[game] Save and restore actors

This commit is contained in:
John Doty 2023-08-19 22:47:13 -07:00
parent efd6884d0b
commit 4042cd28a4
2 changed files with 65 additions and 5 deletions

View file

@ -3,6 +3,15 @@ import { btn, Button } from "./input";
import { Vec2, new_v2, vadd, vnorm, vmul } from "./vector";
import { spr, use_texture, Texture } from "./graphics";
interface ActorSnapshot {
__type__: string;
velocity: Vec2;
friction: number;
id: string;
position: Vec2;
bounds: Vec2;
}
export class Actor {
velocity: Vec2 = new_v2(0);
friction: number = 0.6;
@ -40,6 +49,19 @@ export class Actor {
draw(_clock: number) {}
bonk(_other: Actor) {}
snapshot(): ActorSnapshot {
return { ...this, __type__: "??" };
}
assign_snapshot(s: ActorSnapshot) {
this.id = s.id;
this.position = s.position;
this.bounds = s.bounds;
this.velocity = s.velocity;
this.friction = s.friction;
return this;
}
}
const robo_info = {
@ -52,6 +74,10 @@ const robo_info = {
],
};
interface RoboSnapshot extends ActorSnapshot {
__type__: "robo";
}
export class Robo extends Actor {
bot_sprite: Texture | undefined = undefined;
@ -96,4 +122,25 @@ export class Robo extends Actor {
spr(x, y, w, h, frame * w, 0, 32, 32);
}
}
snapshot(): RoboSnapshot {
return { ...super.snapshot(), __type__: "robo" };
}
assign_snapshot(s: RoboSnapshot) {
super.assign_snapshot(s);
return this;
}
}
const SNAPSHOT_TABLE: { [key: string]: (s: any) => Actor } = {
robo: (s: any) => new Robo(new_v2(0)).assign_snapshot(s),
};
export function actor_from_snapshot(s: ActorSnapshot): Actor {
const f = SNAPSHOT_TABLE[s.__type__];
if (f == undefined) {
throw new Error("No handler for " + s.__type__);
}
return f(s);
}