import * as PIXI from 'pixi.js'; import GameObject from '../GameObject'; import { GameMapDefinition, TerrainType } from '../Definitions'; import GameAssets from '../Assets'; import { Globals } from '../Bastion'; import Creep, { CreepEvents } from './Creep'; export class Cell extends GameObject { public type: TerrainType; public row: number; public column: number; public isPath: boolean = false; constructor(type: TerrainType, row: number, column: number, isPath: boolean) { super(); this.type = type; this.row = row; this.column = column; this.isPath = isPath; this.bb.x = this.column * 64; this.bb.y = this.row * 64; this.bb.width = 64; this.bb.height = 64; Globals.Grid.container.addChild(this.container); let g = new PIXI.Graphics(); g.rect(0, 0, this.bb.width, this.bb.height); switch (this.type) { case TerrainType.Restricted: g.fill(0xff0000); break; case TerrainType.Path: g.fill(0xff00ff); break; case TerrainType.Buildable: g.stroke(0x00ff00); break; } this.container.addChild(g); this.container.x = this.bb.x; this.container.y = this.bb.y; // if (!GameAssets.DebuggingEnabled) return; const text = new PIXI.Text({ text: `${this.row}|${this.column}`, style: new PIXI.TextStyle({ fill: 0xffffff, dropShadow: true, fontSize: 16, }), }); this.container.addChild(text); text.anchor.set(0.5, 0.5); text.x = this.bb.width / 2; text.y = this.bb.height / 2; if (this.isPath) text.text += 'P'; } public update() {} } export class Grid extends GameObject { private gameMap: GameMapDefinition; private cells: Cell[] = []; public creeps: Creep[] = []; constructor(map: GameMapDefinition, missionIndex) { super(); this.gameMap = map; Globals.Grid = this; this.bb.x = 0; this.bb.y = 0; this.bb.width = 64 * 30; this.bb.height = 64 * 17; Globals.app.stage.addChild(this.container); let background = new PIXI.Sprite(GameAssets.MissionBackgrounds[missionIndex]); background.x = 0; background.y = 0; background.width = this.bb.width; background.height = this.bb.height; this.container.addChild(background); for (let y = 0; y < this.gameMap.columns; y++) { for (let x = 0; x < this.gameMap.rows; x++) { let type = this.gameMap.cells[x][y]; if (!type) type = 1; const isPath = this.gameMap.paths.some((path) => path.some((p) => p[0] === x && p[1] === y)); if (isPath) type = TerrainType.Path; let cell = new Cell(type, x, y, isPath); this.cells.push(cell); } } } public addCreep(creep: Creep) { console.log('ADD CREEP'); this.creeps.push(creep); creep.events.on(CreepEvents.Died, (diedCreep) => { this.onCreepDiedOrEscaped(diedCreep); }); creep.events.on(CreepEvents.Escaped, (escapedCreep) => { this.onCreepDiedOrEscaped(escapedCreep); }); } private onCreepDiedOrEscaped(creep: Creep) { this.creeps.splice(this.creeps.indexOf(creep), 1); creep.destroy(); } public update(elapsedMS) { this.creeps.forEach((creep) => { creep.update(elapsedMS); }); } }