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 | 8x 8x 8x 8x 8x 8x 21x 21x 21x 21x 6x 6x 10x 10x 1x 1x 1x 1x 80x 1920x 1920x 1x 9x 9x 8x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 9x 9x 2x 2x 2x 2x 2x 2x 2x 2x 1x 1x 1x 1x 1x 8x 8x 8x 8x | import { Roll } from "jga-games-opend6-dices";
import { Keys } from "jga-games-commands";
import { DisplayInterface } from "jga-games-display";
import { ComponentName, DrawSystem, Engine, Entity, MovementSystem, Player } from "jga-games-engine";
import { Directions, GameMap, PositionInterface } from "jga-games-maps";
import { InputDataInterface, Screen } from "jga-games-screens";
export class PlayScreen extends Screen {
private map: GameMap;
private player: Player;
private entities: Map<string, Entity>;
public constructor(engine: Engine, map: GameMap) {
super("Play", engine);
this.player = engine.getPlayer();
this.entities = engine.getEntities();
this.map = map;
}
public getCurrentX(): number {
return this.player.getComponent(ComponentName.POSITION).getPosition().x;
}
public getCurrentY(): number {
return this.player.getComponent(ComponentName.POSITION).getPosition().y;
}
public enter(): void {
super.enter();
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.code) {
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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