[game] Big actor refactor, spawn actors from world
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parent
4042cd28a4
commit
3af0bb4002
4 changed files with 281 additions and 107 deletions
100
game/actor.ts
100
game/actor.ts
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@ -3,8 +3,7 @@ import { btn, Button } from "./input";
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import { Vec2, new_v2, vadd, vnorm, vmul } from "./vector";
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import { spr, use_texture, Texture } from "./graphics";
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interface ActorSnapshot {
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__type__: string;
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export interface ActorProps {
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velocity: Vec2;
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friction: number;
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id: string;
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@ -12,23 +11,33 @@ interface ActorSnapshot {
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bounds: Vec2;
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}
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export class Actor {
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velocity: Vec2 = new_v2(0);
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friction: number = 0.6;
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id: string;
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position: Vec2;
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bounds: Vec2;
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export function new_actor_props(
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id: string,
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position: Vec2,
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bounds: Vec2
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): ActorProps {
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return {
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velocity: new_v2(0),
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friction: 0.6,
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id,
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position,
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bounds,
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};
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}
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constructor(id: string, position: Vec2, bounds: Vec2) {
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this.id = id;
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this.position = position;
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this.bounds = bounds;
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export class Actor {
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type: ActorType;
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props: ActorProps;
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constructor(type: ActorType, props: ActorProps) {
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this.type = type;
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this.props = props;
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}
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update() {}
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update_physics() {
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const velocity = vmul(this.velocity, this.friction);
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const velocity = vmul(this.props.velocity, this.props.friction);
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// Zero if we're smaller than some epsilon.
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if (Math.abs(velocity.x) < 0.01) {
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velocity.x = 0;
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@ -37,36 +46,22 @@ export class Actor {
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velocity.y = 0;
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}
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const new_position = vadd(this.position, velocity);
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const new_position = vadd(this.props.position, velocity);
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// TODO: Collision detection
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// const { w, h } = this.bounds;
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this.velocity = velocity;
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this.position = new_position;
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this.props.velocity = velocity;
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this.props.position = new_position;
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}
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draw(_clock: number) {}
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bonk(_other: Actor) {}
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snapshot(): ActorSnapshot {
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return { ...this, __type__: "??" };
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}
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assign_snapshot(s: ActorSnapshot) {
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this.id = s.id;
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this.position = s.position;
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this.bounds = s.bounds;
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this.velocity = s.velocity;
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this.friction = s.friction;
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return this;
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}
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}
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const robo_info = {
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width: 32,
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height: 32,
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bounds: new_v2(32),
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sprite: "./bot.png",
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animations: [
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{ start: 0, length: 1, speed: 20 },
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@ -74,15 +69,11 @@ const robo_info = {
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],
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};
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interface RoboSnapshot extends ActorSnapshot {
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__type__: "robo";
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}
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export class Robo extends Actor {
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bot_sprite: Texture | undefined = undefined;
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constructor(pos: Vec2) {
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super("robo", pos, new_v2(robo_info.width, robo_info.height));
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constructor(props: ActorProps) {
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super("robo", props);
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load_texture(robo_info.sprite).then((texture) => {
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this.bot_sprite = texture;
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});
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@ -104,43 +95,36 @@ export class Robo extends Actor {
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a.x += 1;
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}
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vnorm(a);
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this.velocity = vadd(this.velocity, vmul(a, 1.5));
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this.props.velocity = vadd(this.props.velocity, vmul(a, 1.5));
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}
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draw(clock: number) {
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if (this.bot_sprite != undefined) {
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use_texture(this.bot_sprite);
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const vel = this.velocity;
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const vel = this.props.velocity;
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const moving = vel.x != 0 || vel.y != 0;
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const anim = robo_info.animations[moving ? 1 : 0];
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const { x: w, y: h } = this.bounds;
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const { x, y } = this.position;
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const { x: w, y: h } = this.props.bounds;
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const { x, y } = this.props.position;
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const frame = (anim.start + ((clock / anim.speed) % anim.length)) >> 0;
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spr(x, y, w, h, frame * w, 0, 32, 32);
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}
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}
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snapshot(): RoboSnapshot {
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return { ...super.snapshot(), __type__: "robo" };
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}
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assign_snapshot(s: RoboSnapshot) {
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super.assign_snapshot(s);
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return this;
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}
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}
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const SNAPSHOT_TABLE: { [key: string]: (s: any) => Actor } = {
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robo: (s: any) => new Robo(new_v2(0)).assign_snapshot(s),
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const ACTOR_TABLE = {
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robo: (s: ActorProps) => new Robo(s),
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};
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export function actor_from_snapshot(s: ActorSnapshot): Actor {
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const f = SNAPSHOT_TABLE[s.__type__];
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if (f == undefined) {
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throw new Error("No handler for " + s.__type__);
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}
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return f(s);
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export type ActorType = keyof typeof ACTOR_TABLE;
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export function is_actor_type(type: string): type is ActorType {
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return ACTOR_TABLE.hasOwnProperty(type);
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}
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export function spawn_actor(type: ActorType, props: ActorProps): Actor {
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return ACTOR_TABLE[type](props);
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}
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128
game/level.ts
128
game/level.ts
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@ -23,14 +23,26 @@ export type TileLayer = {
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tiles: Tile[];
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};
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export type Layer = TileLayer;
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export type Entity = {
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type: string;
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id: string;
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px: [number, number];
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bounds: [number, number];
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// TODO: More props here.
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};
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export type EntityLayer = {
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type: "entity";
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entities: Entity[];
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};
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export type Level = {
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world_x: number;
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world_y: number;
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width: number;
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height: number;
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layers: Layer[];
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tile_layers: TileLayer[];
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entity_layers: EntityLayer[];
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};
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export type TileSet = { id: number; texture: Texture };
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@ -52,6 +64,74 @@ async function load_tileset(def: {
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return { id: def.uid, texture };
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}
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type TileLayerInstance = {
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__type: "Tiles";
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__gridSize: number;
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__pxTotalOffsetX: number;
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__pxTotalOffsetY: number;
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__tilesetDefUid: number;
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gridTiles: {
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px: [number, number];
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src: [number, number];
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f: number;
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t: number;
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a: number;
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}[];
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};
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function load_tile_layer_instance(
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tile_sets: Map<number, TileSet>,
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li: TileLayerInstance
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): TileLayer {
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const tileset = tile_sets.get(li.__tilesetDefUid);
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if (!tileset) {
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throw new Error("Unable to find texture!!! " + li.__tilesetDefUid);
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}
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return {
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type: "tile",
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texture: tileset.texture,
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grid_size: li.__gridSize,
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offset: [li.__pxTotalOffsetX, li.__pxTotalOffsetY],
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tiles: li.gridTiles,
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};
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}
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type EntityLayerInstance = {
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__type: "Entities";
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entityInstances: {
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__identifier: string;
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iid: string;
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width: number;
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height: number;
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px: [number, number];
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}[];
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};
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function load_entity_layer_instance(li: EntityLayerInstance): EntityLayer {
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return {
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type: "entity",
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entities: li.entityInstances.map((ei) => {
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return {
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type: ei.__identifier,
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id: ei.iid,
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px: ei.px,
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bounds: [ei.width, ei.height],
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};
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}),
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};
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}
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type LayerInstance = TileLayerInstance | EntityLayerInstance;
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function is_tile_layer_instance(x: LayerInstance): x is TileLayerInstance {
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return x.__type == "Tiles";
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}
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function is_entity_layer_instance(x: LayerInstance): x is EntityLayerInstance {
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return x.__type == "Entities";
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}
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function load_level(
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tile_sets: Map<number, TileSet>,
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def: {
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@ -59,41 +139,27 @@ function load_level(
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worldY: number;
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pxWid: number;
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pxHei: number;
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layerInstances: {
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__gridSize: number;
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__pxTotalOffsetX: number;
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__pxTotalOffsetY: number;
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__tilesetDefUid: number;
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gridTiles: {
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px: [number, number];
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src: [number, number];
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f: number;
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t: number;
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a: number;
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}[];
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}[];
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layerInstances: LayerInstance[];
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}
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): Level {
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return {
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const result: Level = {
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world_x: def.worldX,
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world_y: def.worldY,
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width: def.pxWid,
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height: def.pxHei,
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layers: def.layerInstances.map((li) => {
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const tileset = tile_sets.get(li.__tilesetDefUid);
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if (!tileset) {
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throw new Error("Unable to find texture!!! " + li.__tilesetDefUid);
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}
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return {
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type: "tile",
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texture: tileset.texture,
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grid_size: li.__gridSize,
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offset: [li.__pxTotalOffsetX, li.__pxTotalOffsetY],
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tiles: li.gridTiles,
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};
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}),
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tile_layers: [],
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entity_layers: [],
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};
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for (const li of def.layerInstances) {
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if (is_tile_layer_instance(li)) {
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result.tile_layers.push(load_tile_layer_instance(tile_sets, li));
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} else if (is_entity_layer_instance(li)) {
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result.entity_layers.push(load_entity_layer_instance(li));
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}
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}
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return result;
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}
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export async function load_world(path: string): Promise<World> {
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@ -120,7 +186,7 @@ export function draw_level(
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offset_x: number = 0,
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offset_y: number = 0
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) {
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for (const layer of level.layers) {
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for (const layer of level.tile_layers) {
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use_texture(layer.texture);
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let [ofx, ofy] = layer.offset;
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34
game/main.ts
34
game/main.ts
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@ -2,13 +2,21 @@ import { cls, print } from "./graphics";
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import { since_start } from "./time";
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import { new_v2 } from "./vector";
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import { load_world, World, Level, draw_level } from "./level";
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import { Actor, Robo, ActorSnapshot, actor_from_snapshot } from "./actor";
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import {
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Actor,
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ActorProps,
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ActorType,
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new_actor_props,
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is_actor_type,
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spawn_actor,
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} from "./actor";
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/// A nice looping frame counter.
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let clock = 0;
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let world: World | undefined = undefined;
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let level: Level | undefined = undefined;
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let actors: Actor[] = [];
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// Note zelda overworld is 16x8 screens
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// zelda screen is 16x11 tiles
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@ -27,6 +35,19 @@ function load_assets() {
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}
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// TODO: SPAWN ACTORS BASED ON LEVEL.
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actors.length = 0;
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for (const entity_layer of level.entity_layers) {
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for (const entity of entity_layer.entities) {
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if (is_actor_type(entity.type)) {
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const [x, y] = entity.px;
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const [w, h] = entity.bounds;
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const props = new_actor_props(entity.id, new_v2(x, y), new_v2(w, h));
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actors.push(spawn_actor(entity.type, props));
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} else {
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print("WARNING: Ignoring entity of type", entity.type);
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}
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}
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}
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});
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Promise.all([map_load]).then(() => {
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@ -34,32 +55,31 @@ function load_assets() {
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});
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}
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let actors: Actor[] = [];
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// TODO: Build a system whereby the signatures of the fundamental functions can be checked.
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export function init() {
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print("Hello world!");
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load_assets();
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actors.push(new Robo(new_v2(10, 10)));
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}
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interface Snapshot {
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clock: number;
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actors: ActorSnapshot[];
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actors: { type: ActorType; props: ActorProps }[];
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}
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export function suspend(): Snapshot {
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return {
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clock,
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actors: actors.map((a) => a.snapshot()),
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actors: actors.map((a) => {
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return { type: a.type, props: a.props };
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}),
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};
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}
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export function resume(snapshot: Snapshot | undefined) {
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if (snapshot) {
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clock = snapshot.clock || 0;
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actors = snapshot.actors.map((a) => actor_from_snapshot(a));
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actors = snapshot.actors.map((s) => spawn_actor(s.type, s.props));
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}
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}
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