[common] build tank and bullet with EntityBulder
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@@ -1,6 +1,5 @@
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package ru.m.tankz.render;
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import ru.m.tankz.core.EntityType;
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import flash.display.DisplayObjectContainer;
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import flash.display.Graphics;
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import flash.display.Sprite;
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@@ -11,6 +10,7 @@ import promhx.Promise;
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import ru.m.animate.Animate;
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import ru.m.animate.OnceAnimate;
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import ru.m.geom.Point;
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import ru.m.tankz.core.EntityType;
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import ru.m.tankz.engine.IEngine;
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import ru.m.tankz.game.GameEvent;
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import ru.m.tankz.game.IGame;
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@@ -105,6 +105,16 @@ class Render extends SpriteView implements GameListener implements EngineListene
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items.set(eagle.key, item);
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entryLayer.addChild(item.view);
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item.update();
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case TANK(tank):
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var item = new TankItem(tank);
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items.set(tank.key, item);
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entryLayer.addChild(item.view);
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item.update();
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playAnimate(tank.rect.center, AnimateBundle.tankSpawn());
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case BULLET(bullet):
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var item = new BulletItem(bullet);
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items.set(bullet.key, item);
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entryLayer.addChild(item.view);
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case _:
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}
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}
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@@ -117,17 +127,17 @@ class Render extends SpriteView implements GameListener implements EngineListene
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public function onGameEvent(event:GameEvent):Void {
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switch event {
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case SPAWN(TANK(tank)):
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/*case SPAWN(TANK(tank)):
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var item = new TankItem(tank);
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items.set(tank.key, item);
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entryLayer.addChild(item.view);
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item.update();
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playAnimate(tank.rect.center, AnimateBundle.tankSpawn());
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case SPAWN(BULLET(bullet)):
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playAnimate(tank.rect.center, AnimateBundle.tankSpawn());*/
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/*case SPAWN(BULLET(bullet)):
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var item = new BulletItem(bullet);
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items.set(bullet.key, item);
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entryLayer.addChild(item.view);
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item.update();
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item.update();*/
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/*case SPAWN(EAGLE(eagle)):
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var item = new EagleItem(eagle);
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items.set(eagle.key, item);
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@@ -78,7 +78,7 @@ class SoundManager implements GameListener {
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switch event {
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case START(state):
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play('start');
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case SPAWN(BULLET(bullet)):
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case SPAWN(BULLET(_)):
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if (false /* ToDo: human tank */) {
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play('shot');
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}
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@@ -92,7 +92,8 @@ class GameFrame extends GroupView implements GameListener {
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progress.completeLevel(result.levelId, result.presetId);
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gameStorage.set(progress);
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s;
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case None: null;
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case None:
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new GameState(state.type, state.presetId, 0);
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}
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stop();
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switcher.change(ResultFrame.ID);
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