GGJ22/Engine/src/states/Game.ts

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import { ContextI } from "../ContextI"
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import { segments } from "../shared/segments"
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import { StateI } from "./StateI"
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import * as PIXI from 'pixi.js'
import { DecorationInstance } from "../shared/decors"
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import { SpriteInstance } from "../shared/sprites"
interface Action {
type: string
priority: number
}
class Entity {
sprite: SpriteInstance
constructor(ctor: string) {
this.sprite = new SpriteInstance(ctor)
}
update(delta: number) {
// TODO: Update sprite.
}
get x(): number {
return this.sprite.container.x
}
set x(v: number) {
this.sprite.container.x = v
}
get y(): number {
return this.sprite.container.y
}
set y(v: number) {
this.sprite.container.y = v
}
}
class PlayerEntity extends Entity {
action?: Action
constructor(ctor: string) {
super(ctor)
this.x = 100
this.y = 100
// TODO: Hooks for key state check input, perhaps?
}
act(actions: Action[]) {
this.action = actions.sort((a, b) => {
if (a.priority < b.priority) {
return -1
}
if (a.priority > b.priority) {
return 1
}
return 0
})[0]
}
update(delta: number) {
if (this.action) {
// FIXME: Use physics.
switch(this.action.type) {
case 'west':
this.x--
break
case 'east':
this.x++
break
case 'north':
this.y--
break
case 'south':
this.y++
break
}
}
}
}
function isPlayerEntity(o: any): o is PlayerEntity {
return o.act
}
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export function GameState(ctx: ContextI): StateI {
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let rootContainer = new PIXI.Container()
let decorations: DecorationInstance[] = []
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let entities: Entity[] = []
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let enter = () => {
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hookKeyboard()
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// Load the world segment.
let w = segments.world
if (!w) return ctx.pop()
rootContainer.width = w.width
rootContainer.height = w.height
rootContainer.scale.set(2, 2)
for (let l of w.layers) {
let container = new PIXI.Container()
container.width = w.width
container.height = w.height
for (let d of l.decorations) {
let di = new DecorationInstance(d.decor, d.decoration)
di.elapsed = d.timeOffset
di.container.x = d.x
di.container.y = d.y
if (d.flip) {
di.container.pivot.y = 1
di.container.scale.y *= -1
di.container.position.y--
}
if (d.mirror) {
di.container.pivot.x = 1
di.container.scale.x *= -1
di.container.position.x--
}
container.addChild(di.container)
decorations.push(di)
}
rootContainer.addChild(container)
}
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// Add bogus entity
addEntity(new PlayerEntity('animals.deer.animal.west.0'))
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ctx.app.stage.addChild(rootContainer)
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}
let leave = () => {
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unhookKeyboard()
for (let entity of entities) {
removeEntity(entity)
}
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ctx.app.stage.removeChild(rootContainer)
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}
let update = (delta: number) => {
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for (let decoration of decorations) {
decoration.update(delta)
}
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for (let entity of entities) {
if (isPlayerEntity(entity)) {
entity.act(desiredActions)
// FIXME: This isn't the right place for this.
rootContainer.position.set(Math.round(ctx.app.renderer.width/2), Math.round(ctx.app.renderer.height/2))
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rootContainer.pivot.set(Math.max(rootContainer.width/6, Math.min(entity.x, rootContainer.width/3)), Math.max(rootContainer.height/6, Math.min(entity.y, rootContainer.height/3)))
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}
entity.update(delta)
}
}
let addEntity = (entity: Entity) => {
if (entities.find(v=>v===entity)) return
entities.push(entity)
rootContainer.addChild(entity.sprite.container)
}
let removeEntity = (entity: Entity) => {
entities = entities.filter(v=>v!==entity)
rootContainer.removeChild(entity.sprite.container)
}
let desiredActions: Action[] = []
let adjustAction = (type: string, v: number) => {
let action = desiredActions.find(v=>v.type===type)
if (!action) {
desiredActions.push({
type: type,
priority: v,
})
} else {
action.priority += v
if (action.priority <= 0) {
desiredActions = desiredActions.filter(v=>v!==action)
}
}
}
let keyup = (e: KeyboardEvent) => {
if (e.key === 'ArrowLeft') {
adjustAction('west', -1)
} else if (e.key === 'ArrowRight') {
adjustAction('east', -1)
} else if (e.key === 'ArrowUp') {
adjustAction('north', -1)
} else if (e.key === 'ArrowDown') {
adjustAction('south', -1)
}
}
let keydown = (e: KeyboardEvent) => {
if (e.repeat) return
if (e.key === 'ArrowLeft') {
adjustAction('west', 1)
} else if (e.key === 'ArrowRight') {
adjustAction('east', 1)
} else if (e.key === 'ArrowUp') {
adjustAction('north', 1)
} else if (e.key === 'ArrowDown') {
adjustAction('south', 1)
}
}
let hookKeyboard = () => {
window.addEventListener('keyup', keyup)
window.addEventListener('keydown', keydown)
}
let unhookKeyboard = () => {
window.removeEventListener('keyup', keyup)
window.removeEventListener('keydown', keydown)
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}
return {
enter,
leave,
update,
}
}