[config] config.yaml
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@@ -19,13 +19,13 @@ interface IState<T> {
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}
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class BrickState implements IState<Brick> {
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private var type:BrickType;
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private var type:Int;
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public function new() {}
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public function update(object:Brick):Bool {
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if (type != object.type) {
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type = object.type;
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if (type != object.config.type) {
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type = object.config.type;
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return true;
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}
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return false;
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@@ -59,14 +59,6 @@ class EntityState implements IState<Entity> {
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class Render extends SpriteView implements IRender {
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private static var GROUND_BRICKS:Array<BrickType> = [
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BrickType.BRICK, BrickType.ARMOR, BrickType.WATER, BrickType.ACE
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];
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private static var UP_BRICKS:Array<BrickType> = [
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BrickType.BUSH
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];
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private var backgroundLayer:Sprite;
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private var groundLayer:Sprite;
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private var entryLayer:Sprite;
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@@ -139,14 +131,14 @@ class Render extends SpriteView implements IRender {
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upLayer.graphics.clear();
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for (brick in game.map.bricks) {
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var g:Graphics = null;
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if (GROUND_BRICKS.indexOf(brick.type) > -1) {
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if (brick.config.layer < 3) {
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g = groundLayer.graphics;
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} else if (UP_BRICKS.indexOf(brick.type) > -1) {
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} else if (brick.config.layer >= 3) {
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g = upLayer.graphics;
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}
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if (g != null) {
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g.beginFill(0x00ff00);
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g.beginBitmapFill(Assets.getBitmapData('resources/images/map/map_${brick.type}.png'));
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g.beginBitmapFill(Assets.getBitmapData('resources/images/map/map_${brick.config.type}.png'));
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g.drawRect(
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brick.cellX * game.map.cellWidth,
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brick.cellY * game.map.cellHeight,
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@@ -172,7 +164,7 @@ class Render extends SpriteView implements IRender {
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image = 'resources/images/tank/player/tank_p${tank.config.level}_${tank.index}-0.png';
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} else if (Std.is(ent, Bullet)) {
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var bullet:Bullet = cast ent;
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image = 'resources/images/bullet/bullet_${bullet.config.type}.png';
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image = 'resources/images/bullet/bullet_${bullet.config.piercing-1}.png';
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} else {
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image = 'ERROR'; // ToDo:
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}
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