GGJ22/Engine/src/states/Game.ts

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import { ContextI } from "../ContextI"
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import { segments } from "../shared/segments"
import { audio, playSong, disableSound, enableSound } from '../shared/audio'
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import { StateI } from "./StateI"
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import * as PIXI from 'pixi.js'
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import * as planck from 'planck'
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import { DecorationInstance } from "../shared/decors"
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import { SpriteInstance, sprites } from "../shared/sprites"
import { ShapeCircle, ShapePoints } from "../data/sprite"
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import { SegmentZone } from "../data/segment"
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import { Zone } from "../live/Zone"
import { Entity } from "../live/Entity"
import { isPlayerEntity, PlayerEntity } from "../live/PlayerEntity"
import { Action } from "../live/Action"
export interface PIXIMissingColorMatrix extends PIXI.Filter {
night(intensity: number, multiply: boolean): void
contrast(amount: number, multiply: boolean): void
brightness(amount: number, multiply: boolean): void
saturate(amount: number, multiply: boolean): void
hue(rotation: number, multiply: boolean): void
colorTone(desaturation: number, toned: number, lightColor: number, darkColor: number, multiple: boolean): void
reset(): void
}
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export interface Layer {
title: string
container: PIXI.Container
decorations: DecorationInstance[]
colorMatrix: PIXIMissingColorMatrix
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}
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export function GameState(ctx: ContextI): StateI {
disableSound()
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let world: planck.World = planck.World({
gravity: planck.Vec2(0, 0),
})
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let worldBody: planck.Body = world.createBody({
type: 'static',
})
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let rootContainer = new PIXI.Container()
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let playLayer: Layer
let layers: Layer[] = []
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let entities: Entity[] = []
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let zones: Zone[] = []
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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) {
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let layer: Layer = {
title: l.title,
container: new PIXI.Container(),
decorations: [],
colorMatrix: new PIXI.filters.ColorMatrixFilter()
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}
layer.container.filters = [layer.colorMatrix]
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layer.container.width = w.width
layer.container.height = w.height
if (l.title === 'objects') {
playLayer = layer
layer.container.sortableChildren = true
}
layers.push(layer)
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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
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if (d.rotation !== 0) {
di.container.angle = d.rotation
}
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if (d.flip) {
di.container.pivot.y = 1
di.container.scale.y *= -1
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if (d.rotation === 0) {
di.container.position.y--
}
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}
if (d.mirror) {
di.container.pivot.x = 1
di.container.scale.x *= -1
di.container.position.x--
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if (d.rotation !== 0) {
di.container.angle = -d.rotation
di.container.position.x++
di.container.position.y--
}
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}
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if (l.title === 'objects') {
di.container.zIndex = di.container.position.y + di.container.height/4
}
layer.container.addChild(di.container)
layer.decorations.push(di)
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}
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rootContainer.addChild(layer.container)
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}
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for (let z of w.zones) {
addZone(new Zone(z))
}
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// Add bogus entity
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addEntity(new PlayerEntity('bogus-arrows.player.normal.w.0'), 0, 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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}
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let elapsed: number = 0
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let update = (delta: number) => {
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elapsed += delta
// Run world sim.
while (elapsed >= 1/60) {
world.step(1/60)
elapsed -= 1/60
}
// Update/render.
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for (let layer of layers) {
for (let decoration of layer.decorations) {
decoration.update(delta)
}
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}
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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)
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// I guess...
entity.sprite.container.x = entity.x
entity.sprite.container.y = entity.y
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entity.sprite.container.zIndex = entity.y + (entity.sprite.frame?entity.sprite.frame.originY:0)
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}
}
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let addEntity = (entity: Entity, x: number, y: number) => {
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if (entities.find(v=>v===entity)) return
entities.push(entity)
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playLayer.container.addChild(entity.sprite.container)
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// I guess this is a fair enough place to create physics and add it to the entity.
let spriteShape = entity.sprite.getBodyShape()
if (spriteShape) {
let shape: planck.Shape|undefined
if (spriteShape instanceof ShapeCircle) {
shape = planck.Circle(planck.Vec2(spriteShape.x, spriteShape.y), spriteShape.radius)
} else if (spriteShape instanceof ShapePoints) {
shape = planck.Polygon(spriteShape.points.map(v=>planck.Vec2(v[0], v[1])))
}
if (shape !== undefined) {
let body = world.createDynamicBody({
position: planck.Vec2(entity.x, entity.y),
fixedRotation: true,
})
let fixture = body.createFixture({
shape,
density: 1,
friction: 0.9,
restitution: 0.05,
})
entity.body = body
body.setUserData(entity)
}
}
entity.x = x
entity.y = y
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}
let removeEntity = (entity: Entity) => {
entities = entities.filter(v=>v!==entity)
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playLayer.container.removeChild(entity.sprite.container)
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if (entity.body) {
world.destroyBody(entity.body)
entity.body = undefined
}
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}
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// Zonage
let addZone = (zone: Zone) => {
if (zones.find(v=>v===zone)) return
let shape = planck.Chain(zone.points.map(v=>planck.Vec2(v[0],v[1])))
zone.fixture = worldBody.createFixture({
shape: shape,
})
if (zone.type === 'fluid') {
zone.fixture.setSensor(true)
}
}
let removeZone = (zone: Zone) => {
zones = zones.filter(v=>v!==zone)
if (zone.fixture) {
worldBody.destroyFixture(zone.fixture)
}
}
let desiredActions: Action[] = []
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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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}
let nightfall = (b: boolean) => {
if (b) {
for (let l of layers) {
//l.colorMatrix.brightness(0.25, false)
l.colorMatrix.night(0.2, true)
l.colorMatrix.saturate(-0.75, true)
//l.colorMatrix.hue(160, true)
}
for (let e of entities) {
}
} else {
playSong('GGJ-HappyMusic')
for (let l of layers) {
l.colorMatrix.reset()
}
for (let e of entities) {
}
}
}
nightfall(false)
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return {
enter,
leave,
update,
}
}