[render] bricks and cells from GameEvent
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@@ -11,8 +11,8 @@ 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.config.Config;
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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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import ru.m.tankz.render.item.BonusRenderItem;
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@@ -57,13 +57,15 @@ class Render extends SpriteView implements IRender implements GameListener {
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return game;
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}
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private function drawBackground(engine:IEngine):Void {
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private function drawBackground(config:Config):Void {
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var width = config.map.cellWidth * config.map.gridWidth;
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var height = config.map.cellHeight * config.map.gridHeight;
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var g:Graphics = backgroundLayer.graphics;
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g.clear();
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g.beginFill(0x000000);
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g.drawRect(0, 0, engine.map.width, engine.map.height);
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g.drawRect(0, 0, width, height);
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g.endFill();
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setContentSize(engine.map.width, engine.map.height);
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setContentSize(width, height);
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}
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public function draw():Void {
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@@ -71,7 +73,7 @@ class Render extends SpriteView implements IRender implements GameListener {
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item.update();
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}
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if (background == null) {
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drawBackground(game.engine);
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drawBackground(game.config);
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}
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}
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@@ -102,18 +104,20 @@ class Render extends SpriteView implements IRender implements GameListener {
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public function onGameEvent(event:GameEvent):Void {
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switch event {
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case START(_):
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for (brick in game.engine.map.bricks) {
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var item:IRenderItem = new BrickRenderItem(brick);
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content.addEventListener(Event.ENTER_FRAME, onEnterFrame);
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case COMPLETE(_, _):
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content.removeEventListener(Event.ENTER_FRAME, onEnterFrame);
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case SPAWN(BRICK(bricks)):
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for (brick in bricks) {
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var item:IRenderItem = new BrickRenderItem(brick.rect, brick.type);
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var config = game.config.getBrick(brick.type);
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items[brick.id] = item;
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if (brick.config.layer > 2) {
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if (config.layer > 2) {
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upLayer.addChild(item.view);
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} else {
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groundLayer.addChild(item.view);
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}
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}
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content.addEventListener(Event.ENTER_FRAME, onEnterFrame);
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case COMPLETE(_, _):
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content.removeEventListener(Event.ENTER_FRAME, onEnterFrame);
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case SPAWN(EAGLE(id, rect, teamId)):
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var item = new EagleRenderItem(rect);
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items.set(id, item);
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@@ -201,11 +205,12 @@ class Render extends SpriteView implements IRender implements GameListener {
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}
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items.remove(id);
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}
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case DESTROY(CELL(cellX, cellY, shot)):
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// ToDo: redraw only cell?
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var brick = game.engine.map.getBrick(new Point(cellX, cellY));
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var item:BrickRenderItem = cast items[brick.id];
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item.redraw(brick);
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case DESTROY(CELL(id, x, y, shot)):
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var item:BrickRenderItem = cast items.get(id);
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item.destroyCell(x, y);
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case DESTROY(BRICK(id, shot)):
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var item:BrickRenderItem = cast items.get(id);
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item.destroy();
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case _:
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}
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}
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@@ -1,27 +1,50 @@
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package ru.m.tankz.render.item;
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import ru.m.geom.Point;
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import flash.display.BitmapData;
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import flash.display.Shape;
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import openfl.Assets;
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import openfl.display.DisplayObject;
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import ru.m.tankz.map.Brick;
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import ru.m.geom.Rectangle;
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import ru.m.tankz.Type.BrickType;
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enum BrickState {
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UNBROKEN;
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BROKEN;
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DESTROYED;
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}
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class BrickRenderItem extends RenderItem {
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public var type(default, set):BrickType;
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public var state(get, never):BrickState;
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private var image:BitmapData;
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private var shape:Shape;
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private var cells:Array<Point>;
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public function new(brick:Brick) {
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super(brick.rect);
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public function new(rect:Rectangle, type:BrickType) {
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super(rect);
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this.shape = new Shape();
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this.type = brick.config.type;
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redraw(brick);
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this.type = type;
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cells = [
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new Point(0, 0),
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new Point(0, 1),
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new Point(1, 0),
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new Point(1, 1),
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];
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redraw();
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move(rect.position);
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}
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private function get_state():BrickState {
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return switch cells.length {
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case 0: DESTROYED;
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case 4: UNBROKEN;
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case _: BROKEN;
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}
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}
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override private function get_view():DisplayObject {
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return shape;
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}
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@@ -34,21 +57,34 @@ class BrickRenderItem extends RenderItem {
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return type;
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}
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public function redraw(brick:Brick):Void {
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public function destroyCell(x:Int, y:Int):Void {
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cells = cells.filter(function(point) return !(point.x == x && point.y == y));
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redraw();
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}
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public function destroy():Void {
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cells = [];
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redraw();
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}
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public function redraw():Void {
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shape.graphics.clear();
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if (brick.destroyed) return;
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if (brick.config.index > 0) {
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shape.graphics.beginBitmapFill(image);
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if (brick.broken == 0) {
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shape.graphics.drawRect(0, 0, brick.rect.width, brick.rect.height);
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} else {
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for (c in brick.cells) {
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if (!c.destroyed) {
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shape.graphics.drawRect(c.rect.x - brick.rect.x, c.rect.y - brick.rect.y, c.rect.width, c.rect.height);
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}
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switch state {
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case UNBROKEN:
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shape.graphics.beginBitmapFill(image);
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shape.graphics.drawRect(0, 0, rect.width, rect.height);
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shape.graphics.endFill();
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case BROKEN:
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shape.graphics.beginBitmapFill(image);
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for (point in cells) {
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var x = point.x * (rect.width / 2);
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var y = point.y * (rect.width / 2);
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var width = rect.width / 2;
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var height = rect.height / 2;
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shape.graphics.drawRect(x, y, width, height);
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}
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}
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shape.graphics.endFill();
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shape.graphics.endFill();
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case DESTROYED:
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}
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}
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}
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@@ -32,7 +32,7 @@ class BotControl extends Control {
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shotTimer.stop();
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shotTimer = null;
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}
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//action(SHOT);
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action(SHOT);
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}
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public function shot(delay:Int = 100):Void {
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@@ -11,7 +11,16 @@ typedef TankInfo = {
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var bonus:Bool;
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}
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typedef BrickInfo = {
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var id:Int;
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var x:Int;
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var y:Int;
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var rect:Rectangle;
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var type:BrickType;
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}
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enum SpawnEvent {
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BRICK(bricks:Array<BrickInfo>);
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EAGLE(id:Int, rect:Rectangle, teamId:TeamId);
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TANK(id:Int, rect:Rectangle, playerId:PlayerId, info:TankInfo);
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BULLET(id:Int, rect:Rectangle, playerId:PlayerId, piercing:Int);
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@@ -34,7 +43,8 @@ enum DestroyEvent {
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TANK(id:Int, shot:Shot);
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BONUS(id:Int, shot:Shot);
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BULLET(id:Int);
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CELL(cellX:Int, cellY:Int, shot:Shot);
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CELL(id:Int, x:Int, y:Int, shot:Shot);
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BRICK(id:Int, shot:Shot);
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}
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enum MoveEvent {
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@@ -1,5 +1,7 @@
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package ru.m.tankz.game;
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import ru.m.tankz.map.Grid.GridCell;
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import ru.m.tankz.map.Brick;
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import haxe.ds.Option;
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import haxe.Timer;
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import haxework.signal.Signal;
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@@ -85,6 +87,16 @@ class GameRunner implements EngineListener implements GameListener {
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gameEventSignal.emit(GameEvent.SPAWN(EAGLE(eagle.id, eagle.rect, eagle.team)));
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}
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}
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var bricks = game.engine.map.bricks.map(function(item:Brick):BrickInfo {
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return {
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id: item.id,
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x: item.cellY,
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y: item.cellY,
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rect: item.rect,
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type: item.config.type,
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}
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});
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gameEventSignal.emit(GameEvent.SPAWN(BRICK(bricks)));
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gameEventSignal.emit(GameEvent.START(state));
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}
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@@ -102,7 +114,7 @@ class GameRunner implements EngineListener implements GameListener {
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private function spawn(task:SpawnTask):Void {
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var tank = builder.buildTank(++entityId, task.point, task.playerId, task.tankType);
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game.engine.spawn(tank);
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gameEventSignal.emit(GameEvent.SPAWN(TANK(tank.id, tank.rect, tank.playerId, {type:tank.config.type, hits:tank.hits, bonus:tank.bonus})));
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gameEventSignal.emit(GameEvent.SPAWN(TANK(tank.id, tank.rect.clone(), tank.playerId, {type:tank.config.type, hits:tank.hits, bonus:tank.bonus})));
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}
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private function checkComplete():Void {
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@@ -241,7 +253,7 @@ class GameRunner implements EngineListener implements GameListener {
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}
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var bonus = builder.buildBonus(++entityId, point, type);
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game.engine.spawn(bonus);
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gameEventSignal.emit(GameEvent.SPAWN(BONUS(bonus.id, bonus.rect, bonus.config.type)));
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gameEventSignal.emit(GameEvent.SPAWN(BONUS(bonus.id, bonus.rect.clone(), bonus.config.type)));
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}
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private inline function alienTank(team:TeamId):Tank->Bool {
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@@ -331,7 +343,7 @@ class GameRunner implements EngineListener implements GameListener {
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bullet.tank = tank;
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bullet.move(bullet.rect.direction);
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game.engine.spawn(bullet);
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gameEventSignal.emit(GameEvent.SPAWN(BULLET(bullet.id, bullet.rect, bullet.playerId, bullet.config.piercing)));
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gameEventSignal.emit(GameEvent.SPAWN(BULLET(bullet.id, bullet.rect.clone(), bullet.playerId, bullet.config.piercing)));
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}
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case GameEvent.ACTION(tankId, MOVE(direction)):
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game.engine.move(tankId, direction);
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@@ -396,15 +408,17 @@ class GameRunner implements EngineListener implements GameListener {
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var cells = game.engine.map.grid.getCells(side.setLength(game.engine.map.grid.cellWidth * 3));
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for (cell in cells) {
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if (cell.armor > 0) {
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var shot = buildShot(bullet);
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if (cell.armor == bullet.config.piercing) {
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game.engine.destroyCell(cell.cellX, cell.cellY);
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gameEventSignal.emit(GameEvent.DESTROY(CELL(cell.cellX, cell.cellY, buildShot(bullet))));
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var brick = game.engine.map.getBrick(cell.position);
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gameEventSignal.emit(GameEvent.DESTROY(CELL(brick.id, cell.cellX - brick.cellX * 2, cell.cellY - brick.cellY * 2, shot)));
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} else if (cell.armor < bullet.config.piercing) {
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var brick = game.engine.map.getBrick(cell.position);
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for (cell in brick.cells) {
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game.engine.destroyCell(cell.cellX, cell.cellY);
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gameEventSignal.emit(GameEvent.DESTROY(CELL(cell.cellX, cell.cellY, buildShot(bullet))));
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}
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gameEventSignal.emit(GameEvent.DESTROY(BRICK(brick.id, shot)));
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}
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}
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}
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