Corrected minor style issues found with JSHint.
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c778775ae5
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@ -273,5 +273,5 @@
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"Small Rooms": small,
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"Large Rooms": large,
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"Classic Nibbles": nibbles,
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"Mazes": mazes }
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"Mazes": mazes };
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})();
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@ -40,14 +40,14 @@ var levelLiClicked = function(ev) {
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$("#levelSelect li.selected").removeClass("selected");
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$levelLi.addClass("selected");
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loadLevel($levelSetOl.attr("levelSet"), $levelLi.attr("levelNum")); }
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loadLevel($levelSetOl.attr("levelSet"), $levelLi.attr("levelNum")); };
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var loadSelectedLevel = function() {
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var $selectedLi = $("#levelSelect li.selected");
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var $selectedLevelSetOl = $selectedLi.closest("ol");
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loadLevel($selectedLevelSetOl.attr("levelSet"),
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$selectedLi.attr("levelNum")); }
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$selectedLi.attr("levelNum")); };
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var loadLevel = function(levelSetName, levelNum) {
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console.log("Loading " + levelSetName + " level " + levelNum);
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@ -60,7 +60,7 @@ var loadLevel = function(levelSetName, levelNum) {
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var nextLevel = function() { };
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var updateScore = function(ev) {
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var curScore = parseInt(scoreValue.textContent);
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var curScore = parseInt($scoreValue.textContent);
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curScore += ev.detail.bodyLength;
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curScore.textContent = curScore;
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@ -1,8 +1,15 @@
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/** # Snake
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*
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* Pure JavaScript implementation of the classic game Snake.
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*
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* @author Jonathan Bernard <jdbernard@gmail.com>
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* @copyright 2014-2015 Jonathan Bernard
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*/
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(function() {
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var S = window.Snake = {};
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// True constants
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// True constants, never change.
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var SPACE = 0; var WALL = 1; var SNAKE = 2; var FOOD = 3;
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// Fake constants (constant after board initialization).
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@ -19,11 +26,11 @@
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var startGrowthFactor = 2; // When we eat food, how many turns do we grow?
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var startGFIncrease=0; // When we eat, how much should the GF increase?
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var body = new Array(); // Queue of body indices.
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var body = []; // Queue of body indices.
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var headCur; // Index of the head's current position.
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var direction = 1; // Current movement direction.
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var foodEaten = false; // Did we eat food this turn?
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var growthFactor // When we eat food, how many turns do we grow?
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var growthFactor; // When we eat food, how many turns do we grow?
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var growthCounter; // How many remaining turns should we grow?
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var fps; // How fast should the game run (frames/sec)?
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var score = 0; // How many pieces of food have we eaten?
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@ -46,8 +53,8 @@
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var skipTicks;
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var nextGameTick;
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var cmdQueue = new Array();
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var handers = new Array();
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var cmdQueue = [];
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var handers = [];
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function coord2idx(row, col) { return (COLS * row) + col; }
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function idx2row(idx) { return Math.floor(idx/COLS); }
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@ -79,10 +86,12 @@
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startBoard = new Array(ROWS * COLS);
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var i;
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for (i = 0; i < startBoard.length; i++ ) {
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if (Math.floor(i / COLS) == 0 || (i % COLS) == 0) startBoard[i] = WALL
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else if (Math.floor(i / COLS) == (ROWS - 1) ||
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(i % COLS) == (COLS - 1)) startBoard[i] = WALL
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else startBoard[i] = SPACE; } }
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if (Math.floor(i / COLS) === 0 || (i % COLS) === 0) {
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startBoard[i] = WALL;
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} else if (Math.floor(i / COLS) === (ROWS - 1) ||
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(i % COLS) === (COLS - 1)) {
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startBoard[i] = WALL;
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} else startBoard[i] = SPACE; } }
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// Figure out how big each game tile is.
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tileWidth = Math.ceil(canvas.width / COLS);
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@ -95,7 +104,7 @@
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// Read in the difficulty and difficulty-related data.
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if (!options.difficulty) options.difficulty = "easy";
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var difVals = (options[difficulty] ? options[difficulty] : {});
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var difVals = (options[options.difficulty] ? options[options.difficulty] : {});
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startGrowthFactor = difVals.growthFactor ? difVals.growthFactor : 2;
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@ -126,7 +135,7 @@
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canvas.addEventListener('keydown', handleEditorKey);
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canvas.addEventListener('click', handleEditorClick);
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editorControls = document.getElementById("editorControls")
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editorControls = document.getElementById("editorControls");
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editorDataTextarea = document.querySelector("#editorControls textarea");
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startEditor(); }
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@ -140,7 +149,7 @@
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direction = 1;
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dead = pause = false;
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score = growthCounter = 0;
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nextGameTick = (new Date).getTime() + skipTicks;
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nextGameTick = (new Date()).getTime() + skipTicks;
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growthFactor = startGrowthFactor;
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growthFactorIncrease = startGFIncrease;
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@ -175,9 +184,9 @@
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// Wipe the board and draw the walls.
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var i;
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for (i = 0; i < board.length; i++ ) {
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if (Math.floor(i / COLS) == 0 || (i % COLS) == 0) board[i] = WALL
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if (Math.floor(i / COLS) === 0 || (i % COLS) === 0) { board[i] = WALL; }
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else if (Math.floor(i / COLS) == (ROWS - 1) ||
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(i % COLS) == (COLS - 1)) board[i] = WALL
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(i % COLS) == (COLS - 1)) { board[i] = WALL; }
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else board[i] = SPACE; }
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board[headCur] = SNAKE;
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@ -189,7 +198,7 @@
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// Break the game loop if the player died or paused.
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if (dead || pause) return;
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if ((new Date).getTime() > nextGameTick) {
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if ((new Date()).getTime() > nextGameTick) {
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updateAndDraw();
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nextGameTick += skipTicks; }
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@ -232,15 +241,15 @@
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canvas.dispatchEvent(scoreEvent); }
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// 4. Remove the tail.
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if (growthCounter == 0) {
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if (growthCounter === 0) {
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var tailIdx = body.shift();
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board[tailIdx] = SPACE
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board[tailIdx] = SPACE;
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paintIdx(tailIdx); }
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else growthCounter -= 1;
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// 5. Detect wall and snake collisions
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if (board[headCur] == WALL || board[headCur] == SNAKE) {
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die(); return }
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die(); return; }
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// 6. Move the head
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body.push(headCur);
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@ -256,12 +265,12 @@
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// Find a new location for a piece of food.
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function randomEmptySpace() {
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// Find all the spaces on the board that are not occupied
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var emptySpaces = new Array();
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var emptySpaces = [];
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for (var i = 0; i < board.length; i++)
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if (board[i] == SPACE) emptySpaces.push(i);
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// Choose one of those spaces at random.
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return emptySpaces[Math.floor(Math.random() * emptySpaces.length)] }
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return emptySpaces[Math.floor(Math.random() * emptySpaces.length)]; }
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function die() {
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paintIdxColor(headCur, "red");
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@ -287,9 +296,9 @@
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// Pause, pause or unpause the game.
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else if (key == 19) {
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if (pause == true) {
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if (pause === true) {
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pause = false;
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nextGameTick = (new Date).getTime();
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nextGameTick = (new Date()).getTime();
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gameLoop(); }
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else pause = true; }
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@ -399,7 +408,7 @@
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tileWidth, tileHeight); }
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S.initialize = initialize;
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S.pause = function() { pause = true; }
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S.pause = function() { pause = true; };
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S.currentLevel = {};
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})();
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