[client] PlayerTank to PlayerControl change
This commit is contained in:
89
src/client/haxe/ru/m/tankz/core/PlayerControl.hx
Normal file
89
src/client/haxe/ru/m/tankz/core/PlayerControl.hx
Normal file
@@ -0,0 +1,89 @@
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package ru.m.tankz.core;
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import flash.events.FocusEvent;
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import flash.ui.Keyboard;
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import ru.m.tankz.engine.IEngine;
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import ru.m.tankz.core.Tank.TankAction;
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import flash.events.KeyboardEvent;
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import flash.Lib;
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class PlayerControl {
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private var engine:IEngine;
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private var id:Int;
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private var keyBinding:Map<Int, TankAction>;
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private var moveQueue:Array<Int>;
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public function new(id:Int, engine:IEngine, keyBinding:Map<Int, TankAction>) {
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this.id = id;
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this.engine = engine;
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this.keyBinding = keyBinding;
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moveQueue = new Array<Int>();
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Lib.current.stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
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Lib.current.stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);
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Lib.current.stage.addEventListener(FocusEvent.FOCUS_OUT, onFocusOut);
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}
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private function onKeyDown(event:KeyboardEvent):Void {
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if (keyBinding.exists(event.keyCode)) switch (keyBinding.get(event.keyCode)) {
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case TankAction.MOVE(direction):
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if (moveQueue.indexOf(event.keyCode) == -1) {
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moveQueue.unshift(event.keyCode);
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updateMove();
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}
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case TankAction.SHOT:
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engine.action(id, TankAction.SHOT);
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case _:
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}
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}
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private function onKeyUp(event:KeyboardEvent):Void {
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if (keyBinding.exists(event.keyCode)) switch (keyBinding.get(event.keyCode)) {
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case TankAction.MOVE(direction):
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moveQueue.remove(event.keyCode);
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updateMove();
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case _:
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}
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}
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private function onFocusOut(event:FocusEvent):Void {
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moveQueue = [];
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updateMove();
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}
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private function updateMove():Void {
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if (moveQueue.length == 0) {
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engine.action(id, TankAction.STOP);
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} else {
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switch (keyBinding.get(moveQueue[0])) {
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case TankAction.MOVE(direction):
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engine.action(id, TankAction.MOVE(direction));
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case _:
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}
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}
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}
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public static function forPlayer(index:Int, tankId:Int, engine:IEngine):PlayerControl {
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switch (index) {
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case 0:
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return new PlayerControl(tankId, engine, [
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Keyboard.A => TankAction.MOVE(Direction.LEFT),
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Keyboard.S => TankAction.MOVE(Direction.BOTTOM),
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Keyboard.W => TankAction.MOVE(Direction.TOP),
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Keyboard.D => TankAction.MOVE(Direction.RIGHT),
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Keyboard.SPACE => TankAction.SHOT
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]);
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case 1:
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return new PlayerControl(tankId, engine, [
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Keyboard.LEFT => TankAction.MOVE(Direction.LEFT),
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Keyboard.DOWN => TankAction.MOVE(Direction.BOTTOM),
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Keyboard.UP => TankAction.MOVE(Direction.TOP),
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Keyboard.RIGHT => TankAction.MOVE(Direction.RIGHT),
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Keyboard.NUMPAD_0 => TankAction.SHOT
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]);
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case _:
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throw 'Invalid player index ${index}';
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}
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}
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}
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@@ -1,72 +0,0 @@
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package ru.m.tankz.core;
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import ru.m.tankz.proto.GameActionType;
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import ru.m.tankz.proto.GameActionRequest;
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import ru.m.core.connect.IConnection;
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import haxework.provider.Provider;
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import ru.m.tankz.core.Tank.TankAction;
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import flash.events.KeyboardEvent;
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import flash.Lib;
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class PlayerTank extends Tank {
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private var keyBinding:Map<Int, TankAction>;
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private var moveQueue:Array<Int>;
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public function new(personId:Int, id:Int, x:Float, y:Float, direction:Direction, keyBinding:Map<Int, TankAction>) {
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super(personId, id, x, y, direction);
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this.keyBinding = keyBinding;
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moveQueue = new Array<Int>();
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Lib.current.stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
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Lib.current.stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);
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}
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private function onKeyDown(event:KeyboardEvent):Void {
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if (keyBinding.exists(event.keyCode)) switch (keyBinding.get(event.keyCode)) {
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case TankAction.MOVE(direction):
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if (moveQueue.indexOf(event.keyCode) == -1) {
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moveQueue.unshift(event.keyCode);
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updateMove();
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}
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case TankAction.SHOT:
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//ToDo:
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shot();
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/*Provider.get(IConnection).send(
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new GameActionRequest()
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.setType(GameActionType.SHOT)
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);*/
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}
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}
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private function onKeyUp(event:KeyboardEvent):Void {
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if (keyBinding.exists(event.keyCode)) switch (keyBinding.get(event.keyCode)) {
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case TankAction.MOVE(direction):
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moveQueue.remove(event.keyCode);
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updateMove();
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case _: {};
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}
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}
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private function updateMove():Void {
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if (moveQueue.length == 0) {
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stop();
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/*Provider.get(IConnection).send(
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new GameActionRequest()
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.setType(GameActionType.STOP)
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);*/
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} else {
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switch (keyBinding.get(moveQueue[0])) {
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case TankAction.MOVE(direction):
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//ToDo:
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move(direction);
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/*Provider.get(IConnection).send(
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new GameActionRequest()
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.setType(GameActionType.MOVE)
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.setDirectionX(direction.x)
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.setDirectionY(direction.y)
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);*/
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case _:
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}
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}
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}
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}
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@@ -7,5 +7,6 @@ import ru.m.tankz.proto.Account;
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class GameData {
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public var account:Account;
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public var person:Person;
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public var players:Array<Person>;
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public var game:Game;
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}
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@@ -1,29 +0,0 @@
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package ru.m.tankz.engine;
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import ru.m.tankz.core.Direction;
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import ru.m.tankz.core.Tank;
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import flash.ui.Keyboard;
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import ru.m.tankz.core.PlayerTank;
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class ClientEngine extends Engine {
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public var personId(default, default):Int;
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public function new() {
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super();
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}
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override private function buildTank(personId:Int, id:Int, x:Float, y:Float, direction:Direction):Tank {
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return if (this.personId == personId) {
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new PlayerTank(personId, id, x, y, direction, [
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Keyboard.A => TankAction.MOVE(Direction.LEFT),
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Keyboard.S => TankAction.MOVE(Direction.BOTTOM),
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Keyboard.W => TankAction.MOVE(Direction.TOP),
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Keyboard.D => TankAction.MOVE(Direction.RIGHT),
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Keyboard.SPACE => TankAction.SHOT
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]);
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} else {
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super.buildTank(personId, id, x, y, direction);
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}
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}
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}
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@@ -1,6 +1,8 @@
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package ru.m.tankz.view.frames;
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import ru.m.tankz.engine.ClientEngine;
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import ru.m.tankz.core.PlayerControl;
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import ru.m.tankz.engine.Engine;
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import ru.m.tankz.engine.IEngine;
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import protohx.Message;
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import ru.m.tankz.proto.GameUpdateResponse;
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import ru.m.core.connect.IConnection;
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@@ -14,42 +16,46 @@ import haxework.gui.VGroupView;
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@:template("layout/frames/game.json", "layout/styles.json")
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class GameFrame extends VGroupView implements ViewBuilder implements IPacketHandler {
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private static inline var TAG = "GameFrame";
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private static inline var TAG = "GameFrame";
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public static inline var ID = "game";
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public static inline var ID = "game";
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private var engine:ClientEngine;
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private var engine:IEngine;
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private var controls:Map<Int, PlayerControl>;
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public function init():Void {
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engine = new ClientEngine();
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}
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public function init():Void {
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engine = new Engine();
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controls = new Map<Int, PlayerControl>();
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}
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public function onShow():Void {
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var person = Provider.get(GameData).person;
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var persons = Provider.get(GameData).game.persons;
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engine.personId = person.id;
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engine.init(DEFAULT.CONFIG);
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engine.initTanks(persons);
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content.addEventListener(Event.ENTER_FRAME, updateGame);
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Provider.get(IConnection).packetHandler.addListener(this);
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render.draw(engine);
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}
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public function onShow():Void {
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var data:GameData = Provider.get(GameData);
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engine.init(DEFAULT.CONFIG);
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engine.initTanks(data.game.persons); // ToDo:
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content.addEventListener(Event.ENTER_FRAME, updateGame);
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for (index in 0...data.players.length) {
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var playerId:Int = data.players[index].id;
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controls.set(playerId, PlayerControl.forPlayer(index, playerId, engine));
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}
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Provider.get(IConnection).packetHandler.addListener(this);
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render.draw(engine);
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}
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public function onHide():Void {
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Provider.get(IConnection).packetHandler.removeListener(this);
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content.removeEventListener(Event.ENTER_FRAME, updateGame);
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engine.clear();
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}
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public function onHide():Void {
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Provider.get(IConnection).packetHandler.removeListener(this);
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content.removeEventListener(Event.ENTER_FRAME, updateGame);
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engine.clear();
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}
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private function updateGame(_):Void {
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engine.update();
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render.draw(engine);
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}
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private function updateGame(_):Void {
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engine.update();
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render.draw(engine);
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}
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public function onGameUpdateResponse(packet:GameUpdateResponse):Void {
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engine.updateFromChanges(packet.changes);
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render.draw(engine);
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}
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public function onGameUpdateResponse(packet:GameUpdateResponse):Void {
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engine.updateFromChanges(packet.changes);
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render.draw(engine);
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}
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public function onPacket(packet:Message):Void {}
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public function onPacket(packet:Message):Void {}
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}
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@@ -16,20 +16,28 @@ class StartFrame extends VGroupView implements ViewBuilder {
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public function init() {
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start_1p.onPress = this;
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start_2p.onPress = this;
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}
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public function onPress(view:ButtonView):Void {
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switch (view.id) {
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case "start_1p":
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var player = new Person();
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player.id = 1;
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var game = new Game();
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game.creator = player;
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game.persons.push(player);
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game.id = 1;
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Provider.get(GameData).person = player;
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Provider.get(GameData).game = game;
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Provider.get(IFrameSwitcher).change(GameFrame.ID);
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startGame(1);
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case "start_2p":
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startGame(2);
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}
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}
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private function startGame(playersCount:Int):Void {
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var game = new Game();
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for (i in 0...playersCount) {
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var player = new Person();
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player.id = i;
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game.persons.push(player);
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}
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game.id = 1;
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Provider.get(GameData).players = game.persons;
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Provider.get(GameData).game = game;
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Provider.get(IFrameSwitcher).change(GameFrame.ID);
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}
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}
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@@ -1,32 +1,33 @@
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package ru.m.tankz.core;
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enum TankAction {
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MOVE(direction:Direction);
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SHOT;
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MOVE(direction:Direction);
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STOP;
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SHOT;
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}
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class Tank extends MobileEntity {
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public var personId(default, null):Int;
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public var personId(default, null):Int;
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public var bulletsCount:Int = 0;
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public var bulletsCount:Int = 0;
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public function new(personId:Int, id:Int, x:Float, y:Float, direction:Direction) {
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super(id, x, y, 4, direction);
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this.personId = personId;
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width = 36;
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height = 36;
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}
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public function new(personId:Int, id:Int, x:Float, y:Float, direction:Direction) {
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super(id, x, y, 4, direction);
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this.personId = personId;
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width = 36;
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height = 36;
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}
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public function shot():Null<Bullet> {
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if (bulletsCount >= 5) return null;
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var bullet = new Bullet(personId, 0, x + width / 2 - 5, y + height / 2 - 5, 6, direction);
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bullet.move(direction);
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bulletsCount++;
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return bullet;
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}
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public function shot():Null<Bullet> {
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if (bulletsCount >= 5) return null;
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var bullet = new Bullet(personId, 0, x + width / 2 - 5, y + height / 2 - 5, 6, direction);
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bullet.move(direction);
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bulletsCount++;
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return bullet;
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}
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public function onDestroyBullet():Void {
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bulletsCount--;
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}
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public function onDestroyBullet():Void {
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bulletsCount--;
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}
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}
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@@ -15,107 +15,136 @@ import ru.m.tankz.map.ITankzMap;
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class Engine implements IEngine {
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public var config(default, default):TankzConfig;
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public var map(default, null):ITankzMap;
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public var config(default, default):TankzConfig;
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public var map(default, null):ITankzMap;
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public var tanks(default, null):Map<Int, Tank>;
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public var mobileEntities(default, null):Map<Int, IMobileEntity>;
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public var tanks(default, null):Map<Int, Tank>;
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public var mobileEntities(default, null):Map<Int, IMobileEntity>;
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private var x_limit:Float;
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private var y_limit:Float;
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private var x_limit:Float;
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private var y_limit:Float;
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public function new() {}
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public function new() {}
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public function clear():Void {
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tanks = new Map<Int, Tank>();
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}
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private function buildTank(personId:Int, id:Int, x:Float, y:Float, direction:Direction):Tank {
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return new Tank(personId, id, x, y, direction);
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}
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public function init(config:TankzConfig):Void {
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this.config = config;
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map = new TankzMap(config.map);
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tanks = new Map<Int, Tank>();
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mobileEntities = new Map<Int, IMobileEntity>();
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x_limit = map.gridWidth * map.cellWidth;
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y_limit = map.gridHeight * map.cellHeight;
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}
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public function initTanks(persons:Array<Person>):Array<GameChange> {
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var changes = new Array<GameChange>();
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for (person in persons) {
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var x = 0;
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var y = 100 * persons.indexOf(person);
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var tank = buildTank(person.id, 0, x, y, Direction.BOTTOM);
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this.tanks.set(tank.personId, tank);
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this.mobileEntities.set(tank.id, tank);
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changes.push(new GameChange()
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.setType(GameChangeType.APPEND)
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.setObjectType(GameObjectType.TANK)
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.setPersonId(tank.personId)
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.setObjectId(tank.id)
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.setX(tank.x)
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.setY(tank.y)
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.setDirectionX(tank.direction.x)
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.setDirectionY(tank.direction.y)
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);
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public function clear():Void {
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tanks = new Map<Int, Tank>();
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}
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return changes;
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}
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public function updateFromChanges(changes:Array<GameChange>):Void {
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for (change in changes) {
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switch (change.type) {
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case GameChangeType.APPEND:
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switch (change.objectType) {
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case GameObjectType.TANK:
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var tank:Tank = buildTank(change.personId, change.objectId, change.x, change.y, Direction.from(change.directionX, change.directionY));
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mobileEntities.set(tank.id, tank);
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tanks.set(tank.personId, tank);
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case GameObjectType.BULLET:
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var bullet:Bullet = new Bullet(change.personId, change.objectId, change.x, change.y, 0, Direction.from(change.directionX, change.directionY));
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mobileEntities.set(bullet.id, bullet);
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}
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case GameChangeType.DESTROED:
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mobileEntities.remove(change.objectId);
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case GameChangeType.DIRECTION:
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var target = mobileEntities.get(change.objectId);
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target.direction = Direction.from(change.directionX, change.directionY);
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case GameChangeType.MOVED:
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var target = mobileEntities.get(change.objectId);
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target.x = change.x;
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target.y = change.y;
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case GameChangeType.MODIFIED:
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//
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||||
}
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private function buildTank(personId:Int, id:Int, x:Float, y:Float, direction:Direction):Tank {
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||||
return new Tank(personId, id, x, y, direction);
|
||||
}
|
||||
}
|
||||
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public function update():Array<GameChange> {
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var changes = new Array<GameChange>();
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public function init(config:TankzConfig):Void {
|
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this.config = config;
|
||||
map = new TankzMap(config.map);
|
||||
tanks = new Map<Int, Tank>();
|
||||
mobileEntities = new Map<Int, IMobileEntity>();
|
||||
x_limit = map.gridWidth * map.cellWidth;
|
||||
y_limit = map.gridHeight * map.cellHeight;
|
||||
}
|
||||
|
||||
for (entiny in mobileEntities) {
|
||||
var objectType = -1;
|
||||
var personId = Reflect.hasField(entiny, "personId") ? Reflect.field(entiny, "personId") : -1;
|
||||
if (Std.is(entiny, Tank)) objectType = GameObjectType.TANK;
|
||||
if (Std.is(entiny, Bullet)) objectType = GameObjectType.BULLET;
|
||||
|
||||
if (objectType == GameObjectType.TANK) {
|
||||
if (entiny.direction.x != 0) {
|
||||
entiny.y = Math.round((entiny.y + entiny.height / 2) / config.map.cellHeight) * config.map.cellHeight - entiny.height / 2;
|
||||
public function initTanks(persons:Array<Person>):Array<GameChange> {
|
||||
var changes = new Array<GameChange>();
|
||||
for (person in persons) {
|
||||
var x = 0;
|
||||
var y = 100 * persons.indexOf(person);
|
||||
var tank = buildTank(person.id, 0, x, y, Direction.BOTTOM);
|
||||
this.tanks.set(tank.personId, tank);
|
||||
this.mobileEntities.set(tank.id, tank);
|
||||
changes.push(new GameChange()
|
||||
.setType(GameChangeType.APPEND)
|
||||
.setObjectType(GameObjectType.TANK)
|
||||
.setPersonId(tank.personId)
|
||||
.setObjectId(tank.id)
|
||||
.setX(tank.x)
|
||||
.setY(tank.y)
|
||||
.setDirectionX(tank.direction.x)
|
||||
.setDirectionY(tank.direction.y)
|
||||
);
|
||||
}
|
||||
if (entiny.direction.y != 0) {
|
||||
entiny.x = Math.round((entiny.x + entiny.width / 2) / config.map.cellWidth) * config.map.cellWidth - entiny.width / 2;
|
||||
return changes;
|
||||
}
|
||||
|
||||
public function action(tankId:Int, action:TankAction):Void {
|
||||
var tank:Tank = tanks.get(tankId);
|
||||
switch (action) {
|
||||
case TankAction.MOVE(direction):
|
||||
tank.move(direction);
|
||||
/*Provider.get(IConnection).send(
|
||||
new GameActionRequest()
|
||||
.setType(GameActionType.MOVE)
|
||||
.setDirectionX(direction.x)
|
||||
.setDirectionY(direction.y)
|
||||
);*/
|
||||
case TankAction.STOP:
|
||||
tank.stop();
|
||||
/*Provider.get(IConnection).send(
|
||||
new GameActionRequest()
|
||||
.setType(GameActionType.STOP)
|
||||
);*/
|
||||
case TankAction.SHOT:
|
||||
var bullet = tank.shot();
|
||||
if (bullet != null) {
|
||||
mobileEntities.set(bullet.id, bullet);
|
||||
}
|
||||
/*Provider.get(IConnection).send(
|
||||
new GameActionRequest()
|
||||
.setType(GameActionType.SHOT)
|
||||
);*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (entiny.mx != 0 || entiny.my != 0) {
|
||||
entiny.x += entiny.mx;
|
||||
entiny.y += entiny.my;
|
||||
public function updateFromChanges(changes:Array<GameChange>):Void {
|
||||
for (change in changes) {
|
||||
switch (change.type) {
|
||||
case GameChangeType.APPEND:
|
||||
switch (change.objectType) {
|
||||
case GameObjectType.TANK:
|
||||
var tank:Tank = buildTank(change.personId, change.objectId, change.x, change.y, Direction.from(change.directionX, change.directionY));
|
||||
mobileEntities.set(tank.id, tank);
|
||||
tanks.set(tank.personId, tank);
|
||||
case GameObjectType.BULLET:
|
||||
var bullet:Bullet = new Bullet(change.personId, change.objectId, change.x, change.y, 0, Direction.from(change.directionX, change.directionY));
|
||||
mobileEntities.set(bullet.id, bullet);
|
||||
}
|
||||
case GameChangeType.DESTROED:
|
||||
mobileEntities.remove(change.objectId);
|
||||
case GameChangeType.DIRECTION:
|
||||
var target = mobileEntities.get(change.objectId);
|
||||
target.direction = Direction.from(change.directionX, change.directionY);
|
||||
case GameChangeType.MOVED:
|
||||
var target = mobileEntities.get(change.objectId);
|
||||
target.x = change.x;
|
||||
target.y = change.y;
|
||||
case GameChangeType.MODIFIED:
|
||||
//
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*var tankR = new Rectangle(tank.x, tank.y, tank.width, tank.height);
|
||||
public function update():Array<GameChange> {
|
||||
var changes = new Array<GameChange>();
|
||||
|
||||
for (entiny in mobileEntities) {
|
||||
var objectType = -1;
|
||||
var personId = Reflect.hasField(entiny, "personId") ? Reflect.field(entiny, "personId") : -1;
|
||||
if (Std.is(entiny, Tank)) objectType = GameObjectType.TANK;
|
||||
if (Std.is(entiny, Bullet)) objectType = GameObjectType.BULLET;
|
||||
|
||||
if (objectType == GameObjectType.TANK) {
|
||||
if (entiny.direction.x != 0) {
|
||||
entiny.y = Math.round((entiny.y + entiny.height / 2) / config.map.cellHeight) * config.map.cellHeight - entiny.height / 2;
|
||||
}
|
||||
if (entiny.direction.y != 0) {
|
||||
entiny.x = Math.round((entiny.x + entiny.width / 2) / config.map.cellWidth) * config.map.cellWidth - entiny.width / 2;
|
||||
}
|
||||
}
|
||||
|
||||
if (entiny.mx != 0 || entiny.my != 0) {
|
||||
entiny.x += entiny.mx;
|
||||
entiny.y += entiny.my;
|
||||
|
||||
/*var tankR = new Rectangle(tank.x, tank.y, tank.width, tank.height);
|
||||
|
||||
for (t in tanks) if (t != tank) {
|
||||
var r = new Rectangle(t.x, t.y, t.width, t.height);
|
||||
@@ -133,38 +162,38 @@ class Engine implements IEngine {
|
||||
}
|
||||
}*/
|
||||
|
||||
if (objectType == GameObjectType.TANK) {
|
||||
if (entiny.x < 0) entiny.x = 0;
|
||||
if (entiny.x + entiny.width > x_limit) entiny.x = x_limit - entiny.width;
|
||||
if (entiny.y < 0) entiny.y = 0;
|
||||
if (entiny.y + entiny.height > y_limit) entiny.y = y_limit - entiny.height;
|
||||
if (objectType == GameObjectType.TANK) {
|
||||
if (entiny.x < 0) entiny.x = 0;
|
||||
if (entiny.x + entiny.width > x_limit) entiny.x = x_limit - entiny.width;
|
||||
if (entiny.y < 0) entiny.y = 0;
|
||||
if (entiny.y + entiny.height > y_limit) entiny.y = y_limit - entiny.height;
|
||||
}
|
||||
|
||||
|
||||
changes.push(new GameChange()
|
||||
.setType(GameChangeType.MOVED)
|
||||
.setObjectType(objectType)
|
||||
.setPersonId(personId)
|
||||
.setObjectId(entiny.id)
|
||||
.setX(entiny.x)
|
||||
.setY(entiny.y)
|
||||
);
|
||||
|
||||
if (objectType == GameObjectType.BULLET) {
|
||||
if (entiny.x < 0 || entiny.x + entiny.width > x_limit || entiny.y < 0 || entiny.y + entiny.height > y_limit) {
|
||||
mobileEntities.remove(entiny.id);
|
||||
var tank = tanks.get(personId);
|
||||
tank.onDestroyBullet();
|
||||
changes.push(new GameChange()
|
||||
.setType(GameChangeType.DESTROED)
|
||||
.setObjectType(objectType)
|
||||
.setPersonId(personId)
|
||||
.setObjectId(entiny.id)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
changes.push(new GameChange()
|
||||
.setType(GameChangeType.MOVED)
|
||||
.setObjectType(objectType)
|
||||
.setPersonId(personId)
|
||||
.setObjectId(entiny.id)
|
||||
.setX(entiny.x)
|
||||
.setY(entiny.y)
|
||||
);
|
||||
|
||||
if (objectType == GameObjectType.BULLET) {
|
||||
if (entiny.x < 0 || entiny.x + entiny.width > x_limit || entiny.y < 0 || entiny.y + entiny.height > y_limit) {
|
||||
mobileEntities.remove(entiny.id);
|
||||
var tank = tanks.get(personId);
|
||||
tank.onDestroyBullet();
|
||||
changes.push(new GameChange()
|
||||
.setType(GameChangeType.DESTROED)
|
||||
.setObjectType(objectType)
|
||||
.setPersonId(personId)
|
||||
.setObjectId(entiny.id)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
return changes;
|
||||
}
|
||||
return changes;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,14 +8,15 @@ import ru.m.tankz.config.TankzConfig;
|
||||
import ru.m.tankz.map.ITankzMap;
|
||||
|
||||
interface IEngine {
|
||||
public var config(default, default):TankzConfig;
|
||||
public var map(default, null):ITankzMap;
|
||||
public var tanks(default, null):Map<Int, Tank>;
|
||||
public var mobileEntities(default, null):Map<Int, IMobileEntity>;
|
||||
public var config(default, default):TankzConfig;
|
||||
public var map(default, null):ITankzMap;
|
||||
public var tanks(default, null):Map<Int, Tank>;
|
||||
public var mobileEntities(default, null):Map<Int, IMobileEntity>;
|
||||
|
||||
public function clear():Void;
|
||||
public function init(config:TankzConfig):Void;
|
||||
public function initTanks(persons:Array<Person>):Array<GameChange>;
|
||||
public function updateFromChanges(changes:Array<GameChange>):Void;
|
||||
public function update():Array<GameChange>;
|
||||
public function clear():Void;
|
||||
public function init(config:TankzConfig):Void;
|
||||
public function initTanks(persons:Array<Person>):Array<GameChange>;
|
||||
public function action(tankId:Int, action:TankAction):Void;
|
||||
public function updateFromChanges(changes:Array<GameChange>):Void;
|
||||
public function update():Array<GameChange>;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user