import GameAssets from '../classes/Assets'; import { Engine } from '../classes/Bastion'; import { MissionDefinition } from '../classes/Definitions'; import Creep, { CreepEvents } from '../classes/game/Creep'; import { Grid } from '../classes/game/Grid'; import WaveManager, { WaveManagerEvents } from '../classes/game/WaveManager'; import Sidebar from '../classes/gui/Sidebar'; import Button, { ButtonTexture } from '../classes/gui/Button'; import Scene from './Scene'; import * as PIXI from 'pixi.js'; import MissionStats from '../classes/game/MissionStats'; import TowerManager from '../classes/game/TowerManager'; import { MissionPickerScene } from './MissionPicker'; import GameUIConstants from '../classes/GameUIConstants'; import Tooltip from '../classes/gui/Tooltip'; import TowerPanel from '../classes/gui/TowerPanel'; enum RoundMode { Purchase = 0, Combat = 1, } export class GameScene extends Scene { public isGameOver: boolean = false; public mission: MissionDefinition; public missionIndex: number; public MissionStats: MissionStats; public roundMode: RoundMode; public ticker: PIXI.Ticker; public changeRoundButton: Button; public sidebar: Sidebar; public tooltip: Tooltip; public towerPanel: TowerPanel; private currentRound: number = 0; private isWaveManagerFinished: boolean = false; private playerWon: boolean = false; private destroyTicker: boolean = false; constructor(name: string) { super(); Engine.GameScene = this; GameAssets.Missions.forEach((mission, index) => { if (mission.name == name) { this.mission = mission; this.missionIndex = index; } }); } public init() { this.ticker = new PIXI.Ticker(); this.ticker.maxFPS = 60; this.ticker.minFPS = 30; this.ticker.add(() => { if (this.update) this.update(this.ticker.elapsedMS); }); this.ticker.start(); new Grid(this.mission.gameMap, this.missionIndex); new TowerManager(); new WaveManager(this.mission.rounds, this.mission.gameMap.paths); Engine.Grid.onGridCellClicked = (row, column) => { if (Engine.TowerManager.isPlacingTower) { Engine.TowerManager.PlayerClickOnGrid(row, column); } }; Engine.WaveManager.events.on(WaveManagerEvents.CreepSpawned, (creep: Creep) => { Engine.Grid.addCreep(creep); creep.events.on(CreepEvents.Escaped, () => { this.onCreepEscaped(creep); }); }); Engine.WaveManager.events.on(WaveManagerEvents.Finished, () => { this.isWaveManagerFinished = true; }); this.events.on(CreepEvents.Died, (playerAward, creepThatDied) => { this.MissionStats.earnGold(playerAward); }); this.towerPanel = new TowerPanel(GameUIConstants.SidebarRect); this.sidebar = new Sidebar(GameUIConstants.SidebarRect); this.tooltip = new Tooltip(new PIXI.Rectangle(0, 0, 350, 160)); this.changeRoundButton = new Button(GameUIConstants.ChangeRoundButtonRect, '', ButtonTexture.Button01, true); this.changeRoundButton.container.removeFromParent(); this.sidebar.container.addChild(this.changeRoundButton.container); // Added custom button logic to still keep all the regular events for the button, just have an icon instead of text. // TODO: maybe make this better? add like a seperate class for icon buttons or smth this.changeRoundButton.CustomButtonLogic = () => { this.changeRoundButton.buttonIcon = new PIXI.Sprite({ texture: GameAssets.PlayIconTexture, x: this.changeRoundButton.container.width / 2, y: this.changeRoundButton.container.height / 2, scale: 0.2, }); this.changeRoundButton.buttonIcon.anchor.set(0.5, 0.5); this.changeRoundButton.container.addChild(this.changeRoundButton.buttonIcon); }; this.changeRoundButton.CustomButtonLogic(); this.changeRoundButton.onClick = () => { if (this.playerWon) return this.ReturnToMain(); if (this.roundMode == RoundMode.Combat) return Engine.NotificationManager.Notify('Wave is already in progress.', 'warn'); if (this.isGameOver) return Engine.NotificationManager.Notify('No more waves.', 'danger'); this.setRoundMode(RoundMode.Combat); this.changeRoundButton.buttonIcon.texture = GameAssets.ExclamationIconTexture; this.events.emit(WaveManagerEvents.NewWave, `${this.currentRound + 1}`); }; this.MissionStats = new MissionStats(100, 200); } public update(elapsedMS) { if (this.isGameOver) { if (this.destroyTicker) { this.destroyTicker = false; this.ticker.destroy(); } return; } Engine.WaveManager.update(elapsedMS); Engine.Grid.update(elapsedMS); Engine.TowerManager.update(elapsedMS); if (this.isWaveManagerFinished && Engine.Grid.creeps.length == 0) { this.isWaveManagerFinished = false; this.setRoundMode(RoundMode.Purchase); this.changeRoundButton.buttonIcon.texture = GameAssets.PlayIconTexture; Engine.NotificationManager.Notify( `Round ${this.currentRound + 1}/${this.mission.rounds.length} completed.`, 'info' ); if (this.currentRound == this.mission.rounds.length) { Engine.NotificationManager.Notify(`Final round.`, 'danger'); } if (this.currentRound + 1 == this.mission.rounds.length) { Engine.NotificationManager.Notify(`Mission victory!!`, 'reward'); this.changeRoundButton.buttonIcon.texture = GameAssets.HomeIconTexture; this.playerWon = true; } else this.currentRound++; } if (this.MissionStats.getHP() <= 0) { this.isGameOver = true; this.ShowScoreScreen(true); } else if (this.playerWon) { this.isGameOver = true; this.ShowScoreScreen(false); } } private ShowScoreScreen(lost) { // TODO: show to player for real if (lost) { console.log('LOSE!'); } else { console.log('WIN!'); } } public onCreepEscaped(creep: Creep) { this.MissionStats.takeDamage(creep.health); } private setRoundMode(roundMode: RoundMode) { this.roundMode = roundMode; if (this.roundMode == RoundMode.Combat) { Engine.WaveManager.start(this.currentRound); } else { Engine.WaveManager.end(); } } public destroy(): void { super.destroy(); this.isGameOver = true; this.destroyTicker = true; Engine.GameScene = null; } private ReturnToMain() { this.destroy(); Engine.GameMaster.currentScene.stage.removeChildren(); Engine.GameMaster.changeScene(new MissionPickerScene()); } public onTowerPlaced() {} }