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 | 12x 12x 12x 12x 12x 12x 12x 12x 18x 18x 18x 1x 1x 3x 3x 30x 3x 1x 1x 1x 1x 1x 1x 1x 9x 9x 8x 8x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 8x 5x 5x 8x 9x 1x 1x 1x 1x 1x 12x | import { Command } from "jga-patterns-command";
import { Keys } from "jga-games-commands";
import { DisplayInterface } from "jga-games-display";
import { ComponentName, DrawSystem, World, Player, PositionComponent, SpreadSystem } from "jga-games-engine";
import { Directions } from "jga-games-maps";
import { InputDataInterface, Screen } from "jga-games-screens";
import { Fungus } from "../engine";
import { MoveCommand, RollCommand } from "../commands";
export class PlayScreen extends Screen {
private player: Player;
public constructor(engine: World, display: DisplayInterface) {
super("Play", engine, display);
this.player = engine.getPlayer();
this.display = display;
}
public getCurrentX(): number {
return (this.player.getComponent(ComponentName.POSITION) as PositionComponent).getPosition().x;
}
public getCurrentY(): number {
return (this.player.getComponent(ComponentName.POSITION) as PositionComponent).getPosition().y;
}
public enter(): void {
super.enter();
// add Fungus
for (let i = 0; i < 10; i++) {
this.engine.addEntityAtRandomPosition(new Fungus(`fungus-${i}`));
}
// start engine
this.engine.mainLoop();
}
public render(): void {
const topLeftValues = this.getTopLeftValues(this.display.getWidth(), this.display.getHeight());
const topLeftX = topLeftValues[0];
const topLeftY = topLeftValues[1];
for (let x = topLeftX; x < topLeftX + this.display.getWidth(); x++) {
for (let y = topLeftY; y < topLeftY + this.display.getHeight(); y++) {
// Fetch the glyph for the tile and render it to the screen
const glyph = this.engine.getMap().getTile({ x, y }).getGlyph();
this.display.draw({ x: x - topLeftX, y: y - topLeftY }, glyph);
}
}
// register systems
this.engine.registerSystems([
new SpreadSystem(this.engine.getEntities()),
new DrawSystem(this.engine.getEntities(), this.display, {
x: topLeftX,
y: topLeftY,
}),
]);
this.engine.process();
this.engine.lock();
}
public handleInput(inputType: string, inputData: InputDataInterface): string | null {
let result: string | null = null;
if (inputType === "keydown") {
let command: Command | undefined = undefined;
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: {
command = new MoveCommand(this.player, Directions.UP, this.engine);
break;
}
case Keys.DOWN: {
command = new MoveCommand(this.player, Directions.DOWN, this.engine);
break;
}
case Keys.LEFT: {
command = new MoveCommand(this.player, Directions.LEFT, this.engine);
break;
}
case Keys.RIGHT: {
command = new MoveCommand(this.player, Directions.RIGHT, this.engine);
break;
}
case Keys.ROLL: {
command = new RollCommand();
break;
}
default:
}
if (undefined !== command) {
const cmdResult = this.engine.execute(command);
this.notify(cmdResult.message);
}
this.engine.unlock();
}
return result;
}
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) as PositionComponent).getPosition().x - displayWidth / 2,
);
// Make sure we still have enough space to fit an entire game screen
topLeftX = Math.min(topLeftX, this.engine.getMap().getWidth() - displayWidth);
// Make sure the y-axis doesn't above the top bound
let topLeftY = Math.max(
0,
(this.player.getComponent(ComponentName.POSITION) as PositionComponent).getPosition().y - displayHeight / 2,
);
// Make sure we still have enough space to fit an entire game screen
topLeftY = Math.min(topLeftY, this.engine.getMap().getHeight() - displayHeight);
return [topLeftX, topLeftY];
}
}
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