Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 | 23x 23x 23x 23x 13x 13x 13x 6x 6x 10x 7x 7x 7x 7x 7x 1x 1x 1x 1x 80x 1920x 1920x 1x 5x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 4x 4x 4x 4x | import { Roll } from "jga-opend6-dices";
import {
ComponentName,
Directions,
DisplayInterface,
DrawSystem,
Engine,
Entity,
GameMap,
InputDataInterface,
Keys,
MovementSystem,
Player,
PositionInterface,
} from "../index";
import { Screen } from "./screen";
export class PlayScreen extends Screen {
private map: GameMap;
private player: Player;
private entities: Map<string, Entity>;
public constructor(engine: Engine) {
super("Play", engine);
this.player = engine.getPlayer();
this.entities = engine.getEntities();
}
public getCurrentX(): number {
return this.player.getComponent(ComponentName.POSITION).getPosition().x;
}
public getCurrentY(): number {
return this.player.getComponent(ComponentName.POSITION).getPosition().y;
}
public getMap(): GameMap {
return this.map;
}
public enter(): void {
super.enter();
const mapWidth = 500;
const mapHeight = 500;
this.map = new GameMap(mapWidth, mapHeight);
this.player
.getComponent(ComponentName.POSITION)
.setPosition(this.map.getRandomFloorPosition());
}
public exit(): void {
//
}
public render(display: DisplayInterface): void {
const topLeftValues = this.getTopLeftValues(
display.getWidth(),
display.getHeight(),
);
const topLeftX = topLeftValues[0];
const topLeftY = topLeftValues[1];
for (let x = topLeftX; x < topLeftX + display.getWidth(); x++) {
for (let y = topLeftY; y < topLeftY + display.getHeight(); y++) {
// Fetch the glyph for the tile and render it to the screen
const glyph = this.map.getTile({ x, y }).getGlyph();
display.draw({ x: x - topLeftX, y: y - topLeftY }, glyph);
}
}
this.engine.process([
new DrawSystem(this.engine.getEntities(), display, {
x: topLeftX,
y: topLeftY,
}),
]);
}
public handleInput(
inputType: string,
inputData: InputDataInterface,
): string | null {
let result: string | null = null;
if (inputType === "keydown") {
switch (inputData.keyCode) {
case Keys.ESCAPE: {
// If escape is pressed, go to lose screen
result = "lose";
break;
}
case Keys.RETURN: {
// If enter is pressed, go to the win screen
result = "win";
break;
}
case Keys.UP: {
this.move(Directions.UP);
this.notify(`Move ${Directions.UP}`);
break;
}
case Keys.DOWN: {
this.move(Directions.DOWN);
this.notify(`Move ${Directions.DOWN}`);
break;
}
case Keys.LEFT: {
this.move(Directions.LEFT);
this.notify(`Move ${Directions.LEFT}`);
break;
}
case Keys.RIGHT: {
this.move(Directions.RIGHT);
this.notify(`Move ${Directions.RIGHT}`);
break;
}
case Keys.ROLL: {
const roll = new Roll();
this.notify(`Roll => ${roll.getResult()}`);
break;
}
default:
}
}
return result;
}
public move(direction: string): void {
switch (direction) {
case Directions.DOWN: {
this.moveTo(0, 1);
break;
}
case Directions.LEFT: {
this.moveTo(-1, 0);
break;
}
case Directions.RIGHT: {
this.moveTo(1, 0);
break;
}
case Directions.UP: {
this.moveTo(0, -1);
break;
}
default:
}
}
public getTopLeftValues(
displayWidth: number,
displayHeight: number,
): number[] {
// Make sure the x-axis doesn't go to the left of the left bound
let topLeftX = Math.max(
0,
this.player.getComponent(ComponentName.POSITION).getPosition().x -
displayWidth / 2,
);
// Make sure we still have enough space to fit an entire game screen
topLeftX = Math.min(topLeftX, this.map.getWidth() - displayWidth);
// Make sure the y-axis doesn't above the top bound
let topLeftY = Math.max(
0,
this.player.getComponent(ComponentName.POSITION).getPosition().y -
displayHeight / 2,
);
// Make sure we still have enough space to fit an entire game screen
topLeftY = Math.min(topLeftY, this.map.getHeight() - displayHeight);
return [topLeftX, topLeftY];
}
protected moveTo(dX: number, dY: number): void {
const newPosition: PositionInterface = { x: 0, y: 0 };
newPosition.x = Math.max(
0,
Math.min(
this.map.getWidth() - 1,
this.player.getComponent(ComponentName.POSITION).getPosition()
.x + dX,
),
);
// Positive dY means movement down
// negative means movement up
// 0 means none
newPosition.y = Math.max(
0,
Math.min(
this.map.getHeight() - 1,
this.player.getComponent(ComponentName.POSITION).getPosition()
.y + dY,
),
);
this.engine.process([
new MovementSystem(
this.engine.getEntities(),
newPosition,
this.map,
),
]);
}
}
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