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Post merge fixes

master
Figg hace 7 meses
padre
commit
719be105ef
Se han modificado 2 ficheros con 31 adiciones y 27 borrados
  1. 29
    25
      js/controller.js
  2. 2
    2
      js/model/game.js

+ 29
- 25
js/controller.js Ver fichero

@@ -12,13 +12,12 @@ class Controller
12 12
 	initializeGame() {
13 13
 		let params = this.gatherMenuValues();
14 14
 		
15
-		this.game = new Game(params.TUBESNUMBERS, params.TUBESLEVELS);
16
-		this.drawer = new Drawer(params.PADDING, params.SCALE);
15
+		this.#game = new Game(params.TUBESNUMBERS, params.TUBESLEVELS);
16
+		this.#drawer = new Drawer(params.PADDING, params.SCALE);
17 17
 		
18
-		this.drawer.computeGameParams(params.TUBESNUMBERS, params.TUBESLEVELS);
19
-		this.width = 800
20
-		this.height = 600
21
-		this.ui = new UI(this.width, this.height);
18
+		this.#drawer.computeGameParams(params.TUBESNUMBERS, params.TUBESLEVELS);
19
+
20
+		this.ui = new UI(800, 600);
22 21
 		this.lastTime = 0;
23 22
 		
24 23
 		this.initializeColorTubes(params.TUBESLEVELS - 1);
@@ -43,7 +42,7 @@ class Controller
43 42
 	
44 43
 	initializeColorTubes(LayersPerTube)
45 44
 	{
46
-		let nbTubes = this.game.tubesNumber() - 1;
45
+		let nbTubes = this.#game.tubesNumber() - 1;
47 46
 		let allColors = [];
48 47
 		
49 48
 		for (let i = 0; i < nbTubes; i++)
@@ -59,7 +58,7 @@ class Controller
59 58
 			let randomIndex = Math.floor(Math.random() * (index + 1));
60 59
 			let tubeIndex = Math.floor(index / LayersPerTube);
61 60
 			
62
-			this.game.tubeAt(tubeIndex).addColorLayer(allColors[randomIndex]);
61
+			this.#game.tubeAt(tubeIndex).addColorLayer(allColors[randomIndex]);
63 62
 			
64 63
 			allColors[randomIndex] = allColors[index];
65 64
 		}
@@ -67,18 +66,18 @@ class Controller
67 66
 	
68 67
 	clickTube(tubeIndex)
69 68
 	{
70
-		let _clickedTube = this.game.tubeAt(tubeIndex);
69
+		let _clickedTube = this.#game.tubeAt(tubeIndex);
71 70
 		if (_clickedTube == null) return;
72 71
 		
73
-		if (_clickedTube == this.game.selectedTube())
74
-			this.game.unselectTube();
75
-		else if (this.canPourInto(this.game.selectedTube(), _clickedTube))
72
+		if (_clickedTube == this.#game.selectedTube())
73
+			this.#game.unselectTube();
74
+		else if (this.canPourInto(this.#game.selectedTube(), _clickedTube))
76 75
 		{
77
-			this.pourColorInto(this.game.selectedTube(), _clickedTube);
78
-			this.game.unselectTube();
76
+			this.pourColorInto(this.#game.selectedTube(), _clickedTube);
77
+			this.#game.unselectTube();
79 78
 		}
80 79
 		else if (!_clickedTube.isEmpty())
81
-			this.game.selectTubeAt(tubeIndex);
80
+			this.#game.selectTubeAt(tubeIndex);
82 81
 	}
83 82
 	
84 83
 	canPourInto(sourceTube, targetTube)
@@ -86,7 +85,7 @@ class Controller
86 85
 		return sourceTube != null && targetTube != null
87 86
 			&& sourceTube != targetTube
88 87
 			&& (targetTube.isEmpty() || sourceTube.peekTopColor() == targetTube.peekTopColor())
89
-			&& !targetTube.isFull();
88
+			&& !targetTube.isFull() && !targetTube.isComplete();
90 89
 	}
91 90
 	
92 91
 	pourColorInto(sourceTube, targetTube)
@@ -104,22 +103,22 @@ class Controller
104 103
 	{
105 104
 		if (tube.isComplete())
106 105
 		{
107
-			this.game.removeTube(tube);
106
+			//this.#game.removeTube(tube);
108 107
 			this.checkGameCompletion();
109 108
 		}
110 109
 	}
111 110
 	
112 111
 	checkGameCompletion()
113 112
 	{
114
-		if (this.game.tubesNumber() == 1 && this.game.tubeAt(0).isEmpty())
113
+		if (this.#game.tubesNumber() == 1 && this.#game.tubeAt(0).isEmpty())
115 114
 		{
116
-			this.game.clean();
115
+			this.#game.clean();
117 116
 		}
118 117
 	}
119 118
 
120 119
 	mousePressed(e) 
121 120
 	{
122
-		let clickedTubeId = this.drawer.getTubeIdAt(mouseX, mouseY);
121
+		let clickedTubeId = this.#drawer.getTubeIdAt(mouseX, mouseY);
123 122
 		this.clickTube(clickedTubeId);
124 123
 		
125 124
 		this.needUpdate = true;
@@ -127,21 +126,26 @@ class Controller
127 126
 	
128 127
 	runLoop()
129 128
 	{
130
-		const timeDelta = millis() - lastTime;
129
+		const timeDelta = millis() - this.lastTime;
131 130
 		// peut-être pas nécessaire de limiter le framerate
132 131
 		if (timeDelta < 50)
133 132
 			return;
134 133
 		this.lastTime = millis();
135 134
 		
136 135
 		const steps = [
137
-			(this.needUpdate || this.game.isCompleted) && drawGame,
138
-			this.game.isCompleted && drawUI
136
+			(this.needUpdate || this.#game.isCompleted) && this.drawGame,
137
+			this.#game.isCompleted && this.drawUI
139 138
 		]
140 139
 
141
-		steps.forEach(step => step && step());
140
+		steps.forEach(step => step && step.call(this));
141
+	}
142
+
143
+	drawGame()
144
+	{
145
+		this.#drawer.draw(this.#game);
142 146
 	}
143 147
 
144
-	function drawUI()
148
+	drawUI()
145 149
 	{
146 150
 		this.ui.drawWinView();
147 151
 	}

+ 2
- 2
js/model/game.js Ver fichero

@@ -4,8 +4,8 @@ class Game {
4 4
 	
5 5
 	constructor(nbTubes, tubeLevel)
6 6
 	{
7
-		this.tubes = [];
8
-		this.selectedTube = null;
7
+		this.#tubes = [];
8
+		this.#selectedTube = null;
9 9
 		this.isCompleted = false;
10 10
 
11 11
 		for (let i = 0; i < nbTubes; i++)

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