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index.ts
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index.ts
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const TILE_SIZE = 30;
const FPS = 30;
const SLEEP = 1000 / FPS;
enum Tile {
AIR,
FLUX,
UNBREAKABLE,
PLAYER,
STONE, FALLING_STONE,
BOX, FALLING_BOX,
KEY1, LOCK1,
KEY2, LOCK2
}
enum Input {
UP, DOWN, LEFT, RIGHT
}
let playerx = 1;
let playery = 1;
let map: Tile[][] = [
[2, 2, 2, 2, 2, 2, 2, 2],
[2, 3, 0, 1, 1, 2, 0, 2],
[2, 4, 2, 6, 1, 2, 0, 2],
[2, 8, 4, 1, 1, 2, 0, 2],
[2, 4, 1, 1, 1, 9, 0, 2],
[2, 2, 2, 2, 2, 2, 2, 2],
];
let inputs: Input[] = [];
function remove(tile: Tile) {
for (let y = 0; y < map.length; y++) {
for (let x = 0; x < map[y].length; x++) {
if (map[y][x] === tile) {
map[y][x] = Tile.AIR;
}
}
}
}
function moveToTile(newx: number, newy: number) {
map[playery][playerx] = Tile.AIR;
map[newy][newx] = Tile.PLAYER;
playerx = newx;
playery = newy;
}
function moveHorizontal(dx: number) {
if (map[playery][playerx + dx] === Tile.FLUX
|| map[playery][playerx + dx] === Tile.AIR) {
moveToTile(playerx + dx, playery);
} else if ((map[playery][playerx + dx] === Tile.STONE
|| map[playery][playerx + dx] === Tile.BOX)
&& map[playery][playerx + dx + dx] === Tile.AIR
&& map[playery + 1][playerx + dx] !== Tile.AIR) {
map[playery][playerx + dx + dx] = map[playery][playerx + dx];
moveToTile(playerx + dx, playery);
} else if (map[playery][playerx + dx] === Tile.KEY1) {
remove(Tile.LOCK1);
moveToTile(playerx + dx, playery);
} else if (map[playery][playerx + dx] === Tile.KEY2) {
remove(Tile.LOCK2);
moveToTile(playerx + dx, playery);
}
}
function moveVertical(dy: number) {
if (map[playery + dy][playerx] === Tile.FLUX
|| map[playery + dy][playerx] === Tile.AIR) {
moveToTile(playerx, playery + dy);
} else if (map[playery + dy][playerx] === Tile.KEY1) {
remove(Tile.LOCK1);
moveToTile(playerx, playery + dy);
} else if (map[playery + dy][playerx] === Tile.KEY2) {
remove(Tile.LOCK2);
moveToTile(playerx, playery + dy);
}
}
function update() {
while (inputs.length > 0) {
let current = inputs.pop();
if (current === Input.LEFT)
moveHorizontal(-1);
else if (current === Input.RIGHT)
moveHorizontal(1);
else if (current === Input.UP)
moveVertical(-1);
else if (current === Input.DOWN)
moveVertical(1);
}
for (let y = map.length - 1; y >= 0; y--) {
for (let x = 0; x < map[y].length; x++) {
if ((map[y][x] === Tile.STONE || map[y][x] === Tile.FALLING_STONE)
&& map[y + 1][x] === Tile.AIR) {
map[y + 1][x] = Tile.FALLING_STONE;
map[y][x] = Tile.AIR;
} else if ((map[y][x] === Tile.BOX || map[y][x] === Tile.FALLING_BOX)
&& map[y + 1][x] === Tile.AIR) {
map[y + 1][x] = Tile.FALLING_BOX;
map[y][x] = Tile.AIR;
} else if (map[y][x] === Tile.FALLING_STONE) {
map[y][x] = Tile.STONE;
} else if (map[y][x] === Tile.FALLING_BOX) {
map[y][x] = Tile.BOX;
}
}
}
}
function draw() {
let canvas = document.getElementById("GameCanvas") as HTMLCanvasElement;
let g = canvas.getContext("2d");
g.clearRect(0, 0, canvas.width, canvas.height);
// Draw map
for (let y = 0; y < map.length; y++) {
for (let x = 0; x < map[y].length; x++) {
if (map[y][x] === Tile.FLUX)
g.fillStyle = "#ccffcc";
else if (map[y][x] === Tile.UNBREAKABLE)
g.fillStyle = "#999999";
else if (map[y][x] === Tile.STONE || map[y][x] === Tile.FALLING_STONE)
g.fillStyle = "#0000cc";
else if (map[y][x] === Tile.BOX || map[y][x] === Tile.FALLING_BOX)
g.fillStyle = "#8b4513";
else if (map[y][x] === Tile.KEY1 || map[y][x] === Tile.LOCK1)
g.fillStyle = "#ffcc00";
else if (map[y][x] === Tile.KEY2 || map[y][x] === Tile.LOCK2)
g.fillStyle = "#00ccff";
if (map[y][x] !== Tile.AIR && map[y][x] !== Tile.PLAYER)
g.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
}
// Draw player
g.fillStyle = "#ff0000";
g.fillRect(playerx * TILE_SIZE, playery * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
function gameLoop() {
let before = Date.now();
update();
draw();
let after = Date.now();
let frameTime = after - before;
let sleep = SLEEP - frameTime;
setTimeout(() => gameLoop(), sleep);
}
window.onload = () => {
gameLoop();
}
const LEFT_KEY = "ArrowLeft";
const UP_KEY = "ArrowUp";
const RIGHT_KEY = "ArrowRight";
const DOWN_KEY = "ArrowDown";
window.addEventListener("keydown", e => {
if (e.key === LEFT_KEY || e.key === "a") inputs.push(Input.LEFT);
else if (e.key === UP_KEY || e.key === "w") inputs.push(Input.UP);
else if (e.key === RIGHT_KEY || e.key === "d") inputs.push(Input.RIGHT);
else if (e.key === DOWN_KEY || e.key === "s") inputs.push(Input.DOWN);
});