Unlimited undo; add spritename component instead of sprites on each entity; update canvas on game object
This commit is contained in:
parent
a23ea2e014
commit
69b5f4448c
@ -24,6 +24,7 @@
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canvas: {
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width: document.getElementById('game-canvas').width,
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height: document.getElementById('game-canvas').height,
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context: document.getElementById('game-canvas').getContext("2d"),
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}
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};
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</script>
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4
src/bootstrap.js
vendored
4
src/bootstrap.js
vendored
@ -14,6 +14,7 @@ game.bootstrap = (() => {
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'src/components/position.js', 'src/components/momentum.js', 'src/components/gridPosition.js',
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'src/components/appearence.js', 'src/components/controllable.js', 'src/components/pushable.js',
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'src/components/loadPriority.js', 'src/components/stop.js', 'src/components/alive.js',
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'src/components/sprite.js'
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],
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id: 'components'
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},
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@ -32,7 +33,8 @@ game.bootstrap = (() => {
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{ src: ['src/systems/system.js'], id: 'system' },
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{
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src: [
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'src/systems/render.js', 'src/systems/grid.js', 'src/systems/physics.js', 'src/systems/keyboardInput.js', 'src/systems/collision.js',
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'src/systems/render.js', 'src/systems/grid.js', 'src/systems/physics.js', 'src/systems/keyboardInput.js',
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'src/systems/collision.js', 'src/systems/undo.js'
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],
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id: 'systems' },
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{ src: ['src/game.js'], id: 'game' },
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1
src/components/sprite.js
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1
src/components/sprite.js
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@ -0,0 +1 @@
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game.components.Sprite = ({spriteName}) => game.Component('sprite', {spriteName});
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@ -1 +1 @@
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game.components.Stop = ({stop}) => game.Component("stop", {stop});
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game.components.Stop = () => game.Component("stop");
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@ -3,7 +3,7 @@ game.createBigBlue = () => {
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bigBlue.addComponent(game.components.LoadPriority({priority: 1}));
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bigBlue.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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bigBlue.addComponent(game.components.Alive());
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bigBlue.sprite = game.sprites.bigBlue;
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bigBlue.addComponent(game.components.Sprite({spriteName: "bigBlue"}))
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// TODO: Remove this
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bigBlue.addComponent(game.components.Controllable({controls: ['left', 'right', 'up', 'down']}));
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@ -31,9 +31,7 @@ game.createBorderParticles = ({colors, maxAmount, minAmount, minLife, maxLife, m
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}
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return particle;
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});
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particles.addComponent(game.components.LoadPriority({priority: 1}));
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particles.addComponent(game.components.Alive());
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particles.sprite = game.graphics.Sprite({
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game.sprites.borderParticle = game.graphics.Sprite({
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drawFunction: (elapsedTime, {x, y, width, height}, context) => {
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particleSpecs.map((spec) => spec.elapsed += elapsedTime);
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particleSpecs = particleSpecs.filter((spec) => spec.lifetime > spec.elapsed);
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@ -51,5 +49,8 @@ game.createBorderParticles = ({colors, maxAmount, minAmount, minLife, maxLife, m
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});
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}
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})
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particles.addComponent(game.components.LoadPriority({priority: 1}));
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particles.addComponent(game.components.Alive());
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particles.addComponent(game.components.Sprite({spriteName: "borderParticle"}))
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return particles;
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}
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@ -3,6 +3,6 @@ game.createFlag = () => {
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flag.addComponent(game.components.LoadPriority({priority: 2}));
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flag.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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flag.addComponent(game.components.Alive());
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flag.sprite = game.sprites.flag;
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flag.addComponent(game.components.Sprite({spriteName: "flag"}))
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return flag;
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}
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@ -3,6 +3,6 @@ game.createFloor = () => {
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floor.addComponent(game.components.LoadPriority({priority: 5}));
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floor.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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floor.addComponent(game.components.Alive());
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floor.sprite = game.sprites.floor;
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floor.addComponent(game.components.Sprite({spriteName: "floor"}))
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return floor;
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}
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@ -3,6 +3,6 @@ game.createGrass = () => {
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grass.addComponent(game.components.LoadPriority({priority: 6}));
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grass.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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grass.addComponent(game.components.Alive());
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grass.sprite = game.sprites.grass;
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grass.addComponent(game.components.Sprite({spriteName: "grass"}))
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return grass;
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}
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@ -4,6 +4,6 @@ game.createHedge = () => {
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hedge.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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hedge.addComponent(game.components.Stop({stop: true}));
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hedge.addComponent(game.components.Alive());
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hedge.sprite = game.sprites.hedge;
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hedge.addComponent(game.components.Sprite({spriteName: "hedge"}))
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return hedge;
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}
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@ -1,10 +1,9 @@
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game.createLava = () => {
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// TODO: Split this into two entities: water and lava
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const lava = game.Entity();
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lava.addComponent(game.components.LoadPriority({priority: 5}));
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lava.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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lava.addComponent(game.components.Alive());
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lava.sprite = game.sprites.lava;
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lava.addComponent(game.components.Sprite({spriteName: "lava"}))
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return lava;
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}
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@ -3,7 +3,7 @@ game.createRock = () => {
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rock.addComponent(game.components.LoadPriority({priority: 2}));
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rock.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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rock.addComponent(game.components.Alive());
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rock.sprite = game.sprites.rock;
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rock.addComponent(game.components.Sprite({spriteName: "rock"}))
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//TODO: Remove this
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rock.addComponent(game.components.Pushable());
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@ -2,8 +2,8 @@ game.createWall = () => {
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const wall = game.Entity();
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wall.addComponent(game.components.LoadPriority({priority: 3}));
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wall.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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wall.addComponent(game.components.Stop({stop: true}));
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wall.addComponent(game.components.Stop());
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wall.addComponent(game.components.Alive());
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wall.sprite = game.sprites.wall;
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wall.addComponent(game.components.Sprite({spriteName: "wall"}))
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return wall;
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}
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@ -3,12 +3,6 @@ game.createWater = () => {
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water.addComponent(game.components.LoadPriority({priority: 5}));
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water.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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water.addComponent(game.components.Alive());
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water.sprite = game.graphics.Sprite({
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image: game.assets.water,
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spriteHeight: 24,
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spriteWidth: 24,
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numFrames: 3,
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timePerFrame: 100,
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});
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water.addComponent(game.components.Sprite({spriteName: "water"}))
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return water;
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}
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@ -4,6 +4,6 @@ game.createWordBigBlue = () => {
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wordBigBlue.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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wordBigBlue.addComponent(game.components.Pushable({pushable: true}));
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wordBigBlue.addComponent(game.components.Alive());
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wordBigBlue.sprite = game.sprites.wordBigBlue;
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wordBigBlue.addComponent(game.components.Sprite({spriteName: "wordBigBlue"}))
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return wordBigBlue;
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}
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@ -4,6 +4,6 @@ game.createWordFlag = () => {
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wordFlag.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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wordFlag.addComponent(game.components.Pushable({pushable: true}));
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wordFlag.addComponent(game.components.Alive());
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wordFlag.sprite = game.sprites.wordFlag;
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wordFlag.addComponent(game.components.Sprite({spriteName: "wordFlag"}))
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return wordFlag;
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}
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@ -5,6 +5,6 @@ game.createWordIs = () => {
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// wordIs.addComponent(game.components.Stop({stop: true}));
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wordIs.addComponent(game.components.Pushable());
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wordIs.addComponent(game.components.Alive());
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wordIs.sprite = game.sprites.wordIs;
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wordIs.addComponent(game.components.Sprite({spriteName: "wordIs"}))
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return wordIs;
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}
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@ -4,6 +4,6 @@ game.createWordKill = () => {
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wordKill.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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wordKill.addComponent(game.components.Pushable({pushable: true}));
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wordKill.addComponent(game.components.Alive());
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wordKill.sprite = game.sprites.wordKill;
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wordKill.addComponent(game.components.Sprite({spriteName: "wordKill"}))
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return wordKill;
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}
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@ -5,6 +5,6 @@ game.createWordLava = () => {
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wordLava.addComponent(game.components.Pushable({pushable: true}));
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wordLava.addComponent(game.components.Alive());
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wordLava.sprite = game.sprites.wordLava;
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wordLava.addComponent(game.components.Sprite({spriteName: "wordLava"}))
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return wordLava;
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}
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@ -4,6 +4,6 @@ game.createWordPush = () => {
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wordPush.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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wordPush.addComponent(game.components.Pushable({pushable: true}));
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wordPush.addComponent(game.components.Alive());
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wordPush.sprite = game.sprites.wordPush;
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wordPush.addComponent(game.components.Sprite({spriteName: "wordPush"}))
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return wordPush;
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}
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@ -4,6 +4,6 @@ game.createWordRock = () => {
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wordRock.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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wordRock.addComponent(game.components.Pushable({pushable: true}));
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wordRock.addComponent(game.components.Alive());
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wordRock.sprite = game.sprites.wordRock;
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wordRock.addComponent(game.components.Sprite({spriteName: "wordRock"}))
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return wordRock;
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}
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@ -4,6 +4,6 @@ game.createWordSink = () => {
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wordSink.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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wordSink.addComponent(game.components.Pushable({pushable: true}));
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wordSink.addComponent(game.components.Alive());
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wordSink.sprite = game.sprites.wordSink;
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wordSink.addComponent(game.components.Sprite({spriteName: "wordSink"}))
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return wordSink;
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}
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@ -4,6 +4,6 @@ game.createWordStop = () => {
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wordStop.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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wordStop.addComponent(game.components.Pushable({pushable: true}));
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wordStop.addComponent(game.components.Alive());
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wordStop.sprite = game.sprites.wordStop;
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wordStop.addComponent(game.components.Sprite({spriteName: "wordStop"}))
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return wordStop;
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}
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@ -4,6 +4,6 @@ game.createWordWall = () => {
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wordWall.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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wordWall.addComponent(game.components.Pushable({pushable: true}));
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wordWall.addComponent(game.components.Alive());
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wordWall.sprite = game.sprites.wordWall;
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wordWall.addComponent(game.components.Sprite({spriteName: "wordWall"}))
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return wordWall;
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}
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@ -4,6 +4,6 @@ game.createWordWater = () => {
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wordWater.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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wordWater.addComponent(game.components.Pushable({pushable: true}));
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wordWater.addComponent(game.components.Alive());
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wordWater.sprite = game.sprites.wordWater;
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wordWater.addComponent(game.components.Sprite({spriteName: "wordWater"}))
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return wordWater;
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}
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@ -4,6 +4,6 @@ game.createWordWin = () => {
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wordWin.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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wordWin.addComponent(game.components.Pushable({pushable: true}));
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wordWin.addComponent(game.components.Alive());
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wordWin.sprite = game.sprites.wordWin;
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wordWin.addComponent(game.components.Sprite({spriteName: "wordWin"}))
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return wordWin;
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}
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@ -4,6 +4,6 @@ game.createWordYou = () => {
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wordYou.addComponent(game.components.Appearance({rot: 0, width: 100, height: 100}));
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wordYou.addComponent(game.components.Pushable({pushable: true}));
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wordYou.addComponent(game.components.Alive());
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wordYou.sprite = game.sprites.wordYou;
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wordYou.addComponent(game.components.Sprite({spriteName: "wordYou"}))
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return wordYou;
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}
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16
src/game.js
16
src/game.js
@ -26,14 +26,14 @@ game.initialize = () => {
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// Maintained by gridSystem as a side-effect
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game.entitiesGrid = Array(game.config.yDim).fill(null).map(() => Array(game.config.xDim).fill(null).map(() => new Map()));
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game.systemOrder = ["gridSystem", "collisionSystem", "physics", "keyboardInput", "render"];
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game.systems = {
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physics: game.system.Physics(game.entitiesGrid),
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gridSystem: game.system.Grid(game.entitiesGrid),
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collisionSystem: game.system.Collision(game.entitiesGrid),
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keyboardInput: game.system.KeyboardInput(),
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render: game.system.Render(game.graphics),
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};
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game.systemOrder = ["gridSystem", "collisionSystem", "physics", "keyboardInput", "undo", "render"];
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game.systems = { };
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game.systems.physics = game.system.Physics(),
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game.systems.gridSystem = game.system.Grid(game.entitiesGrid);
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game.systems.collisionSystem = game.system.Collision(game.entitiesGrid);
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game.systems.render = game.system.Render(game.graphics);
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game.systems.undo = game.system.Undo(game.entitiesGrid);
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game.systems.keyboardInput = game.system.KeyboardInput(game.systems.undo);
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lastTimeStamp = performance.now()
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requestAnimationFrame(game.loop);
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@ -52,4 +52,4 @@ game.graphics = (
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return { clear, Sprite };
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}
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)(document.getElementById("game-canvas").getContext("2d"));
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)(game.canvas.context);
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@ -1,5 +1,6 @@
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game.system.Collision = (entitiesGrid) => {
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const update = (elapsedTime, entities, changedIds) => {
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const thisChangedIds = new Set();
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for (let entity of Object.keys(entities).map((id) => entities[id])) {
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if (entity.hasComponent("controllable") && entity.hasComponent("gridPosition") && entity.hasComponent("momentum")) {
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const momentum = unitize(entity.components.momentum);
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@ -38,25 +39,25 @@ game.system.Collision = (entitiesGrid) => {
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entity.removeComponent("momentum");
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} else {
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entitiesToPush.map((e) => {
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const particles = game.createBorderParticles({
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colors: ["#16f7c9", "#0d6e5a", "#2fa18a", "#48cfb4", "#58877d", "#178054", "#2cdb92"],
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maxSpeed: 0.20,
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minRadius: 1,
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maxRadius: 3,
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minLife: 100,
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maxLife: 300,
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minAmount: 20,
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maxAmount: 50,
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});
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particles.addComponent(game.components.Position(e.components.position));
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particles.addComponent(game.components.Appearance({width: game.canvas.width / game.config.xDim, height: game.canvas.height / game.config.yDim}));
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game.entities[particles.id] = particles;
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// const particles = game.createBorderParticles({
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// colors: ["#16f7c9", "#0d6e5a", "#2fa18a", "#48cfb4", "#58877d", "#178054", "#2cdb92"],
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// maxSpeed: 0.20,
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// minRadius: 1,
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// maxRadius: 3,
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// minLife: 100,
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// maxLife: 300,
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// minAmount: 20,
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// maxAmount: 50,
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// });
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// particles.addComponent(game.components.Position(e.components.position));
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// particles.addComponent(game.components.Appearance({width: game.canvas.width / game.config.xDim, height: game.canvas.height / game.config.yDim}));
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// game.entities[particles.id] = particles;
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e.addComponent(game.components.Momentum({...momentum}))
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});
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}
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}
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}
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return new Set();
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return thisChangedIds;
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};
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return { update };
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};
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@ -1,4 +1,4 @@
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game.system.KeyboardInput = () => {
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game.system.KeyboardInput = (undoSystem) => {
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"use strict";
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const keys = {};
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const keyPress = (event) => {
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@ -20,9 +20,11 @@ game.system.KeyboardInput = () => {
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} else if (controls.includes('down') && keys['ArrowDown']) {
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entity.addComponent(game.components.Momentum({ dx: 0, dy: 1 }));
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}
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}
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}
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if (keys['z']) {
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undoSystem.undo(entities);
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}
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Object.keys(keys).map((key) => delete keys[key]);
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return new Set();
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@ -10,8 +10,8 @@ game.system.Render = (graphics) => {
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});
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sortedEntities.forEach((entity) => {
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if (entity.sprite && entity.hasComponent("position") && entity.hasComponent("appearance")) {
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entity.sprite.draw(elapsedTime, {...entity.components.position, ...entity.components.appearance});
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if (entity.hasComponent("position") && entity.hasComponent("appearance") && entity.hasComponent("sprite")) {
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game.sprites[entity.components.sprite.spriteName].draw(elapsedTime, {...entity.components.position, ...entity.components.appearance});
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}
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});
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32
src/systems/undo.js
Normal file
32
src/systems/undo.js
Normal file
@ -0,0 +1,32 @@
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game.system.Undo = (entitiesGrid) => {
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const states = [];
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const update = (elapsedTime, entities, changedIds) => {
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if (changedIds.size) {
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lastUndid = false;
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const state = {};
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for (let id in entities) {
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if (entities[id].hasComponent("gridPosition")) {
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state[id] = JSON.parse(JSON.stringify(entities[id].components));
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}
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}
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states.push(state);
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}
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return new Set();
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}
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|
||||
const undo = (entities) => {
|
||||
states.map((state) => console.log(state[65].gridPosition));
|
||||
let state = states.slice(0, -1).pop();
|
||||
for (let id in state) {
|
||||
for (let componentName in state[id]) {
|
||||
entities[id].addComponent({name: componentName, ...state[id][componentName]});
|
||||
}
|
||||
}
|
||||
if (states.length > 1) {
|
||||
states.pop();
|
||||
}
|
||||
}
|
||||
|
||||
return { update, undo };
|
||||
}
|
Loading…
Reference in New Issue
Block a user