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script.js
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script.js
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// Selection <main>
const leMain = document.querySelector('main');
// Creation <aside>
const aside = document.createElement('aside');
// Creation <playButton>
const playBtn = document.createElement('button');
playBtn.innerHTML = "JOUER";
// Deplacement playBtn + clock dans <aside>
aside.appendChild(playBtn);
aside.appendChild(clock);
// Deplacement <aside> dans <body>
document.body.insertBefore(aside, document.body.children[0]);
// levels list
const LEVELS_LIST = [LEVEL_1, LEVEL_2, LEVEL_3, LEVEL_4, LEVEL_5];
// Set current level number for get him in the [LEVELS_LIST] array
let levelNumber = 0;
// ------------------------------------------
// FUNCTIONS
// ------------------------------------------
// FUNCTION LEVEL GENERATOR : - Genere un level(tileset) precis dans le <main>
// - Genere le player dans starting tile
// - Event KeyDown : Switch touches mouvement player + Win Condition
function levelGenerator() {
// ------ MODIFICATION VARIABLES CSS (GRID) --------
leMain.style.setProperty('--nbrRows', `repeat(${LEVELS_LIST[levelNumber].length}, 60px)`);
leMain.style.setProperty('--nbrColumns', `repeat(${LEVELS_LIST[levelNumber][0].length}, 60px)`);
// ------- TILESET CREATION -------
let indexID = 1;
for (let arr of LEVELS_LIST[levelNumber]) {
for (let elem of arr) {
let newSquare = document.createElement('section');
newSquare.classList.add(elem);
newSquare.setAttribute('id', indexID);
if (elem === "*") { newSquare.classList.add("wall") }
else { newSquare.classList.add("path")};
leMain.appendChild(newSquare);
indexID++;
}
}
// ------- PLAYER CREATION -------
let startPos = document.querySelector('.S');
let player1 = document.createElement('section');
player1.classList.add('player');
startPos.appendChild(player1);
// ------ KEYDOWN EVENT -------
document.addEventListener('keydown', (e) => {
// Get ID of the current square -> transform this string into a number -> add the number of column in the maze-grid for target the next row in the grid
let squareIdNumber = Number(player1.parentElement.getAttribute('id'));
let squareUpId = squareIdNumber - LEVELS_LIST[levelNumber][0].length;
let squareDownId = squareIdNumber + LEVELS_LIST[levelNumber][0].length;
switch (e.key) {
case 'ArrowUp':
case 'z':
if (document.getElementById(`${squareUpId}`).classList.contains('path')){
document.getElementById(`${squareUpId}`).appendChild(player1);
}
break;
case 'ArrowDown':
case 's':
if (document.getElementById(`${squareDownId}`).classList.contains("path")) {
document.getElementById(`${squareDownId}`).appendChild(player1);
}
break;
case 'ArrowLeft':
case 'q':
if (player1.parentElement.previousSibling.classList.contains("path")) {
player1.parentElement.previousSibling.appendChild(player1);
}
break;
case 'ArrowRight':
case 'd':
if (player1.parentElement.nextSibling.classList.contains("path")) {
player1.parentElement.nextSibling.appendChild(player1);
}
break;
default:
console.log(`Erreur: Touche ${e.key} non definie.`);
}
// ------- Win Event(Condition) --------
if (player1.parentElement.getAttribute('id') === document.querySelector('.T').getAttribute('id')) {
clearInterval(intervalTimeLevel);
clearInterval(intervalTimeGame);
removePopUp();
if (levelNumber === (LEVELS_LIST.length - 1)) {
gamePopUp("VICTORY ! (Fin de la demo du jeu)",
`well done you passed level ${levelNumber + 1} in ${14 - seconds}:${99 - tens} seconds`,
`you completed the whole game in ${totalSeconds}:${totalTens} seconds`,
`exit game`,
`play again`,
0,
resetGameTimer());
} else {
gamePopUp(`well done you passed level ${levelNumber + 1} in ${14 - seconds}:${99 - tens} seconds`,
"",
`ready for level ${levelNumber + 2} ?`,
`not today`,
`YES !`,
levelNumber + 1);
}
}
})
}
// ----- FUNCTION REMOVE POPUP : remove all <div> -----
function removePopUp() {
for (let elem of document.querySelectorAll('div')) {
elem.remove();
}
}
// ----- FUNCTION EXIT LEVEL : remove popUp + player + tiles + <main> -----
function exitLevel() {
for (let section of document.querySelectorAll('section')) {
section.remove();
}
removePopUp();
}
// ------------------------------------
// function GAME POPUP
// ------------------------------------
function gamePopUp(a, b, c, d, e, f, g) {
// Creation text du popup
const popupDivText = document.createElement('div');
const popUpText1 = document.createElement('p');
popUpText1.innerHTML = a;
const popUpText2 = document.createElement('p');
popUpText2.innerHTML = b;
const popUpText3 = document.createElement('p');
popUpText3.innerHTML = c;
popupDivText.appendChild(popUpText1);
popupDivText.appendChild(popUpText2);
popupDivText.appendChild(popUpText3);
// Creation btns no/yes du popup
const popUpDivBtns = document.createElement('div');
popUpDivBtns.classList.add('winBtns');
const popUpBtnNo = document.createElement('button');
popUpBtnNo.innerHTML = d;
popUpBtnNo.addEventListener('click', () => {
exitLevel();
clock.classList.toggle('disabled'); // Cache: body
playBtn.classList.toggle('disabled'); // Affiche: body
leMain.classList.toggle('disabled'); // Cache: body
})
const popUpBtnYes = document.createElement('button');
popUpBtnYes.innerHTML = e;
popUpBtnYes.addEventListener('click', () => {
exitLevel();
// Modify [levelNumber] before start new game or new level (f == 0 || f == levelNumber++)
levelNumber = f;
levelGenerator(LEVELS_LIST[levelNumber]);
g; // (g == rien || g == resetGameTimer())
startGameTimer();
startTimerLevel();
})
popUpDivBtns.appendChild(popUpBtnNo);
popUpDivBtns.appendChild(popUpBtnYes);
// popUpDivText + popUpDivBtns => popUp => <aside>
const popUp = document.createElement('div');
popUp.classList.add('winPopUp');
popUp.appendChild(popupDivText);
popUp.appendChild(popUpDivBtns);
aside.appendChild(popUp);
}
// ----------------------------------------------------------------
// CLICK EVENT LISTENER
// ----------------------------------------------------------------
// ------- PLAYBTN clickEvent -------
playBtn.addEventListener('click', () => {
playBtn.classList.toggle('disabled'); // Cache: playBtn
clock.classList.toggle('disabled'); // Affiche: clock
leMain.classList.toggle('disabled'); // Affiche: body
// Reset [levelNumber] before start new game
levelNumber = 0;
levelGenerator(LEVELS_LIST[levelNumber]);
// RESET and START gameTimming and levelTimming before start new game
resetGameTimer();
startGameTimer();
startTimerLevel(); // (Le reset est comprit dans la function)
});