var Bonus = function(x, y) {
this.x = x;
this.y = y;
}
Bonus.prototype.draw = function() {
fill(150,0,0);
stroke(255,255,255)
rect(this.x, this.y, appleSize, appleSize);
};
// -----------------------------------------------------------------------
snake = new Snake(width/2, height/2);
apple = new Apple(applePosX, applePosY);
bonus = new Bonus(width/2, height/2);
// -----------------------------------------------------------------------
void gameIsOver() {
fill(0);
textAlign(CENTER);
text("Game Over\nPress 'S' to play again", width/2, height/2);
textAlign(LEFT);
if(keys[83]) {
screen = 2;
gameOver = false;
}
}
void playGame() {
if(screen === 0) {
if(mouseX >= width/2-50 && mouseY <= width/2+50 && mouseY >= height/2-15 && mouseY <= height/2+15) {
if(mousePressed) {
screen = 1;
}
}
}
}
void makeScreen() {
if(screen === 0) {
textAlign(CENTER);
textSize(30);
text('SNAKE GAME', width/2, 100);
stroke(255,255,255);
noFill();
rectMode(CENTER);
rect(width/2, height/2, 100, 30);
textSize(15);
text('Play', width/2, height/2+5);
textSize(11);
text('By Eskimopest', width/2, height-20);
textAlign(LEFT);
rectMode(LEFT);
playGame();
}
if(screen === 1) {
snake.draw();
snake.move();
snake.checkColl();
apple.draw();
if(nBonus === 1) {
bonus.draw();
}
fill(0);
text('POINTS : '+ snake.points, 10, 20);
text('APPLES : '+ snake.apples, 10, 40);
}
if(screen === 2) {
snake.points = 0;
snake.apples = 0;
snake.x = width/2;
snake.y = height/2;
snake.len = 1;
snake.positions = [{x:snake.x, y:snake.y}];
snake.snakePosX = 0;
snake.snakePosY = 0;
applePosX = round(random(10,width-appleSize)/10)*10;
applePosY = round(random(10,height-appleSize)/10)*10;
screen = 1;
}
}
// -----------------------------------------------------------------------
void draw() {
background(bg);
makeScreen();
for(var i=0; i<snake.positions.length; i++) {
text(i + 'x:'+snake.positions[i].x + ' y:'+snake.positions[i].y, 600, 20+i*10);
}
}
The problem is in snake.prototype.checkColl and I'm trying to make this work but with no results. When I try to make
if(this.positions[0].x = this.positions[i].x)
nothing happens. If anyone could help me I would be very appreciated.
That should be:
if(this.positions[0].x == this.positions[i].x)
Using a single = is doing an assignment. You want to do a comparison, so you need double ==.

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