[common] added game progress

This commit is contained in:
2018-01-29 22:06:07 +03:00
parent 69d2e266cd
commit 46836a8bcb
8 changed files with 139 additions and 29 deletions

View File

@@ -1,6 +1,10 @@
{
"pWidth": 100, "pHeight": 100,
"views": [
{
"id": "state", "@type": "haxework.gui.LabelView", "@style": "label",
"pWidth": 100, "height": 20
},
{
"id": "render", "@type": "ru.m.tankz.render.Render",
"contentSize": true

View File

@@ -1,19 +1,30 @@
package ru.m.tankz.view.frames;
import ru.m.tankz.game.GameState;
import haxe.ds.Option;
import haxe.ds.Option;
import flash.events.Event;
import haxe.Timer;
import haxework.gui.frame.IFrameSwitcher;
import haxework.gui.LabelView;
import haxework.gui.VGroupView;
import haxework.gui.ViewBuilder;
import haxework.provider.Provider;
import protohx.Message;
import ru.m.connect.IConnection;
import ru.m.tankz.game.Game;
import ru.m.tankz.game.GameState;
import ru.m.tankz.proto.pack.GameUpdateResponse;
import ru.m.tankz.render.Render;
interface GameFrameLayout {
var state(default, null):LabelView;
var render(default, null):Render;
}
@:template("layout/frames/game.json", "layout/styles.json")
class GameFrame extends VGroupView implements ViewBuilder implements IPacketHandler {
class GameFrame extends VGroupView implements ViewBuilder implements IPacketHandler implements GameFrameLayout {
private static inline var TAG = "GameFrame";
@@ -26,18 +37,53 @@ class GameFrame extends VGroupView implements ViewBuilder implements IPacketHand
}
public function onShow():Void {
var state:GameState = Provider.get(GameState);
game = Provider.build(Game, state.type);
var s:GameState = Provider.get(GameState);
game = Provider.build(Game, s.type);
if (game == null) {
throw 'Unsupported game type "${state.type}"';
throw 'Unsupported game type "${s.type}"';
}
game.engine.listeners.push(render);
game.start(state);
game.start(s).then(onGameStateChange).endThen(onGameComplete);
content.addEventListener(Event.ENTER_FRAME, redraw);
//Provider.get(IConnection).packetHandler.addListener(this);
render.draw(game.engine);
timer = new Timer(10);
timer.run = updateEngine;
state.text = stateString(s);
}
private function stateString(state:GameState):String {
var result:Array<String> = [];
for (teamId in state.teams.keys()) {
var ts:TeamState = state.teams[teamId];
if (ts.lose) {
result.push('${teamId}: LOSE');
} else if (ts.life > -1) {
result.push('${teamId}: ${ts.life}');
} else {
for (index in ts.players.keys()) {
var ps:PlayerState = ts.players[index];
if (ps.life > -1) {
result.push('${teamId}${index}: ${ps.life}');
}
}
}
}
return result.join(' ');
}
private function onGameStateChange(s:GameState):GameState {
state.text = stateString(s);
return s;
}
private function onGameComplete(result:Option<GameState>):Void {
switch (result) {
case Option.Some(s):
state.text = stateString(s);
case Option.None:
}
Provider.get(IFrameSwitcher).change(StartFrame.ID);
}
public function onHide():Void {