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@code-dot-org/maze

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@code-dot-org/maze - npm Package Compare versions

Comparing version 2.4.0 to 2.10.0

.npmignore

2

package.json
{
"name": "@code-dot-org/maze",
"version": "2.4.0",
"version": "2.10.0",
"description": "standalone project for the Maze app type",

@@ -5,0 +5,0 @@ "main": "dist/main.js",

@@ -395,2 +395,22 @@ const {SVG_NS, pegmanElements} = require('./constants');

/**
* Schedule the animations for a turn to the given direction, without
* animating any of the intermediate frames.
* @param {number} endDirection The direction we're turning to
* @param {string} pegmanId Optional id of pegman. If no id is provided,
* will schedule turn for default pegman.
*/
simpleTurn(endDirection, pegmanId) {
var numFrames = 2;
utils.range(1, numFrames).forEach((frame) => {
timeoutList.setTimeout(() => {
this.displayPegman(
this.maze.getPegmanX(pegmanId),
this.maze.getPegmanY(pegmanId),
tiles.directionToFrame(endDirection),
pegmanId);
}, this.maze.stepSpeed * (frame - 1));
});
}
crackSurroundingIce(targetX, targetY) {

@@ -397,0 +417,0 @@ // Remove cracked ice, replace surrounding ice with cracked ice.

@@ -279,2 +279,13 @@ /**

/**
* A version of animated turn that bypasses the mod in animatedTurn
* and moves straight to the direction given.
* @param direction
* @param id
*/
animatedCardinalTurn(direction, id) {
this.animationsController.simpleTurn(direction, id);
this.setPegmanD(direction, id);
}
animatedFail(forward, id) {

@@ -281,0 +292,0 @@ var dxDy = tiles.directionToDxDy(this.getPegmanD(id));

import Subtype from './subtype';
import NeighborhoodCell from './neighborhoodCell';
import NeighborhoodDrawer from './neighborhoodDrawer';
import { Direction } from './tiles';

@@ -92,4 +93,3 @@ module.exports = class Neighborhood extends Subtype {

/**
* Remove paint from the location of the pegman with id pegmanId, if there
* is any paint.
* Remove paint from the location of the pegman with id pegmanId.
* @param {String} pegmanId

@@ -101,4 +101,2 @@ **/

const cell = this.getCell(row, col);
cell.setColor(null);
this.drawer.resetTile(row, col);

@@ -108,2 +106,25 @@ this.drawer.updateItemImage(row, col, true);

/**
* Turns the painter left by one direction.
* @param {String} pegmanId
*/
turnLeft(pegmanId) {
let newDirection = null;
switch (this.maze_.getPegmanD(pegmanId)) {
case Direction.NORTH:
newDirection = Direction.WEST;
break;
case Direction.EAST:
newDirection = Direction.NORTH;
break;
case Direction.SOUTH:
newDirection = Direction.EAST;
break;
case Direction.WEST:
newDirection = Direction.SOUTH;
break;
}
this.maze_.animatedCardinalTurn(newDirection, pegmanId);
}
takePaint(pegmanId) {

@@ -118,2 +139,6 @@ const col = this.maze_.getPegmanX(pegmanId);

reset() {
this.drawer.resetTiles();
}
// Sprite map maps asset ids to sprites within a spritesheet.

@@ -120,0 +145,0 @@ getSpriteMap() {

@@ -82,2 +82,9 @@ const { SVG_NS } = require("./drawer");

/**
* Set the color of this tile back to null, and remove any svg elements
* (colors) that currently exist on this tile and its neighbors.
*
* @param row
* @param col
*/
resetTile(row, col) {

@@ -90,2 +97,4 @@ let neighbors = [

];
const cell = this.neighborhood.getCell(row, col);
cell.setColor(null);
for (const neighbor of neighbors) {

@@ -127,3 +136,12 @@ var node = document.getElementById(neighbor);

resetTiles() {}
/**
* Calls resetTile for each tile in the grid, clearing all paint.
*/
resetTiles() {
for (let row = 0; row < this.map_.ROWS; row++) {
for (let col = 0; col < this.map_.COLS; col++) {
this.resetTile(row, col);
}
}
}

@@ -130,0 +148,0 @@ // Quick helper to retrieve the color stored in this cell

Sorry, the diff of this file is too big to display

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