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game.js
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158 lines (124 loc) · 3.17 KB
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import SpriteArray from './spriteArray';
import EventedLoop from 'eventedloop';
class Game {
constructor(mainCanvas, player) {
this.mainCanvas = mainCanvas;
this.player = player;
this.staticObjects = new SpriteArray();
this.movingObjects = new SpriteArray();
this.uiElements = new SpriteArray();
this.dContext = this.mainCanvas.getContext('2d');
this.mouseX = this.dContext.getCentreOfViewport();
this.mouseY = 0;
this.paused = false;
this.beforeCycleCallbacks = [];
this.afterCycleCallbacks = [];
this.gameLoop = new EventedLoop();
this.player.setMapPosition(0, 0);
this.player.setMapPositionTarget(0, -10);
this.dContext.followSprite(this.player);
this.intervalNum = 0;
this.gameLoop.on('20', this.cycle.bind(this));
this.gameLoop.on('20', this.draw.bind(this));
}
addStaticObject(sprite) {
this.staticObjects.push(sprite);
}
addStaticObjects(sprites) {
sprites.forEach(this.addStaticObject.bind(this));
}
addMovingObject(movingObject, movingObjectType) {
if (movingObjectType) {
this.staticObjects.onPush(function (obj) {
if (obj.data && obj.data.hitBehaviour[movingObjectType]) {
obj.onHitting(movingObject, obj.data.hitBehaviour[movingObjectType]);
}
}, true);
}
this.movingObjects.push(movingObject);
}
addUIElement(element) {
this.uiElements.push(element);
}
beforeCycle(callback) {
this.beforeCycleCallbacks.push(callback);
}
afterCycle(callback) {
this.afterCycleCallbacks.push(callback);
}
setMouseX(x) {
this.mouseX = x;
}
setMouseY(y) {
this.mouseY = y;
}
cycle() {
this.beforeCycleCallbacks.each(function(c) {
c();
});
// Clear canvas
var mouseMapPosition = this.dContext.canvasPositionToMapPosition([this.mouseX, this.mouseY]);
if (!this.player.isJumping) {
this.player.setMapPositionTarget(mouseMapPosition[0], mouseMapPosition[1]);
}
this.intervalNum++;
this.player.cycle();
this.movingObjects.each(movingObject => {
movingObject.cycle(this.dContext);
});
this.staticObjects.cull();
this.staticObjects.each(staticObject => {
if (staticObject.cycle) {
staticObject.cycle();
}
});
this.uiElements.each(uiElement => {
if (uiElement.cycle) {
uiElement.cycle();
}
});
this.afterCycleCallbacks.each(c => {
c();
});
}
draw() {
// Clear canvas
this.mainCanvas.width = this.mainCanvas.width;
this.player.draw(this.dContext);
this.player.cycle();
this.movingObjects.each((movingObject, i) => {
movingObject.draw(this.dContext);
});
this.staticObjects.each((staticObject, i) => {
if (staticObject.draw) {
staticObject.draw(this.dContext, 'main');
}
});
this.uiElements.each((uiElement, i) => {
if (uiElement.draw) {
uiElement.draw(this.dContext, 'main');
}
});
}
start() {
this.gameLoop.start();
}
pause() {
this.paused = true;
this.gameLoop.stop();
}
isPaused() {
return this.paused;
}
reset() {
this.paused = false;
this.staticObjects = new SpriteArray();
this.movingObjects = new SpriteArray();
this.mouseX = this.dContext.getCentreOfViewport();
this.mouseY = 0;
this.player.reset();
this.player.setMapPosition(0, 0, 0);
this.start();
}
}
export default Game;