Some very old uncommitted changes from 2013-10-27T16:09
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20
jeu.js
20
jeu.js
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@ -150,6 +150,7 @@ var Value = {
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},
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};
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// Test
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(function() {
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var maybeCellType = Type.Maybe(Type.Int());
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var maybeCellPattern = Pattern.Maybe(Pattern.AnyInt());
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@ -167,13 +168,14 @@ var Value = {
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// Type system: Types, Pattern matching and Values
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// Grid cells with {floor: new Floor(), actor: new Actor()}
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// where Floor has 4 "push" input/output directions, 4 input directions and 4 output directions.
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//
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// TODO :
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// Type system:
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// creating patterns from types,
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// verifying if a value is of the given type,
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// verifying if a pattern is matches against values of the given type.
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// Type system:
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// Maybe, Either and OrElse have slightly different meanings.
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// Maybe, Either and OrElse have slightly different meanings in types/patterns/values.
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// Display types, values and patterns.
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// Grid pattern matching:
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// using relative up/right/down/left grid positions, and absolute coordinates
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@ -189,6 +191,11 @@ GameType.Direction = Type.Enum([
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'right',
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]);
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GameType.Position = Type.Struct({
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x: Type.Int(),
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y: Type.Int(),
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});
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GameType.FloorTile = Type.Enum([
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'floor',
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'grass',
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@ -214,12 +221,21 @@ GameType.ActorTile = Type.Enum([
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'block',
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]);
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GameType.Cell = Type.Struct({
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GameType.Cell = Type.Struct({
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floor: GameType.Floor,
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trigger: Type.Maybe(GameType.Trigger),
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actor: Type.Maybe(GameType.Actor),
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});
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GamePattern = {};
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GamePattern.AnchoredCell = function(cellPattern, positionPattern) {
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};
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GamePattern.Subgrid = function(subgrid) { // subgrid = Array(Array(Either(GamePattern.Cell, GamePattern.AnchoredCell)))
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};
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function Position(x, y) {
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this.x = x;
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this.y = y;
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