[common] added LevelPack
This commit is contained in:
18
gulpfile.js
18
gulpfile.js
@@ -1,4 +1,6 @@
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const gulp = require('gulp');
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const zip = require('gulp-zip');
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const foreach = require('gulp-foreach');
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const gulpClean = require('gulp-clean');
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const Config = require('./config.json');
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const packageInfo = require('./package.json');
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@@ -25,6 +27,19 @@ exports.generate = function generate() {
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});
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};
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exports.levels = function () {
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return gulp.src("./src/common/level/*").pipe(foreach(function (stream, file) {
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const type = file.path.substr(file.path.lastIndexOf("/") + 1);
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gulp.src("./src/common/level/" + type + "/*").pipe(foreach(function (stream, file) {
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const name = file.path.substr(file.path.lastIndexOf("/") + 1);
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gulp.src("./src/common/level/" + type + "/" + name + "/*")
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.pipe(zip(`${type}_${name}.zip`))
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.pipe(gulp.dest("./target/levels"));
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}));
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return stream;
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}));
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};
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/**
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* ToDo:
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* windows target
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@@ -46,7 +61,8 @@ const config = new Project.Config({
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'src-gen/haxe',
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],
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assets: [
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'src/common/resources'
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'src/common/resources',
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'target/levels'
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],
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flags: [
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//'proto_debug',
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2303
package-lock.json
generated
2303
package-lock.json
generated
File diff suppressed because it is too large
Load Diff
@@ -7,7 +7,9 @@
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"gulp": "^4.0.0",
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"gulp-add": "0.0.2",
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"gulp-clean": "^0.4.0",
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"gulp-foreach": "^0.1.0",
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"gulp-haxetool": "^0.0.19",
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"gulp-zip": "^5.0.0",
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"yargs": "^13.2.4"
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},
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"haxeDependencies": {
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@@ -15,7 +15,7 @@ class ConfigBundle implements IConfigBundle {
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public function get(type:GameType):Config {
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if (!_cache.exists(type)) {
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var source:ConfigSource = Yaml.parse(Assets.getText('resources/${type}/config.yaml'), Parser.options().useObjects());
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var source:ConfigSource = Yaml.parse(Assets.getText('resources/config/${type}.yaml'), Parser.options().useObjects());
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_cache.set(type, Config.fromSource(type, source));
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}
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return _cache.get(type);
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@@ -1,5 +1,10 @@
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package ru.m.tankz.bundle;
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import haxe.io.BytesInput;
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import haxe.zip.Entry;
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import haxe.zip.Reader;
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import lime.utils.Bytes;
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import lime.utils.CompressionAlgorithm;
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import openfl.Assets;
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import ru.m.tankz.config.Config;
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import ru.m.tankz.Type;
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@@ -7,17 +12,27 @@ import ru.m.tankz.util.LevelUtil;
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class LevelBundle implements ILevelBundle {
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private var cache:Map<String, LevelConfig> = new Map();
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public function new() {}
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public function get(type:GameType, config:Config, levelId:LevelId):LevelConfig {
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var key = '${type}:${levelId}';
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if (!cache.exists(key)) {
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var data:String = Assets.getText('resources/${type}/levels/level${LevelUtil.formatLevel(levelId)}.txt');
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cache[key] = LevelUtil.loads(config, data);
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cache[key].id = levelId;
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private function extract(entry:Entry):LevelConfig {
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var bytes:Bytes = entry.data;
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if (entry.compressed) {
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bytes = bytes.decompress(CompressionAlgorithm.DEFLATE);
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}
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return cache[key];
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var level = LevelUtil.loads(bytes.toString());
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if (level.id == null) {
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level.id = Std.parseInt(entry.fileName.split("level").pop());
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}
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return level;
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}
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public function get(type:GameType, name:String):LevelPack {
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var data = Assets.getBytes('levels/${type}_${name}.zip');
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var files = Reader.readZip(new BytesInput(data));
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return {
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type: type,
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name: name,
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data: Lambda.array(files.map(extract)),
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};
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}
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}
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@@ -14,7 +14,7 @@ class NetworkGame extends Game {
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private var network:NetworkManager;
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public function new(network:NetworkManager) {
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super(new GameState(network.room.game.type, 0, network.room.game.level));
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super(new GameState(network.room.game.type, 0));
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this.network = network;
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this.controlFactory = new NetworkControlFactory();
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network.gameEventSignal.connect(onGameEventProto);
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@@ -1,6 +1,5 @@
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package ru.m.tankz.view;
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import haxe.ds.Option;
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import haxework.view.frame.FrameSwitcher;
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import haxework.view.VGroupView;
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import ru.m.tankz.game.GameEvent;
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@@ -10,7 +9,6 @@ import ru.m.tankz.game.record.GameRecord;
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import ru.m.tankz.network.NetworkManager;
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import ru.m.tankz.sound.SoundManager;
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import ru.m.tankz.storage.GameStorage;
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import ru.m.tankz.Type;
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import ru.m.tankz.view.game.GameView;
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@:template class GameFrame extends VGroupView implements GameListener {
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@@ -24,7 +22,6 @@ import ru.m.tankz.view.game.GameView;
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@:provide var soundManager:SoundManager;
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@:provide var state:GameState;
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@:provide var record:GameRecord;
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@:provide("next") var nextState:GameState;
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@:provide var switcher:FrameSwitcher;
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@:provide var gameStorage:GameStorage;
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@@ -56,34 +53,12 @@ import ru.m.tankz.view.game.GameView;
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switch event {
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case GameEvent.COMPLETE(state, winner):
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this.state = state;
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nextState = switch next(winner) {
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case Some(s):
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// ToDo:
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var progress = gameStorage.get(game.type);
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progress.completeLevel(state.levelId, state.presetId);
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gameStorage.set(progress);
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s;
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case None:
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null;
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}
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stop();
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switcher.change(ResultFrame.ID);
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case _:
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}
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}
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// ToDo:
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private function next(winner:TeamId):Option<GameState> {
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for (rule in game.config.game.complete) {
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if (rule.team != null && rule.team != winner) {
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return Option.None;
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}
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}
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var level = state.levelId + 1;
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if (level >= game.config.game.levels) level = 0;
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return Option.Some(new GameState(game.type, state.presetId, level, state));
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}
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public function onHide():Void {
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stop();
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soundManager.stopAll();
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@@ -11,14 +11,13 @@ import ru.m.tankz.game.GameState;
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import ru.m.tankz.game.IGame;
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import ru.m.tankz.local.LocalGame;
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import ru.m.tankz.storage.GameStorage;
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import ru.m.tankz.Type;
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import ru.m.tankz.view.popup.LevelPopup;
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@:template class LevelFrame extends VGroupView {
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public static inline var ID = "level";
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@:view var header:LabelView;
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@:view var levels:DataView<LevelId, ButtonView>;
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@:view var levels:DataView<LevelConfig, ButtonView>;
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@:provide var state:GameState;
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@:provide var game:IGame;
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@@ -30,35 +29,35 @@ import ru.m.tankz.view.popup.LevelPopup;
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public function onShow():Void {
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header.text = state.type;
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levels.data = [for (i in 0...state.config.game.levels) i];
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var pack = levelBundle.get(state.type, "standard");
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levels.data = pack.data;
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}
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private function start(level:LevelConfig, preset:GamePreset, control:ControlPreset):Void {
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state.levelId = level.id;
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state.level = level;
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state.presetId = preset.id;
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state.controls = control.values;
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game = new LocalGame(state);
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switcher.change(GameFrame.ID);
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}
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private function levelViewFactory(index:Int, levelId:LevelId):ButtonView {
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private function levelViewFactory(index:Int, level:LevelConfig):ButtonView {
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var progress = storage.get(state.type);
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var result = new ButtonView();
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result.skinId = "button.level";
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var presetsLine = [for (p in state.config.presets) progress.isPresetCompleted(levelId, p.id) ? '*' : '_'].join('');
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result.text = '${levelId}\n${presetsLine}';
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result.disabled = !progress.isLevelAvailable(levelId);
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var presetsLine = [for (p in state.config.presets) progress.isPresetCompleted(level.id, p.id) ? '*' : '_'].join('');
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result.text = '${level.id}\n${presetsLine}';
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result.disabled = !progress.isLevelAvailable(level.id);
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return result;
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}
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private function onLevelSelect(index:Int, levelId:LevelId, view:ButtonView):Void {
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if (!storage.get(state.type).isLevelAvailable(levelId)) {
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private function onLevelSelect(index:Int, level:LevelConfig, view:ButtonView):Void {
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if (!storage.get(state.type).isLevelAvailable(level.id)) {
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return;
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}
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if (levelPopup == null) {
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levelPopup = new LevelPopup();
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}
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var level = levelBundle.get(state.type, state.config, levelId);
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levelPopup.setData(
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level,
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state.config.presets,
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@@ -8,6 +8,8 @@ typedef TeamId = String;
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typedef BrickType = String;
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typedef BrickIndex = Int;
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typedef TankType = String;
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typedef BonusType = String;
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@@ -4,5 +4,5 @@ import ru.m.tankz.config.Config;
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import ru.m.tankz.Type;
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interface ILevelBundle {
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public function get(type:GameType, config:Config, levelId:LevelId):LevelConfig;
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public function get(type:GameType, name:String):LevelPack;
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}
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@@ -108,12 +108,18 @@ typedef GamePreset = {
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typedef LevelConfig = {
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@:optional var id:LevelId;
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var data:Array<BrickConfig>;
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var data:Array<BrickIndex>;
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@:optional var name:String;
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@:optional var points:Array<SpawnPoint>;
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@:optional var size:{width:Int, height:Int};
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}
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typedef LevelPack = {
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var type:GameType;
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var name:String;
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var data:Array<LevelConfig>;
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}
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typedef PlayerControl = {
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var playerId:PlayerId;
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var control:String;
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@@ -51,7 +51,8 @@ class GameRunner extends Game implements EngineListener {
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override public function start():Void {
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super.start();
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engine.map.setData(state.level.data);
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var mapData = state.level.data.map(function(index:BrickIndex) return config.getBrickByIndex(index));
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engine.map.setData(mapData);
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for (team in teams.iterator()) {
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team.spawner.runner = spawn;
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for (player in team.players.iterator()) {
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@@ -135,7 +136,8 @@ class GameRunner extends Game implements EngineListener {
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for (team in teams.iterator()) {
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if (team.isAlive) {
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if (team.eagleId > -1) {
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if (!cast(engine.entities[team.eagleId], Eagle).death) {
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var eagle:Eagle = engine.getEntity(team.eagleId);
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if (!eagle.death) {
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actives.push(team.id);
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}
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} else {
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@@ -148,12 +150,6 @@ class GameRunner extends Game implements EngineListener {
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case []: complete(null);
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case _:
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}
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/*if (actives.length == 1) {
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complete(actives[0]);
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}
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if (actives.length == 0) {
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complete(null);
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}*/
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}
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private function complete(winner:TeamId):Void {
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@@ -72,21 +72,20 @@ class GameState {
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public var type:GameType;
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public var presetId:PresetId;
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public var levelId:LevelId;
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public var levelId(get, null):LevelId;
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public var controls:Array<PlayerControl>;
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public var players:Map<String, PlayerState>;
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public var teams:Map<TeamId, TeamState>;
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public var preset(get, null):GamePreset;
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public var config(get, null):Config;
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public var level(get, null):LevelConfig;
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public var level(default, default):LevelConfig;
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@:provide static private var configBundle:IConfigBundle;
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@:provide static private var levelBundle:ILevelBundle;
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public function new(type:GameType, presetId:PresetId = 0, levelId:Int = 0, state:GameState = null, controls:Array<PlayerControl> = null) {
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public function new(type:GameType, presetId:PresetId = 0, level:LevelConfig = null, state:GameState = null, controls:Array<PlayerControl> = null) {
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this.type = type;
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this.presetId = presetId;
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this.levelId = levelId;
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this.level = level;
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//this.controls = controls == null ? config.controls[0].values : controls;
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this.controls = controls == null ? [] : controls;
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if (state == null) {
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@@ -118,8 +117,8 @@ class GameState {
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return configBundle.get(type);
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}
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private function get_level():LevelConfig {
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return levelBundle.get(type, config, levelId);
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private function get_levelId():LevelId {
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return level == null ? 0 : level.id;
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}
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public function getTeamLife(id:TeamId):Int {
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@@ -32,7 +32,7 @@ class GameRecord {
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}
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private inline function get_state():GameState {
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return new GameState(info.type, info.presetId, info.levelId);
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return new GameState(info.type, info.presetId);
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}
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public function toString():String {
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@@ -1,5 +1,6 @@
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package ru.m.tankz.map;
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import ru.m.tankz.Type.BrickType;
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import haxe.ds.HashMap;
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import ru.m.tankz.map.Grid;
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import ru.m.geom.Point;
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@@ -1,6 +1,7 @@
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package ru.m.tankz.util;
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import ru.m.tankz.config.Config;
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import ru.m.tankz.Type;
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import yaml.Parser;
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import yaml.Renderer;
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import yaml.Yaml;
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@@ -20,12 +21,12 @@ class LevelUtil {
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return result;
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}
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public static function loadsOld(config:Config, data:String):LevelConfig {
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var bricks:Array<BrickConfig> = [];
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public static function loadsOld(data:String):LevelConfig {
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var bricks:Array<BrickIndex> = [];
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for (line in ~/\s+/g.split(data)) {
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for (c in line.split('')) {
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if (c.length > 0) {
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bricks.push(config.getBrickByIndex(Std.parseInt(c)));
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bricks.push(Std.parseInt(c));
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}
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}
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}
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@@ -34,22 +35,22 @@ class LevelUtil {
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}
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}
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public static function loads(config:Config, data:String):LevelConfig {
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if (config.type == 'classic') {
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return loadsOld(config, data);
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} else {
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public static function loads(data:String):LevelConfig {
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try {
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var obj:LevelSource = Yaml.parse(data, Parser.options().useObjects());
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return {
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data: obj.data.split('').map(function(c) return config.getBrickByIndex(Std.parseInt(c))),
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data: obj.data.split('').map(function(c) return Std.parseInt(c)),
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points: obj.points,
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name: obj.name,
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size: obj.size,
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}
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} catch (error:Dynamic) {
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return loadsOld(data);
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}
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}
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public static function dumps(config:Config, level:LevelConfig):String {
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var bricksStr = level.data.map(function(brick:BrickConfig) return Std.string(brick.index)).join('');
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var bricksStr = level.data.join('');
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return Yaml.render({
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data: bricksStr,
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points: level.points,
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@@ -58,7 +59,7 @@ class LevelUtil {
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}, Renderer.options().setFlowLevel(1));
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}
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public static function empty(size:GridSize, filler:BrickConfig):LevelConfig {
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public static function empty(size:GridSize, filler:BrickIndex):LevelConfig {
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return {
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data: [for (i in 0...size.width * size.height) filler],
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size: size,
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@@ -1,5 +1,4 @@
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game:
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levels: 36
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friendlyFire: false
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complete:
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- team: human
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@@ -1,5 +1,4 @@
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game:
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levels: 4
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friendlyFire: true
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complete:
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- team: alpha
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@@ -1,5 +1,4 @@
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game:
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levels: 23
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friendlyFire: true
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complete:
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- team: radiant
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Block a user