input handlers
This commit is contained in:
@@ -3,11 +3,13 @@ root = true
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[*]
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charset = utf-8
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indent_style = space
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indent_size = 2
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indent_style = tab
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insert_final_newline = true
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trim_trailing_whitespace = true
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# Add this to help VSCode and Copilot use tabs for indentation
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indent_size = tab
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[*.ts]
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quote_type = single
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ij_typescript_use_double_quotes = false
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15
.vscode/settings.json
vendored
15
.vscode/settings.json
vendored
@@ -1,8 +1,11 @@
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{
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"json.schemas": [
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{
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"fileMatch": [ "src/assets/data/*.json" ],
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"url": "./schemas/gdRoot.json"
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}
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]
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"json.schemas": [
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{
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"fileMatch": ["src/assets/data/*.json"],
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"url": "./schemas/gdRoot.json"
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}
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],
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"editor.insertSpaces": false,
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"editor.detectIndentation": false,
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"editor.tabSize": 4
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}
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@@ -1,4 +1,4 @@
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{
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"tabWidth": 4,
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"useTabs": true
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"useTabs": true,
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"printWidth": 9999
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}
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@@ -12,6 +12,7 @@
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<button (click)="step()">Step</button>
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<button (click)="fastForward()">⏭ Fast Forward</button>
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<div>Step: {{ simMain.currentStep }}</div>
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<button (click)="startNextWave()">Start next wave</button>
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<button (click)="openOptions()">Options</button>
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</div>
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</div>
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@@ -5,6 +5,7 @@ import { GdRoot } from './data/GdRoot';
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import { SimCommand } from './sim/commands/SimCommand';
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import { VisMain } from './vis/VisMain';
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import { SplashComponent } from '../splash/splash.component';
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import { SimCommandStartNextWave } from './sim/commands/SimCommandStartNextWave';
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@Component({
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selector: 'app-game',
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@@ -27,7 +28,6 @@ export class GameComponent {
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const gdRoot = await this.loadGdRoot();
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this.simMain.setGdRoot(gdRoot);
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this.visMain = new VisMain(this.simMain, SplashComponent.assetPreloader, this.wrapperRef.nativeElement, this.canvasRef.nativeElement);
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window.addEventListener('resize', _ => this.visMain.onResized());
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}
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start() {
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@@ -35,15 +35,24 @@ export class GameComponent {
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}
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stop() {
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this.visMain.start();
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this.visMain.stop();
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}
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step() {
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this.simMain.step();
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this.visMain.onRender();
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}
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rewind() {
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//this.simMain.rewindToZero();
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if (this.simMain.currentLevel)
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this.simMain.currentLevel.currentStep = -1;
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this.simMain.currentStep = -1;
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}
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startNextWave() {
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this.simMain.addCommand(new SimCommandStartNextWave());
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this.simMain.currentLevel!.paused = false;
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}
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fastForward() {
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@@ -1,11 +1,11 @@
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import { GdRoot } from "../data/GdRoot";
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import { EDirection } from "../util/EDirection";
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import { Hex } from "../util/Hex";
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import { PathFinding } from "../util/PathFinding";
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import { ECellType } from "./ECellType";
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import { SimCell } from "./SimCell";
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import { SimEnemy } from "./SimEnemy";
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import { SimProjectile } from "./SimProjectile";
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import { GdRoot } from '../data/GdRoot';
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import { EDirection } from '../util/EDirection';
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import { Hex } from '../util/Hex';
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import { PathFinding } from '../util/PathFinding';
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import { ECellType } from './ECellType';
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import { SimCell } from './SimCell';
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import { SimEnemy } from './SimEnemy';
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import { SimProjectile } from './SimProjectile';
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export class SimLevel {
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paused: boolean = true;
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@@ -23,159 +23,156 @@ export class SimLevel {
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index: number = 0;
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radius: number = 0;
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constructor(gdRoot: GdRoot, levelIdx: number) {
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const gdLevel = gdRoot.levels[levelIdx];
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this.index = levelIdx;
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this.currency = gdLevel.currency;
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this.enemiesLeftToSpawn = gdLevel.waves[0].amount;
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constructor(gdRoot: GdRoot, levelIdx: number) {
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const gdLevel = gdRoot.levels[levelIdx];
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this.index = levelIdx;
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this.currency = gdLevel.currency;
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this.enemiesLeftToSpawn = gdLevel.waves[0].amount;
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this.radius = gdLevel.radius;
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this.stride = 2 * this.radius + 1;
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const h0 = new Hex(0, 0);
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for (let y = -this.radius; y <= this.radius; ++y) {
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for (let x = -this.radius; x <= this.radius; ++x) {
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const hex = new Hex(x, y);
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const distance = Hex.distance(hex, h0);
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const type = distance >= this.radius ? ECellType.Blocked : ECellType.Free;
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const cellIndex = this.getCellIndex(hex);
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this.cells[cellIndex] = new SimCell(hex, distance, type, cellIndex);
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}
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}
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this.radius = gdLevel.radius;
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this.stride = 2 * this.radius + 1;
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const h0 = new Hex(0, 0);
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for (let y = -this.radius; y <= this.radius; ++y) {
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for (let x = -this.radius; x <= this.radius; ++x) {
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const hex = new Hex(x, y);
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const distance = Hex.distance(hex, h0);
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const type = distance >= this.radius ? ECellType.Blocked : ECellType.Free;
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const cellIndex = this.getCellIndex(hex);
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this.cells[cellIndex] = new SimCell(hex, distance, type, cellIndex);
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}
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}
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gdLevel.walls.forEach((wall: Hex) => {
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const cellIndex = this.getCellIndex(wall);
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this.cells[cellIndex].type = ECellType.Blocked;
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});
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gdLevel.walls.forEach((wall: Hex) => {
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const cellIndex = this.getCellIndex(wall);
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this.cells[cellIndex].type = ECellType.Blocked;
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});
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gdLevel.enemySpawns.forEach((hex: Hex) => {
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const cellIndex = this.getCellIndex(hex);
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this.cells[cellIndex].type = ECellType.Entry;
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});
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gdLevel.enemySpawns.forEach((hex: Hex) => {
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const cellIndex = this.getCellIndex(hex);
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this.cells[cellIndex].type = ECellType.Entry;
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});
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gdLevel.enemyTargets.forEach((hex: Hex) => {
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const cellIndex = this.getCellIndex(hex);
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this.cells[cellIndex].type = ECellType.Entry;
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});
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gdLevel.enemyTargets.forEach((hex: Hex) => {
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const cellIndex = this.getCellIndex(hex);
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this.cells[cellIndex].type = ECellType.Entry;
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});
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this.cells.forEach((cell: SimCell) => {
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this.updateBlockedType(cell);
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});
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this.cells.forEach((cell: SimCell) => {
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this.updateBlockedType(cell);
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});
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this.updatePaths(gdRoot);
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};
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this.updatePaths(gdRoot);
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}
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public getCellIndex(hex: Hex) {
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const x = hex.col + this.radius;
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const y = hex.row + this.radius;
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if (x < 0 || x >= this.stride || y < 0 || y >= this.stride) {
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return -1;
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}
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return y * this.stride + x;
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}
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public getCellIndex(hex: Hex) {
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const x = hex.col + this.radius;
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const y = hex.row + this.radius;
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if (x < 0 || x >= this.stride || y < 0 || y >= this.stride) {
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return -1;
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}
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return y * this.stride + x;
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}
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public getNeighbourCell(cell: SimCell, direction: EDirection) {
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const hex = cell.hex;
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const neighbourHex = Hex.neighbour(hex, direction);
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const neighbourIndex = this.getCellIndex(neighbourHex);
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return this.cells[neighbourIndex];
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}
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public getNeighbourCell(cell: SimCell, direction: EDirection) {
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const hex = cell.hex;
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const neighbourHex = Hex.neighbour(hex, direction);
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const neighbourIndex = this.getCellIndex(neighbourHex);
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return this.cells[neighbourIndex];
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}
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public updateBlockedType(cell: SimCell) {
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if (cell.type == ECellType.Free) {
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cell.blockedType = -1;
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return;
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}
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public updateBlockedType(cell: SimCell) {
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if (cell.type == ECellType.Free) {
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cell.blockedType = -1;
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return;
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}
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if (cell.type == ECellType.Entry && cell.blockedType != -1) {
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return;
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}
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if (cell.type == ECellType.Entry && cell.blockedType != -1) {
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return;
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}
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let blockedType = 0;
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for (let direction = 0; direction < 6; ++direction) {
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const neighbourCell = this.getNeighbourCell(cell, direction);
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if (!!neighbourCell && neighbourCell.type == ECellType.Free) {
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blockedType |= 1 << direction;
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}
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}
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let blockedType = 0;
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for (let direction = 0; direction < 6; ++direction) {
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const neighbourCell = this.getNeighbourCell(cell, direction);
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if (!!neighbourCell && neighbourCell.type == ECellType.Free) {
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blockedType |= 1 << direction;
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}
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}
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cell.blockedType = blockedType;
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}
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cell.blockedType = blockedType;
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}
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public reservePaths(gdRoot: GdRoot, hexToBlock: Hex | null): boolean {
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try {
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if (!!hexToBlock) {
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const reservedCell = this.cells[this.getCellIndex(hexToBlock)];
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if (reservedCell.type != ECellType.Free || !!reservedCell.tower)
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return false;
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public reservePaths(gdRoot: GdRoot, hexToBlock: Hex | null): boolean {
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try {
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if (!!hexToBlock) {
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const reservedCell = this.cells[this.getCellIndex(hexToBlock)];
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if (reservedCell.type != ECellType.Free || !!reservedCell.tower) return false;
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reservedCell.type = ECellType.Reserved;
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}
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reservedCell.type = ECellType.Reserved;
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}
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return this.updatePaths(gdRoot);
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}
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finally {
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if (!!hexToBlock) {
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const reservedCell = this.cells[this.getCellIndex(hexToBlock)];
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if (reservedCell.type == ECellType.Reserved)
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reservedCell.type = ECellType.Free
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}
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}
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}
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return this.updatePaths(gdRoot);
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} finally {
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if (!!hexToBlock) {
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const reservedCell = this.cells[this.getCellIndex(hexToBlock)];
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if (reservedCell.type == ECellType.Reserved) reservedCell.type = ECellType.Free;
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}
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}
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}
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public updatePaths(gdRoot: GdRoot): boolean {
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const newRoutePaths: number[][] = [];
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const newEnemyPaths: number[][] = [];
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const gdLevel = gdRoot.levels[this.index];
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let invalid = false;
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public updatePaths(gdRoot: GdRoot): boolean {
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const newRoutePaths: number[][] = [];
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const newEnemyPaths: number[][] = [];
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const gdLevel = gdRoot.levels[this.index];
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let invalid = false;
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for (const routeIdx in gdLevel.enemyRoutes) {
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const route = gdLevel.enemyRoutes[routeIdx];
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const enemySpawnHex = gdLevel.enemySpawns[route[0]];
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const enemySpawnCell = this.cells[this.getCellIndex(enemySpawnHex)];
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const enemyTargetHex = gdLevel.enemyTargets[route[1]];
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const enemyTargetCell = this.cells[this.getCellIndex(enemyTargetHex)];
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const path = PathFinding.bfs(this, enemySpawnCell.index, enemyTargetCell.index);
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if (path == null) {
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invalid = true;
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break;
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}
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newRoutePaths[routeIdx] = path;
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}
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for (const routeIdx in gdLevel.enemyRoutes) {
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const route = gdLevel.enemyRoutes[routeIdx];
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const enemySpawnHex = gdLevel.enemySpawns[route[0]];
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const enemySpawnCell = this.cells[this.getCellIndex(enemySpawnHex)];
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const enemyTargetHex = gdLevel.enemyTargets[route[1]];
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const enemyTargetCell = this.cells[this.getCellIndex(enemyTargetHex)];
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const path = PathFinding.bfs(this, enemySpawnCell.index, enemyTargetCell.index);
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if (path == null) {
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invalid = true;
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break;
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}
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newRoutePaths[routeIdx] = path;
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}
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if (invalid) {
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return false;
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}
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if (invalid) {
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return false;
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}
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for (let idx in this.enemies) {
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const simEnemy = this.enemies[idx];
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const hex = Hex.fromWorld(simEnemy.position);
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const startIndex = this.getCellIndex(hex);
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const endIndex = this.getCellIndex(simEnemy.endHex);
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const path = PathFinding.bfs(this, startIndex, endIndex);
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if (path == null) {
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invalid = true;
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break;
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}
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newEnemyPaths[idx] = path;
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}
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for (let idx in this.enemies) {
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const simEnemy = this.enemies[idx];
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const hex = Hex.fromWorld(simEnemy.position);
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const startIndex = this.getCellIndex(hex);
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const endIndex = this.getCellIndex(simEnemy.endHex);
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const path = PathFinding.bfs(this, startIndex, endIndex);
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if (path == null) {
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invalid = true;
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break;
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}
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newEnemyPaths[idx] = path;
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}
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if (invalid) {
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return false;
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}
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if (invalid) {
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return false;
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}
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for (const routeIdx in gdLevel.enemyRoutes) {
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const route = gdLevel.enemyRoutes[routeIdx];
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const enemySpawnHex = gdLevel.enemySpawns[route[0]];
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const enemySpawnCell = this.cells[this.getCellIndex(enemySpawnHex)];
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enemySpawnCell.pathsToTarget[routeIdx] = newRoutePaths[routeIdx];
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}
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||||
for (const routeIdx in gdLevel.enemyRoutes) {
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const route = gdLevel.enemyRoutes[routeIdx];
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const enemySpawnHex = gdLevel.enemySpawns[route[0]];
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||||
const enemySpawnCell = this.cells[this.getCellIndex(enemySpawnHex)];
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enemySpawnCell.pathsToTarget[routeIdx] = newRoutePaths[routeIdx];
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||||
}
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||||
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||||
this.enemies.forEach((simEnemy: SimEnemy, idx: number) => {
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||||
simEnemy.path = newEnemyPaths[idx];
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||||
simEnemy.currentPathIndex = 0;
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simEnemy.onPathUpdated(this);
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||||
});
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||||
this.enemies.forEach((simEnemy: SimEnemy, idx: number) => {
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||||
simEnemy.path = newEnemyPaths[idx];
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||||
simEnemy.currentPathIndex = 0;
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||||
simEnemy.onPathUpdated(this);
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||||
});
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||||
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||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -36,29 +36,29 @@ export class SimMain {
|
||||
}
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||||
|
||||
executeUntilStep(target: number) {
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||||
this.currentStep = 0;
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||||
while (this.currentStep < target) {
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||||
this.step();
|
||||
}
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||||
}
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||||
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||||
step() {
|
||||
const nextStep = this.currentStep + 1;
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||||
this.currentStep++;
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||||
if (this.currentLevel && !this.currentLevel.paused) {
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||||
this.currentLevel.currentStep++;
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||||
}
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// Get all commands for this step
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const commands = this.commandHistory.filter((c) => c.step === nextStep);
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||||
|
||||
this.currentStep = nextStep;
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for (const action of this.actions) {
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action.execute(this);
|
||||
}
|
||||
|
||||
const commands = this.commandHistory.filter((c) => c.step === this.currentStep);
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||||
for (const cmd of commands) {
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cmd.execute(this);
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||||
}
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||||
}
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||||
|
||||
addCommand(command: SimCommand) {
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||||
command.step = this.currentStep + 1;
|
||||
this.commandHistory = this.commandHistory.filter(
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||||
(c) => c.step < command.step
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||||
);
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||||
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||||
@@ -1,39 +1,45 @@
|
||||
import { EEnemySize } from "../../data/EEnemySize";
|
||||
import { SimCommandStartNextWave } from "../commands/SimCommandStartNextWave";
|
||||
import { SimEnemy } from "../SimEnemy";
|
||||
import { SimMain } from "../SimMain";
|
||||
import { ISimAction } from "./ISimAction";
|
||||
import { EEnemySize } from '../../data/EEnemySize';
|
||||
import { SimCommandStartNextWave } from '../commands/SimCommandStartNextWave';
|
||||
import { SimEnemy } from '../SimEnemy';
|
||||
import { SimMain } from '../SimMain';
|
||||
import { ISimAction } from './ISimAction';
|
||||
|
||||
export class SimActionSpawnEnemies implements ISimAction {
|
||||
public execute(simMain: SimMain) {
|
||||
const level = simMain.currentLevel;
|
||||
if (!level) return;
|
||||
public execute(simMain: SimMain) {
|
||||
const level = simMain.currentLevel;
|
||||
if (!level) {
|
||||
return;
|
||||
}
|
||||
|
||||
const gdLevel = simMain.gdRoot.levels[level.index];
|
||||
const step = level.currentStep;
|
||||
const gdWave = gdLevel.waves[level.currentWave];
|
||||
let spawnDelay = simMain.gdRoot.simulation.spawnDelay;
|
||||
switch (gdWave.size) {
|
||||
case EEnemySize.Huge:
|
||||
spawnDelay *= 2;
|
||||
break;
|
||||
case EEnemySize.Tiny:
|
||||
spawnDelay *= 0.5;
|
||||
break;
|
||||
}
|
||||
const gdLevel = simMain.gdRoot.levels[level.index];
|
||||
const step = level.currentStep;
|
||||
const gdWave = gdLevel.waves[level.currentWave];
|
||||
if (!gdWave) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (level.enemiesLeftToSpawn > 0 && level.lastEnemySpawnStep + spawnDelay * simMain.gdRoot.simulation.stepsPerSecond <= level.currentStep) {
|
||||
level.enemiesLeftToSpawn -= 1;
|
||||
level.lastEnemySpawnStep = step;
|
||||
let spawnDelay = simMain.gdRoot.simulation.spawnDelay;
|
||||
switch (gdWave.size) {
|
||||
case EEnemySize.Huge:
|
||||
spawnDelay *= 2;
|
||||
break;
|
||||
case EEnemySize.Tiny:
|
||||
spawnDelay *= 0.5;
|
||||
break;
|
||||
}
|
||||
|
||||
const route = Math.floor(Math.random() * gdLevel.enemyRoutes.length);
|
||||
const enemy = new SimEnemy(gdWave.enemy, route);
|
||||
enemy.onPathUpdated(level);
|
||||
level.enemies.push(enemy);
|
||||
}
|
||||
if (level.enemiesLeftToSpawn > 0 && level.lastEnemySpawnStep + spawnDelay * simMain.gdRoot.simulation.stepsPerSecond <= level.currentStep) {
|
||||
level.enemiesLeftToSpawn -= 1;
|
||||
level.lastEnemySpawnStep = step;
|
||||
|
||||
if (level.nextWaveStep == step && !!gdLevel.waves[level.currentWave + 1]) {
|
||||
simMain.addCommand(new SimCommandStartNextWave());
|
||||
}
|
||||
}
|
||||
const route = Math.floor(Math.random() * gdLevel.enemyRoutes.length);
|
||||
const enemy = new SimEnemy(gdWave.enemy, route);
|
||||
enemy.onPathUpdated(level);
|
||||
level.enemies.push(enemy);
|
||||
}
|
||||
|
||||
if (level.nextWaveStep == step && !!gdLevel.waves[level.currentWave + 1]) {
|
||||
simMain.addCommand(new SimCommandStartNextWave());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
import { SimMain } from "../SimMain";
|
||||
import { SimMain } from '../SimMain';
|
||||
|
||||
export abstract class SimCommand {
|
||||
step: number = -1;
|
||||
abstract execute(simMain: SimMain): void;
|
||||
step: number = -1;
|
||||
abstract execute(simMain: SimMain): void;
|
||||
abstract check(simMain: SimMain): boolean;
|
||||
}
|
||||
|
||||
@@ -1,32 +1,46 @@
|
||||
import { Hex } from "../../util/Hex";
|
||||
import { ECellType } from "../ECellType";
|
||||
import { SimMain } from "../SimMain";
|
||||
import { SimCommand } from "./SimCommand";
|
||||
import { Hex } from '../../util/Hex';
|
||||
import { ECellType } from '../ECellType';
|
||||
import { SimMain } from '../SimMain';
|
||||
import { SimCommand } from './SimCommand';
|
||||
|
||||
export class SimCommandBlockTerrain extends SimCommand {
|
||||
private hex: Hex;
|
||||
private hex: Hex;
|
||||
|
||||
constructor(hex: Hex) {
|
||||
super();
|
||||
this.hex = hex;
|
||||
}
|
||||
constructor(hex: Hex) {
|
||||
super();
|
||||
this.hex = hex;
|
||||
}
|
||||
|
||||
public execute(simMain: SimMain) {
|
||||
const level = simMain.currentLevel;
|
||||
if (!level) return;
|
||||
public execute(simMain: SimMain) {
|
||||
const level = simMain.currentLevel;
|
||||
if (!level) return;
|
||||
|
||||
const cellIndex = level.getCellIndex(this.hex);
|
||||
const cell = level.cells[cellIndex];
|
||||
if (cell.type != ECellType.Free || cell.tower != null || !level.reservePaths(simMain.gdRoot, this.hex)) {
|
||||
return;
|
||||
}
|
||||
cell.type = ECellType.Blocked;
|
||||
level.updateBlockedType(cell);
|
||||
for (let i = 0; i < 6; ++i) {
|
||||
const neighbourHex = Hex.neighbour(cell.hex, i);
|
||||
const neighbourIndex = level.getCellIndex(neighbourHex);
|
||||
level.updateBlockedType(level.cells[neighbourIndex]);
|
||||
}
|
||||
level.updatePaths(simMain.gdRoot);
|
||||
}
|
||||
const cellIndex = level.getCellIndex(this.hex);
|
||||
const cell = level.cells[cellIndex];
|
||||
cell.type = ECellType.Blocked;
|
||||
level.updateBlockedType(cell);
|
||||
for (let i = 0; i < 6; ++i) {
|
||||
const neighbourHex = Hex.neighbour(cell.hex, i);
|
||||
const neighbourIndex = level.getCellIndex(neighbourHex);
|
||||
level.updateBlockedType(level.cells[neighbourIndex]);
|
||||
}
|
||||
level.updatePaths(simMain.gdRoot);
|
||||
}
|
||||
|
||||
public check(simMain: SimMain): boolean {
|
||||
const level = simMain.currentLevel;
|
||||
if (!level) {
|
||||
return false;
|
||||
}
|
||||
const cellIndex = level.getCellIndex(this.hex);
|
||||
const cell = level.cells[cellIndex];
|
||||
if (!cell) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (cell.type != ECellType.Free || cell.tower != null || !level.reservePaths(simMain.gdRoot, this.hex)) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,54 +1,75 @@
|
||||
import { Hex } from "../../util/Hex";
|
||||
import { ECellType } from "../ECellType";
|
||||
import { SimEnemy } from "../SimEnemy";
|
||||
import { SimMain } from "../SimMain";
|
||||
import { SimTower } from "../SimTower";
|
||||
import { SimCommand } from "./SimCommand";
|
||||
import { Hex } from '../../util/Hex';
|
||||
import { ECellType } from '../ECellType';
|
||||
import { SimEnemy } from '../SimEnemy';
|
||||
import { SimMain } from '../SimMain';
|
||||
import { SimTower } from '../SimTower';
|
||||
import { SimCommand } from './SimCommand';
|
||||
|
||||
export class SimCommandCreateTower extends SimCommand {
|
||||
hex: Hex;
|
||||
index: number;
|
||||
hex: Hex;
|
||||
index: number;
|
||||
|
||||
constructor(hex: Hex, index: number) {
|
||||
super();
|
||||
this.hex = hex;
|
||||
this.index = index;
|
||||
}
|
||||
constructor(hex: Hex, index: number) {
|
||||
super();
|
||||
this.hex = hex;
|
||||
this.index = index;
|
||||
}
|
||||
|
||||
public execute(simMain: SimMain) {
|
||||
const level = simMain.currentLevel;
|
||||
if (!level) {
|
||||
return;
|
||||
}
|
||||
public execute(simMain: SimMain) {
|
||||
const level = simMain.currentLevel;
|
||||
if (!level) {
|
||||
return;
|
||||
}
|
||||
|
||||
const cellIndex = level.getCellIndex(this.hex);
|
||||
const cell = level.cells[cellIndex];
|
||||
const towerData = simMain.gdRoot.towers[this.index];
|
||||
const cellIndex = level.getCellIndex(this.hex);
|
||||
const cell = level.cells[cellIndex];
|
||||
const towerData = simMain.gdRoot.towers[this.index];
|
||||
|
||||
if (cell.type != ECellType.Free) {
|
||||
return;
|
||||
}
|
||||
level.enemies.forEach((enemy: SimEnemy) => {
|
||||
const hex = Hex.fromWorld(enemy.position);
|
||||
const enemyCellIndex = level.getCellIndex(hex);
|
||||
if (cellIndex == enemyCellIndex) {
|
||||
return;
|
||||
}
|
||||
});
|
||||
|
||||
if (cell.tower != null) {
|
||||
return;
|
||||
}
|
||||
if (level.currency < towerData.cost) {
|
||||
return;
|
||||
}
|
||||
|
||||
level.enemies.forEach((enemy: SimEnemy) => {
|
||||
const hex = Hex.fromWorld(enemy.position);
|
||||
const enemyCellIndex = level.getCellIndex(hex);
|
||||
if (cellIndex == enemyCellIndex) {
|
||||
return;
|
||||
}
|
||||
});
|
||||
if (level.reservePaths(simMain.gdRoot, this.hex)) {
|
||||
level.currency -= towerData.cost;
|
||||
cell.tower = new SimTower(this.index, Hex.toWorld(this.hex));
|
||||
level.updatePaths(simMain.gdRoot);
|
||||
}
|
||||
}
|
||||
|
||||
if (level.currency < towerData.cost) {
|
||||
return;
|
||||
}
|
||||
public check(simMain: SimMain): boolean {
|
||||
const level = simMain.currentLevel;
|
||||
if (!level) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (level.reservePaths(simMain.gdRoot, this.hex)) {
|
||||
level.currency -= towerData.cost;
|
||||
cell.tower = new SimTower(this.index, Hex.toWorld(this.hex));
|
||||
level.updatePaths(simMain.gdRoot);
|
||||
}
|
||||
}
|
||||
const cellIndex = level.getCellIndex(this.hex);
|
||||
const cell = level.cells[cellIndex];
|
||||
if (!cell) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const towerData = simMain.gdRoot.towers[this.index];
|
||||
|
||||
if (cell.type != ECellType.Free) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (cell.tower != null) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (level.currency < towerData.cost) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,22 +1,29 @@
|
||||
import { GdRoot } from "../../data/GdRoot";
|
||||
import { SimLevel } from "../SimLevel";
|
||||
import { SimMain } from "../SimMain";
|
||||
import { SimCommand } from "./SimCommand";
|
||||
import { SimMain } from '../SimMain';
|
||||
import { SimCommand } from './SimCommand';
|
||||
|
||||
export class SimCommandStartNextWave extends SimCommand {
|
||||
public execute(simMain: SimMain) {
|
||||
const level = simMain.currentLevel;
|
||||
if (!level) {
|
||||
return;
|
||||
}
|
||||
|
||||
execute(simMain: SimMain) {
|
||||
const level = simMain.currentLevel;
|
||||
if (!level) return;
|
||||
const data = simMain.gdRoot.levels[level.index];
|
||||
level.currentWave += 1;
|
||||
if (!data.waves[level.currentWave]) {
|
||||
level.paused = true;
|
||||
return;
|
||||
}
|
||||
level.nextWaveStep = level.currentStep + simMain.gdRoot.simulation.waveDuration * simMain.gdRoot.simulation.stepsPerSecond - 1;
|
||||
level.lastEnemySpawnStep = level.currentStep;
|
||||
level.enemiesLeftToSpawn = data.waves[level.currentWave].amount;
|
||||
}
|
||||
|
||||
const data = simMain.gdRoot.levels[level.index];
|
||||
level.currentWave += 1;
|
||||
if (!data.waves[level.currentWave]) {
|
||||
level.paused = true;
|
||||
return;
|
||||
}
|
||||
level.nextWaveStep = level.currentStep + simMain.gdRoot.simulation.waveDuration * simMain.gdRoot.simulation.stepsPerSecond - 1;
|
||||
level.lastEnemySpawnStep = level.currentStep;
|
||||
level.enemiesLeftToSpawn = data.waves[level.currentWave].amount;
|
||||
}
|
||||
public check(simMain: SimMain): boolean {
|
||||
const level = simMain.currentLevel;
|
||||
if (!level) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -27,6 +27,7 @@ export class VisLevel {
|
||||
private simMain: SimMain;
|
||||
private gdRoot: GdRoot;
|
||||
assets: AssetPreloaderService;
|
||||
private hoveredHex: Hex | null = null;
|
||||
|
||||
constructor(visMain: VisMain, simMain: SimMain, gdRoot: GdRoot, assets: AssetPreloaderService) {
|
||||
this.assets = assets;
|
||||
@@ -60,6 +61,15 @@ export class VisLevel {
|
||||
this.drawBackground();
|
||||
ctx.globalCompositeOperation = "source-over";
|
||||
|
||||
// Highlight hovered cell first (under everything else)
|
||||
if (this.hoveredHex) {
|
||||
const hoveredIdx = simLevel.getCellIndex(this.hoveredHex);
|
||||
const hoveredCell = simLevel.cells[hoveredIdx];
|
||||
if (hoveredCell && hoveredCell.distance <= gdLevel.radius) {
|
||||
this.drawCellImage(ctx, hoveredCell, "cell-highlighted.svg");
|
||||
}
|
||||
}
|
||||
|
||||
simLevel.cells.forEach((cell: SimCell) => {
|
||||
if (cell.distance > gdLevel.radius) {
|
||||
return;
|
||||
@@ -161,6 +171,10 @@ export class VisLevel {
|
||||
this.lastStep = currentStep;
|
||||
}
|
||||
|
||||
public setHoveredHex(hex: Hex | null) {
|
||||
this.hoveredHex = hex;
|
||||
}
|
||||
|
||||
public getScreenCoords(hex: Hex): Vector2 {
|
||||
const coord = Hex.toPixel(hex, this.hexSize);
|
||||
return new Vector2(coord.x + this.screenXOffset - this.screenCellWidth / 2, coord.y + this.screenYOffset - this.screenCellHeight / 2);
|
||||
|
||||
@@ -1,115 +1,166 @@
|
||||
import { AssetPreloaderService } from "../../../assetPreloaderService";
|
||||
import { SplashComponent } from "../../splash/splash.component";
|
||||
import { SimMain } from "../sim/SimMain";
|
||||
import { VisLevel } from "./VisLevel";
|
||||
import { AssetPreloaderService } from '../../../assetPreloaderService';
|
||||
import { SimMain } from '../sim/SimMain';
|
||||
import { VisLevel } from './VisLevel';
|
||||
import { Vector2 } from '../util/Vector2';
|
||||
import { InputHandler } from './input/InputHandler';
|
||||
import { Hex } from '../util/Hex';
|
||||
import { DefaultInputHandler } from './input/DefaultInputHandler';
|
||||
|
||||
export class VisMain {
|
||||
canvas: HTMLCanvasElement;
|
||||
context: CanvasRenderingContext2D;
|
||||
wallPattern: CanvasPattern;
|
||||
visLevel: VisLevel;
|
||||
simMain: SimMain;
|
||||
private startTimestamp: number = 0;
|
||||
private active: boolean = true;
|
||||
private ready: boolean = false;
|
||||
private gap: number = 0;
|
||||
assets: AssetPreloaderService;
|
||||
wrapper: HTMLDivElement;
|
||||
canvas: HTMLCanvasElement;
|
||||
context: CanvasRenderingContext2D;
|
||||
wallPattern: CanvasPattern;
|
||||
visLevel: VisLevel;
|
||||
simMain: SimMain;
|
||||
active: boolean = true;
|
||||
assets: AssetPreloaderService;
|
||||
wrapper: HTMLDivElement;
|
||||
inputHandlers: InputHandler[] = [];
|
||||
private startTimestamp: number = 0;
|
||||
private ready: boolean = false;
|
||||
private gap: number = 0;
|
||||
|
||||
constructor(simMain: SimMain, assets: AssetPreloaderService, wrapper: HTMLDivElement, canvas: HTMLCanvasElement) {
|
||||
this.assets = assets;
|
||||
this.simMain = simMain;
|
||||
this.canvas = canvas;
|
||||
this.wrapper = wrapper;
|
||||
this.context = this.canvas.getContext("2d")!;
|
||||
this.context.globalCompositeOperation = "source-over";
|
||||
this.wallPattern = this.createPattern(assets.getImage("images/wall.png"), 48);
|
||||
this.visLevel = new VisLevel(this, this.simMain, this.simMain.gdRoot, assets);
|
||||
this.start();
|
||||
}
|
||||
constructor(simMain: SimMain, assets: AssetPreloaderService, wrapper: HTMLDivElement, canvas: HTMLCanvasElement) {
|
||||
this.assets = assets;
|
||||
this.simMain = simMain;
|
||||
this.canvas = canvas;
|
||||
this.wrapper = wrapper;
|
||||
this.context = this.canvas.getContext('2d')!;
|
||||
this.context.globalCompositeOperation = 'source-over';
|
||||
this.wallPattern = this.createPattern(assets.getImage('images/wall.png'), 48);
|
||||
this.visLevel = new VisLevel(this, this.simMain, this.simMain.gdRoot, assets);
|
||||
this.setupInput();
|
||||
this.start();
|
||||
this.inputHandlers.push(new DefaultInputHandler(this));
|
||||
}
|
||||
|
||||
private createPattern(image: HTMLImageElement, size: number): CanvasPattern {
|
||||
const tempCanvas = document.createElement("canvas");
|
||||
const tempContext = tempCanvas.getContext("2d")!;
|
||||
private createPattern(image: HTMLImageElement, size: number): CanvasPattern {
|
||||
const tempCanvas = document.createElement('canvas');
|
||||
const tempContext = tempCanvas.getContext('2d')!;
|
||||
|
||||
tempCanvas.width = size;
|
||||
tempCanvas.height = size;
|
||||
tempContext.drawImage(image, 0, 0, image.width, image.height, 0, 0, size, size);
|
||||
tempCanvas.width = size;
|
||||
tempCanvas.height = size;
|
||||
tempContext.drawImage(image, 0, 0, image.width, image.height, 0, 0, size, size);
|
||||
|
||||
return this.context.createPattern(tempCanvas, 'repeat')!;
|
||||
}
|
||||
return this.context.createPattern(tempCanvas, 'repeat')!;
|
||||
}
|
||||
|
||||
private step(timestamp: number) {
|
||||
if (!this.active) {
|
||||
return;
|
||||
}
|
||||
private step(timestamp: number) {
|
||||
if (!this.active) {
|
||||
return;
|
||||
}
|
||||
|
||||
requestAnimationFrame((timestamp: number) => {
|
||||
this.step(timestamp);
|
||||
});
|
||||
requestAnimationFrame((timestamp: number) => {
|
||||
this.step(timestamp);
|
||||
});
|
||||
|
||||
if (!this.startTimestamp) {
|
||||
this.startTimestamp = timestamp;
|
||||
}
|
||||
const simLevel = this.simMain.currentLevel;
|
||||
if (!simLevel) {
|
||||
return;
|
||||
}
|
||||
|
||||
const simLevel = this.simMain.currentLevel;
|
||||
if (!simLevel) {
|
||||
return;
|
||||
}
|
||||
let targetStep = Math.floor(((timestamp - this.startTimestamp) * this.simMain.gdRoot.simulation.stepsPerSecond) / 1000 - this.gap);
|
||||
if (simLevel.paused) {
|
||||
this.gap += targetStep - this.simMain.currentStep;
|
||||
}
|
||||
this.simMain.executeUntilStep(targetStep);
|
||||
this.visLevel.updateEveryFrame(targetStep);
|
||||
this.onRender();
|
||||
}
|
||||
|
||||
let targetStep = (timestamp - this.startTimestamp) * this.simMain.gdRoot.simulation.stepsPerSecond / 1000 - this.gap;
|
||||
if (simLevel.paused) {
|
||||
this.gap += targetStep - simLevel.currentStep;
|
||||
targetStep = simLevel.currentStep;
|
||||
}
|
||||
this.simMain.executeUntilStep(targetStep);
|
||||
this.visLevel.updateEveryFrame(targetStep);
|
||||
this.onRender();
|
||||
};
|
||||
public onResized() {
|
||||
// Always get the latest wrapper size
|
||||
const width = this.wrapper.clientWidth;
|
||||
const height = this.wrapper.clientHeight;
|
||||
const ratio = window.devicePixelRatio;
|
||||
|
||||
public onResized() {
|
||||
// Always get the latest wrapper size
|
||||
const width = this.wrapper.clientWidth;
|
||||
const height = this.wrapper.clientHeight;
|
||||
const ratio = window.devicePixelRatio;
|
||||
// Set canvas style to always fill the wrapper
|
||||
this.canvas.width = width * ratio;
|
||||
this.canvas.height = height * ratio;
|
||||
|
||||
// Set canvas style to always fill the wrapper
|
||||
this.canvas.width = width * ratio;
|
||||
this.canvas.height = height * ratio;
|
||||
// Reset transform before scaling to avoid compounding
|
||||
this.context.setTransform(1, 0, 0, 1, 0, 0);
|
||||
this.context.scale(ratio, ratio);
|
||||
|
||||
// Reset transform before scaling to avoid compounding
|
||||
this.context.setTransform(1, 0, 0, 1, 0, 0);
|
||||
this.context.scale(ratio, ratio);
|
||||
this.visLevel.updateSize();
|
||||
}
|
||||
|
||||
this.visLevel.updateSize();
|
||||
};
|
||||
onRender() {
|
||||
this.clear();
|
||||
const ctx = this.context;
|
||||
ctx.font = '12px Tahoma';
|
||||
const simLevel = this.simMain.currentLevel;
|
||||
if (!!simLevel) {
|
||||
if (!this.ready) {
|
||||
this.onResized();
|
||||
this.ready = true;
|
||||
}
|
||||
this.visLevel.draw();
|
||||
}
|
||||
}
|
||||
|
||||
private onRender() {
|
||||
this.clear();
|
||||
const ctx = this.context;
|
||||
ctx.font = "12px Tahoma";
|
||||
const simLevel = this.simMain.currentLevel;
|
||||
if (!!simLevel) {
|
||||
if (!this.ready) {
|
||||
this.onResized();
|
||||
this.ready = true;
|
||||
}
|
||||
this.visLevel.draw();
|
||||
}
|
||||
};
|
||||
private clear() {
|
||||
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
}
|
||||
|
||||
private clear() {
|
||||
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
}
|
||||
stop() {
|
||||
this.active = false;
|
||||
}
|
||||
|
||||
stop() {
|
||||
this.active = false;
|
||||
}
|
||||
start() {
|
||||
this.active = true;
|
||||
requestAnimationFrame((timestamp: number) => {
|
||||
this.startTimestamp = timestamp - (this.simMain.currentStep / this.simMain.gdRoot.simulation.stepsPerSecond) * 1000;
|
||||
this.step(timestamp);
|
||||
});
|
||||
}
|
||||
|
||||
start() {
|
||||
this.active = true;
|
||||
requestAnimationFrame((timestamp: number) => {
|
||||
this.step(timestamp);
|
||||
});
|
||||
}
|
||||
private setupInput() {
|
||||
this.canvas.addEventListener('mousedown', (e) => this.handleMouseDown(e));
|
||||
this.canvas.addEventListener('mousemove', (e) => this.handleMouseMove(e));
|
||||
window.addEventListener('keydown', (e) => this.handleKeyDown(e));
|
||||
window.addEventListener('resize', (_) => this.onResized());
|
||||
}
|
||||
|
||||
private getHexFromMouseCoords(event: MouseEvent): Hex {
|
||||
const rect = this.canvas.getBoundingClientRect();
|
||||
const ratio = this.canvas.width / rect.width;
|
||||
const x = ((event.clientX - rect.left) * ratio) / window.devicePixelRatio;
|
||||
const y = ((event.clientY - rect.top) * ratio) / window.devicePixelRatio;
|
||||
const coords = new Vector2(x, y);
|
||||
const hex = this.visLevel.getHexFromScreenCoords(coords);
|
||||
return hex;
|
||||
}
|
||||
|
||||
private handleMouseDown(event: MouseEvent) {
|
||||
const hex = this.getHexFromMouseCoords(event);
|
||||
for (let i = this.inputHandlers.length - 1; i >= 0; i--) {
|
||||
const handled = this.inputHandlers[i].onMouseDown?.(event, hex);
|
||||
if (handled) {
|
||||
event.preventDefault();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private handleMouseMove(event: MouseEvent) {
|
||||
const hex = this.getHexFromMouseCoords(event);
|
||||
for (let i = this.inputHandlers.length - 1; i >= 0; i--) {
|
||||
const handled = this.inputHandlers[i].onMouseMove?.(event, hex);
|
||||
if (handled) {
|
||||
event.preventDefault();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
handleKeyDown(event: KeyboardEvent) {
|
||||
for (let i = this.inputHandlers.length - 1; i >= 0; i--) {
|
||||
const handled = this.inputHandlers[i].onKeyDown?.(event);
|
||||
if (handled) {
|
||||
event.preventDefault();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
47
src/app/components/game/vis/input/DefaultInputHandler.ts
Normal file
47
src/app/components/game/vis/input/DefaultInputHandler.ts
Normal file
@@ -0,0 +1,47 @@
|
||||
import { SimCommandBlockTerrain } from '../../sim/commands/SimCommandBlockTerrain';
|
||||
import { SimCommandCreateTower } from '../../sim/commands/SimCommandCreateTower';
|
||||
import { Hex } from '../../util/Hex';
|
||||
import { VisMain } from '../VisMain';
|
||||
import { HexInteractionInputHandler } from './HexInteractionInputHandler';
|
||||
import { InputHandler } from './InputHandler';
|
||||
|
||||
export class DefaultInputHandler implements InputHandler {
|
||||
visMain: VisMain;
|
||||
|
||||
constructor(visMain: VisMain) {
|
||||
this.visMain = visMain;
|
||||
}
|
||||
|
||||
onKeyDown(event: KeyboardEvent): boolean {
|
||||
if (event.code === 'Escape') {
|
||||
if (this.visMain.inputHandlers.length > 1) {
|
||||
this.visMain.inputHandlers.pop();
|
||||
this.visMain.visLevel.setHoveredHex(null);
|
||||
event.preventDefault();
|
||||
return true;
|
||||
}
|
||||
} else if (event.code === 'Space') {
|
||||
if (this.visMain.active) {
|
||||
this.visMain.stop();
|
||||
} else {
|
||||
this.visMain.start();
|
||||
}
|
||||
return true;
|
||||
} else if (event.code === 'KeyT') {
|
||||
this.visMain.inputHandlers.push(new HexInteractionInputHandler(this.visMain, (hex) => new SimCommandCreateTower(hex, 0)));
|
||||
return true;
|
||||
} else if (event.code === 'KeyB') {
|
||||
this.visMain.inputHandlers.push(new HexInteractionInputHandler(this.visMain, (hex) => new SimCommandBlockTerrain(hex)));
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
onMouseDown(event: MouseEvent, hex: Hex): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
onMouseMove(event: MouseEvent, hex: Hex): boolean {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
import { SimCommand } from '../../sim/commands/SimCommand';
|
||||
import { Hex } from '../../util/Hex';
|
||||
import { VisMain } from '../VisMain';
|
||||
import { InputHandler } from './InputHandler';
|
||||
|
||||
export class HexInteractionInputHandler implements InputHandler {
|
||||
private hexCallback: (hex: Hex) => SimCommand;
|
||||
private command: SimCommand | null = null;
|
||||
visMain: VisMain;
|
||||
|
||||
constructor(visMain: VisMain, hexCallback: (hex: Hex) => SimCommand) {
|
||||
this.visMain = visMain;
|
||||
this.hexCallback = hexCallback;
|
||||
}
|
||||
|
||||
onKeyDown(event: KeyboardEvent): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
onMouseDown(event: MouseEvent, hex: Hex): boolean {
|
||||
if (!this.command) {
|
||||
return false;
|
||||
}
|
||||
|
||||
this.visMain.simMain.addCommand(this.command);
|
||||
return true;
|
||||
}
|
||||
|
||||
onMouseMove(event: MouseEvent, hex: Hex): boolean {
|
||||
this.command = this.hexCallback(hex);
|
||||
if (this.command && this.command.check(this.visMain.simMain)) {
|
||||
this.visMain.visLevel.setHoveredHex(hex);
|
||||
}
|
||||
else {
|
||||
this.visMain.visLevel.setHoveredHex(null);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
7
src/app/components/game/vis/input/InputHandler.ts
Normal file
7
src/app/components/game/vis/input/InputHandler.ts
Normal file
@@ -0,0 +1,7 @@
|
||||
import { Hex } from "../../util/Hex";
|
||||
|
||||
export interface InputHandler {
|
||||
onKeyDown?: (event: KeyboardEvent) => boolean;
|
||||
onMouseDown?: (event: MouseEvent, hex: Hex) => boolean;
|
||||
onMouseMove?: (event: MouseEvent, hex: Hex) => boolean;
|
||||
}
|
||||
Reference in New Issue
Block a user