1
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forked from sent/waves
waves/public/assets/g/mario/References/GameStartr-0.2.0.ts
2025-04-09 17:11:14 -05:00

2121 lines
79 KiB
TypeScript

/// <reference path="AudioPlayr-0.2.1.ts" />
/// <reference path="ChangeLinr-0.2.0.ts" />
/// <reference path="DeviceLayr-0.2.0.ts" />
/// <reference path="EightBittr-0.2.0.ts" />
/// <reference path="FPSAnalyzr-0.2.1.ts" />
/// <reference path="GamesRunnr-0.2.0.ts" />
/// <reference path="GroupHoldr-0.2.1.ts" />
/// <reference path="InputWritr-0.2.0.ts" />
/// <reference path="ItemsHoldr-0.2.1.ts" />
/// <reference path="LevelEditr-0.2.0.ts" />
/// <reference path="MapsCreatr-0.2.1.ts" />
/// <reference path="MapScreenr-0.2.1.ts" />
/// <reference path="MapsHandlr-0.2.0.ts" />
/// <reference path="MathDecidr-0.2.0.ts" />
/// <reference path="ModAttachr-0.2.2.ts" />
/// <reference path="NumberMakr-0.2.2.ts" />
/// <reference path="ObjectMakr-0.2.2.ts" />
/// <reference path="PixelDrawr-0.2.0.ts" />
/// <reference path="PixelRendr-0.2.0.ts" />
/// <reference path="QuadsKeepr-0.2.1.ts" />
/// <reference path="ScenePlayr-0.2.0.ts" />
/// <reference path="StringFilr-0.2.1.ts" />
/// <reference path="ThingHittr-0.2.0.ts" />
/// <reference path="TimeHandlr-0.2.0.ts" />
/// <reference path="TouchPassr-0.2.0.ts" />
/// <reference path="UserWrappr-0.2.0.ts" />
/// <reference path="WorldSeedr-0.2.0.ts" />
/// <reference path="js_beautify.ts" />
declare module GameStartr {
/**
* Extra CSS styles that may be added to a page.
*/
export interface IPageStyles {
[i: string]: {
[j: string]: string | number;
}
}
/**
* Custom settings to initialize a new instance of the IGameStartr interface.
*/
export interface IGameStartrSettings extends EightBittr.IEightBittrSettings {
/**
* Any extra reset functions that should be called after the standard ones.
*/
extraResets?: string[];
/**
* A nickname for the size settings.
*/
size?: string;
/**
* Whether the game should be expanded to full-screen size.
*/
full?: boolean;
/**
* How wide the screen should be. Infinity is an option.
*/
width?: number;
/**
* How tall the screen should be. Infinity is an option.
*/
height?: number;
/**
* Whether the reset Functions should be timed for performance.
*/
resetTimed?: boolean;
/**
* Options for mods that, if true, should be immediately enabled.
*/
mods?: {
[i: string]: boolean;
}
/**
* Any additional styles that should be added to the page immediately.
*/
style?: IPageStyles;
}
/**
* Stored settings to be stored separately and kept within a GameStartr.
*/
export interface IGameStartrStoredSettings {
/**
* Settings regarding audio playback, particularly for an IAudioPlayr.
*/
audio: IAudioPlayrCustoms;
/**
* Settings regarding collision detection, particularily for an IThingHittr.
*/
collisions: IThingHittrCustoms;
/**
* Settings regarding device input detection, particularly for an IDeviceLayr.
*/
devices: IDeviceLayrCustoms;
/**
* Settings regarding the level editor, particularly for an ILevelEditr.
*/
editor: ILevelEditrCustoms;
/**
* Settings regarding map generation, particularly for an IWorldSeedr.
*/
generator: IWorldSeedrCustoms;
/**
* Settings regarding in-memory Thing groups, particularly for an IGroupHoldr.
*/
groups: IGroupHoldrCustoms;
/**
* Settings regarding timed events, particularly for an ITimeHandlr.
*/
events: ITimeHandlrCustoms;
/**
* Settings regarding key and mouse inputs, particularly for an IInputWritr.
*/
input: IInputWritrCustoms;
/**
* Settings regarding map layouts, particularly for an IMapsCreatr and an IMapsHandlr.
*/
maps: IMapsCreatrCustoms;
/**
* Settings regarding computations, particularly for an IMathDecidr.
*/
math: IMathDecidrCustoms;
/**
* Settings regarding mods, particularly for an IModAttachr.
*/
mods: IModAttachrCustoms;
/**
* Settings regarding Thing generation, particularly for an IObjectMakr.
*/
objects: IObjectMakrCustoms;
/**
* Settings regarding screen quadrants, particularly for an IQuadsKeepr.
*/
quadrants: IQuadsKeeprCustoms;
/**
* Settings regarding Thing sprite drawing, particularly for an IPixelRendr.
*/
renderer: IPixelDrawrCustoms;
/**
* Settings regarding timed upkeep running, particularly for an IGamesRunnr.
*/
runner: IGamesRunnrCustoms;
/**
* Settings regarded preset in-game scenes, particularly for an IScenePlayr.
*/
scenes: IScenePlayrCustoms;
/**
* Settings regarding Thing sprite generation, particularly for an IPixelRendr.
*/
sprites: IPixelRendrCustoms;
/**
* Settings regarding locally stored stats, particularly for an IItemsHoldr.
*
* @remarks This will be renamed to items eventually..
*/
statistics: IItemsHoldrCustoms;
/**
* Settings regarding touchscreen inputs, particularly for an ITouchPassr.
*/
touch: ITouchPassrCustoms;
/**
* Settings regarding the visible interface, particularly for an IUserWrappr.
*/
ui: IUserWrapprCustoms;
/**
* Any other settings for a GameStartr generally inherit from IGameStartrSettingsObject.
*/
[i: string]: IGameStartrSettingsObject;
}
/**
* Each settings file contains an Object that has its contents passed to the
* corresponding module, either directly or via a partial copy.
*/
export interface IGameStartrSettingsObject {
[i: string]: any;
}
/**
* Settings regarding audio playback, particularly for an IAudioPlayr.
*/
export interface IAudioPlayrCustoms extends IGameStartrSettingsObject {
/**
* The directory in which all sub-directories of audio files are stored.
*/
directory: string;
/**
* The allowed filetypes for each audio file. Each of these should have a
* directory of their name under the main directory, which should contain
* each file of the filetype.
*/
fileTypes: string[];
/**
* The names of the audio files to be preloaded for on-demand playback.
*/
library: {
[i: string]: {
[i: string]: string[];
}
};
}
/**
* Settings regarding device input detection, particularly for an IDeviceLayr.
*/
export interface IDeviceLayrCustoms extends IGameStartrSettingsObject { }
/**
* Settings regarded preset in-game scenes, particularly for an IScenePlayr.
*/
export interface IGamesRunnrCustoms extends IGameStartrSettingsObject {
interval?: number;
games: Function[]
}
export interface IGroupHoldrCustoms extends IGameStartrSettingsObject, GroupHoldr.IGroupHoldrSettings { }
export interface IInputWritrCustoms extends IGameStartrSettingsObject {
"InputWritrArgs": {
triggers: InputWritr.IInputWritrTriggerContainer;
eventInformation?: any;
getTimestamp?: () => number;
aliases?: { [i: string]: any[] };
keyAliasesToCodes?: { [i: string]: number };
keyCodesToAliases?: { [i: number]: string };
isRecording?: boolean | InputWritr.IInputWriterBooleanGetter;
}
}
export interface IItemsHoldrCustoms extends IGameStartrSettingsObject {
"prefix": string;
"doMakeContainer"?: boolean;
"displayChanges"?: { [i: string]: string };
"containersArguments": any[][];
"defaults": { [i: string]: string };
"values": { [i: string]: ItemsHoldr.IItemValueSettings };
}
export interface ILevelEditrCustoms extends IGameStartrSettingsObject {
"blocksize": number;
"mapDefault": MapsCreatr.IMapsCreatrMapRaw;
"mapSettingDefault": string;
"mapEntryDefault": string;
"prethings": {
[i: string]: {
[i: string]: any;
}
};
"thingGroups": string[];
"thingKeys": string[];
"macros": {
[i: string]: {
"description": string;
"options": any;
}
}
}
export interface IMapsCreatrCustoms extends IGameStartrSettingsObject {
"mapDefault": string;
"locationDefault": string;
"groupTypes": string[];
"requireEntrance"?: boolean;
"screenAttributes"?: string[];
"screenVariables": { [i: string]: Function };
"onSpawn": (prething: MapsCreatr.IPreThing) => void;
"onUnspawn": (prething: MapsCreatr.IPreThing) => void;
"stretchAdd"?: (thing: string | MapsCreatr.IPreThingSettings, index: number) => void;
"afterAdd"?: (thing: string | MapsCreatr.IPreThingSettings, index: number) => void;
"macros": { [i: string]: MapsCreatr.IMapsCreatrMacro };
"entrances": { [i: string]: MapsCreatr.IMapsCreatrEntrance };
"patterns"?: any;
"library": { [i: string]: MapsCreatr.IMapsCreatrMapRaw };
}
export interface IMathDecidrCustoms extends IGameStartrSettingsObject { }
export interface IModAttachrCustoms extends IGameStartrSettingsObject {
"storeLocally"?: boolean;
"mods": ModAttachr.IModAttachrMod[];
}
export interface IPixelDrawrCustoms extends IGameStartrSettingsObject {
"groupNames": string[];
"spriteCacheCutoff"?: number;
}
export interface IPixelRendrCustoms extends IGameStartrSettingsObject {
"spriteWidth": string;
"spriteHeight": string;
"flipVert": string;
"flipHoriz": string;
"paletteDefault": number[][];
"filters": any;
"library": any;
}
export interface IObjectMakrCustoms extends IGameStartrSettingsObject {
"onMake"?: string;
"indexMap"?: any;
"doPropertiesFull"?: boolean;
"inheritance": any;
"properties": { [i: string]: any };
}
export interface IQuadsKeeprCustoms extends IGameStartrSettingsObject {
"numRows": number;
"numCols": number;
"tolerance"?: number;
"groupNames": string[];
}
export interface IScenePlayrCustoms extends IGameStartrSettingsObject { }
export interface IThingHittrCustoms extends IGameStartrSettingsObject, ThingHittr.IThingHittrSettings { }
export interface ITimeHandlrCustoms extends IGameStartrSettingsObject {
"timingDefault": number;
"keyCycles"?: string;
"keyClassName"?: string;
"keyOnClassCycleStart"?: string;
"keyDoClassCycleStart"?: string;
"keyCycleCheckValidity"?: string;
"copyCycleSettings"?: boolean;
}
export interface ITouchPassrCustoms extends IGameStartrSettingsObject, TouchPassr.ITouchPassrSettings { }
export interface IUserWrapprCustoms extends IGameStartrSettingsObject { }
export interface IWorldSeedrCustoms extends IGameStartrSettingsObject {
possibilities: WorldSeedr.IPossibilityContainer;
}
export interface IThing extends EightBittr.IThing, LevelEditr.IThing, QuadsKeepr.IThing {
GameStarter: IGameStartr;
name: string;
groupType: string;
className: string;
alive?: boolean;
placed?: boolean;
changed?: boolean;
maxquads: number;
quadrants: QuadsKeepr.IQuadrant[];
imageData: ImageData;
attributes?: any;
spriteCycle?: any[];
spriteCycleSynched?: any[];
xvelOld?: number;
yvelOld?: number;
parallaxHoriz?: number;
parallaxVert?: number;
flipHoriz?: boolean;
flipVert?: boolean;
noshiftx?: boolean;
noshifty?: boolean;
nofall?: boolean;
nofallOld?: boolean;
nocollide?: boolean;
nocollideOld?: boolean;
movement?: Function;
movementOld?: Function;
onThingAdd?: Function;
onThingAdded?: Function;
onThingMake?: Function;
onDelete?: Function;
}
export interface IGameStartr extends EightBittr.IEightBittr {
settings: { [i: string]: IGameStartrSettingsObject; };
container: HTMLDivElement;
canvas: HTMLCanvasElement;
scale: number;
AudioPlayer: AudioPlayr.IAudioPlayr;
DeviceLayer: DeviceLayr.IDeviceLayr;
GamesRunner: GamesRunnr.IGamesRunnr;
GroupHolder: GroupHoldr.IGroupHoldr;
InputWriter: InputWritr.IInputWritr;
ItemsHolder: ItemsHoldr.IItemsHoldr;
LevelEditor: LevelEditr.ILevelEditr;
NumberMaker: NumberMakr.INumberMakr;
MapsCreator: MapsCreatr.IMapsCreatr;
MapScreener: MapScreenr.IMapScreenr;
MapsHandler: MapsHandlr.IMapsHandlr;
MathDecider: MathDecidr.IMathDecidr;
ModAttacher: ModAttachr.IModAttachr;
ObjectMaker: ObjectMakr.IObjectMakr;
PixelDrawer: PixelDrawr.IPixelDrawr;
PixelRender: PixelRendr.IPixelRendr;
QuadsKeeper: QuadsKeepr.IQuadsKeepr;
ScenePlayer: ScenePlayr.IScenePlayr;
ThingHitter: ThingHittr.IThingHittr;
TimeHandler: TimeHandlr.ITimeHandlr;
TouchPasser: TouchPassr.ITouchPassr;
UserWrapper: UserWrappr.IUserWrappr;
WorldSeeder: WorldSeedr.IWorldSeedr;
reset(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetTimed(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetAudioPlayer(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetGamesRunner(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetGroupHolder(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetInputWriter(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetDeviceLayer(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetTouchPasser(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetLevelEditor(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetNumberMaker(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetMapsCreator(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetMapScreener(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetMapsHandler(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetMathDecider(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetModAttacher(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetPixelRender(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetPixelDrawer(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetObjectMaker(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetItemsHolder(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetThingHitter(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetTimeHandler(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetQuadsKeeper(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetWorldSeeder(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetScenePlayer(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetMathDecider(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
startModAttacher(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
resetContainer(GameStarter: IGameStartr, settings: IGameStartrSettings): void;
scrollWindow(dx: number, dy?: number): void;
scrollThing(thing: IThing, dx: number, dy?: number): void;
onAreaSpawn(GameStarter: IGameStartr, direction: string, top: number, right: number, bottom: number, left: number): void;
onAreaUnspawn(GameStarter: IGameStartr, direction: string, top: number, right: number, bottom: number, left: number): void;
addThing(thingRaw: string | IThing | any[], left?: number, top?: number): IThing;
thingProcess(thing: IThing, title: string, settings: any, defaults: any): void;
thingProcessAttributes(thing: IThing, attributes: any): void;
mapPlaceRandomCommands(GameStarter: IGameStartr, generatedCommands: WorldSeedr.ICommand[]): void;
onGamePlay(GameStarter: IGameStartr): void;
onGamePause(GameStarter: IGameStartr): void;
canInputsTrigger(GameStarter: IGameStartr): boolean;
gameStart(): void;
killNormal(thing: IThing): void;
markChanged(thing: IThing): void;
shiftVert(thing: IThing, dy: number, notChanged?: boolean): void;
shiftHoriz(thing: IThing, dx: number, notChanged?: boolean): void;
setTop(thing: IThing, top: number): void;
setRight(thing: IThing, right: number): void;
setBottom(thing: IThing, bottom: number): void;
setLeft(thing: IThing, left: number): void;
shiftBoth(thing: IThing, dx: number, dy: number, notChanged?: boolean): void;
shiftThings(things: IThing[], dx: number, dy: number, notChanged): void;
shiftAll(dx: number, dy: number): void;
setWidth(thing: IThing, width: number, updateSprite?: boolean, updateSize?: boolean): void;
setHeight(thing: IThing, height: number, updateSprite?: boolean, updateSize?: boolean): void;
setSize(thing: IThing, width: number, height: number, updateSprite?: boolean, updateSize?: boolean): void;
updatePosition(thing: IThing): void;
updateSize(thing: IThing): void;
reduceWidth(thing: IThing, dx: number, updateSize?: boolean): void;
reduceHeight(thing: IThing, dy: number, updateSize?: boolean): void;
increaseHeight(thing: IThing, dy: number, updateSize?: boolean): void;
increaseWidth(thing: IThing, dx: number, updateSize?: boolean): void;
thingPauseVelocity(thing: IThing, keepMovement?: boolean): void;
thingResumeVelocity(thing: IThing, noVelocity?: boolean): void;
generateObjectKey(thing: IThing): string;
setClass(thing: IThing, className: string): void;
setClassInitial(thing: IThing, className: string): void;
addClass(thing: IThing, className: string): void;
addClasses(thing: IThing, ...classes: (string | string[])[]): void;
removeClass(thing: IThing, className: string): void;
removeClasses(thing: IThing, ...classes: (string | string[])[]): void;
hasClass(thing: IThing, className: string): boolean;
switchClass(thing: IThing, classNameOut: string, classNameIn: string): void;
flipHoriz(thing: IThing): void;
flipVert(thing: IThing): void;
unflipHoriz(thing: IThing): void;
unflipVert(thing: IThing): void;
setOpacity(thing: IThing, opacity: number): void;
ensureCorrectCaller(current: any): IGameStartr;
arrayDeleteThing(thing: IThing, array: any[], location?: number): void;
takeScreenshot(name: string, format?: string): void;
addPageStyles(styles: any): void;
}
}
declare module MapsCreatr {
export interface IMapsCreatrArea {
setting: string;
}
}
module GameStartr {
"use strict";
/**
* A general-use game engine for 2D 8-bit games.
*/
export class GameStartr extends EightBittr.EightBittr implements IGameStartr {
public AudioPlayer: AudioPlayr.IAudioPlayr;
public DeviceLayer: DeviceLayr.IDeviceLayr;
public FPSAnalyzer: FPSAnalyzr.IFPSAnalyzr;
public GamesRunner: GamesRunnr.IGamesRunnr;
public GroupHolder: GroupHoldr.IGroupHoldr;
public InputWriter: InputWritr.IInputWritr;
public ItemsHolder: ItemsHoldr.IItemsHoldr;
public LevelEditor: LevelEditr.ILevelEditr;
public NumberMaker: NumberMakr.INumberMakr;
public MapsCreator: MapsCreatr.IMapsCreatr;
public MapScreener: MapScreenr.IMapScreenr;
public MapsHandler: MapsHandlr.IMapsHandlr;
public MathDecider: MathDecidr.IMathDecidr;
public ModAttacher: ModAttachr.IModAttachr;
public ObjectMaker: ObjectMakr.IObjectMakr;
public PixelDrawer: PixelDrawr.IPixelDrawr;
public PixelRender: PixelRendr.IPixelRendr;
public QuadsKeeper: QuadsKeepr.IQuadsKeepr;
public ScenePlayer: ScenePlayr.IScenePlayr;
public ThingHitter: ThingHittr.IThingHittr;
public TimeHandler: TimeHandlr.ITimeHandlr;
public TouchPasser: TouchPassr.ITouchPassr;
public UserWrapper: UserWrappr.IUserWrappr;
public WorldSeeder: WorldSeedr.IWorldSeedr;
/**
* Settings for individual modules are stored as sub-Objects here.
*/
public settings: IGameStartrStoredSettings;
/**
* Default list of reset Functions to call during this.reset or this.resetTimed, in order.
*/
public resets: string[] = [
"resetObjectMaker",
"resetPixelRender",
"resetTimeHandler",
"resetItemsHolder",
"resetAudioPlayer",
"resetQuadsKeeper",
"resetGamesRunner",
"resetGroupHolder",
"resetThingHitter",
"resetMapScreener",
"resetPixelDrawer",
"resetNumberMaker",
"resetMapsCreator",
"resetMapsHandler",
"resetInputWriter",
"resetDeviceLayer",
"resetTouchPasser",
"resetLevelEditor",
"resetWorldSeeder",
"resetScenePlayer",
"resetMathDecider",
"resetModAttacher",
"startModAttacher",
"resetContainer"
];
/**
* HTML container containing all game elements.
*/
public container: HTMLDivElement;
/**
* Canvas upon which the game's screen is constantly drawn.
*/
public canvas: HTMLCanvasElement;
/**
* How much to scale each pixel from PixelDrawr to the real canvas.
*/
public scale: number;
/**
* Initializes a new instance of the GameStartr class.
*
* @param customs Any optional custom settings.
*/
constructor(settings: IGameStartrSettings = {}) {
super({
"unitsize": settings.unitsize,
"constantsSource": settings.constantsSource,
"constants": settings.constants
});
if (settings.extraResets) {
this.resets.push.apply(this.resets, settings.extraResets);
}
if (settings.resetTimed) {
this.resetTimed(this, settings);
} else {
this.reset(this, settings);
}
}
/* Resets
*/
/**
* Resets the GameStartr by calling the parent EightBittr.prototype.reset.
*
* @param GameStarter
* @param customs Any optional custom settings.
*/
reset(GameStarter: GameStartr, settings: IGameStartrSettings): void {
super.reset(GameStarter, GameStarter.resets, settings);
}
/**
* Resets the EightBittr and records the time by calling the parent
* EightBittr.prototype.resetTimed.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @returns {Array} How long each reset Function took followed by the entire
* operation, in milliseconds.
*/
resetTimed(GameStarter: GameStartr, settings: IGameStartrSettings): void {
super.resetTimed(GameStarter, GameStarter.resets, settings);
}
/**
* Sets this.ObjectMaker.
*
* Because many Thing functions require access to other FSM modules, each is
* given a reference to this container FSM via properties.thing.GameStarter.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): objects.js (settings/objects.js)
*/
resetObjectMaker(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.ObjectMaker = new ObjectMakr.ObjectMakr(
GameStarter.proliferate(
{
"properties": {
"Quadrant": {
"EightBitter": GameStarter,
"GameStarter": GameStarter
},
"Thing": {
"EightBitter": GameStarter,
"GameStarter": GameStarter
}
}
},
GameStarter.settings.objects));
}
/**
* Sets this.QuadsKeeper.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): quadrants.js (settings/quadrants.js)
*/
resetQuadsKeeper(GameStarter: GameStartr, settings: IGameStartrSettings): void {
var quadrantWidth: number = settings.width / (GameStarter.settings.quadrants.numCols - 3),
quadrantHeight: number = settings.height / (GameStarter.settings.quadrants.numRows - 2);
GameStarter.QuadsKeeper = new QuadsKeepr.QuadsKeepr(
GameStarter.proliferate(
{
"ObjectMaker": GameStarter.ObjectMaker,
"createCanvas": GameStarter.createCanvas,
"quadrantWidth": quadrantWidth,
"quadrantHeight": quadrantHeight,
"startLeft": -quadrantWidth,
"startHeight": -quadrantHeight,
"onAdd": GameStarter.onAreaSpawn.bind(GameStarter, GameStarter),
"onRemove": GameStarter.onAreaUnspawn.bind(GameStarter, GameStarter)
},
GameStarter.settings.quadrants));
}
/**
* Sets this.PixelRender.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): sprites.js (settings/sprites.js)
*/
resetPixelRender(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.PixelRender = new PixelRendr.PixelRendr(
GameStarter.proliferate(
{
"scale": GameStarter.scale,
"QuadsKeeper": GameStarter.QuadsKeeper,
"unitsize": GameStarter.unitsize
},
GameStarter.settings.sprites));
}
/**
* Sets this.PixelDrawer.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): renderer.js (settings/renderer.js)
*/
resetPixelDrawer(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.PixelDrawer = new PixelDrawr.PixelDrawr(
GameStarter.proliferate(
{
"PixelRender": GameStarter.PixelRender,
"MapScreener": GameStarter.MapScreener,
"createCanvas": GameStarter.createCanvas,
"unitsize": GameStarter.unitsize,
"generateObjectKey": GameStarter.generateObjectKey
},
GameStarter.settings.renderer));
}
/**
* Sets EightBitter.TimeHandler.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): events.js (settings/events.js)
*/
resetTimeHandler(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.TimeHandler = new TimeHandlr.TimeHandlr(
GameStarter.proliferate(
{
"classAdd": GameStarter.addClass,
"classRemove": GameStarter.removeClass
},
GameStarter.settings.events));
}
/**
* Sets this.AudioPlayer.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): audio.js (settings/audio.js)
*/
resetAudioPlayer(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.AudioPlayer = new AudioPlayr.AudioPlayr(
GameStarter.proliferate(
{
"ItemsHolder": GameStarter.ItemsHolder
},
GameStarter.settings.audio));
}
/**
* Sets this.GamesRunner.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): runner.js (settings/runner.js)
*/
resetGamesRunner(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.GamesRunner = new GamesRunnr.GamesRunnr(
GameStarter.proliferate(
{
"adjustFramerate": true,
"interval": 1000 / 60,
"scope": GameStarter,
"onPlay": GameStarter.onGamePlay.bind(GameStarter, GameStarter),
"onPause": GameStarter.onGamePause.bind(GameStarter, GameStarter),
"FPSAnalyzer": new FPSAnalyzr.FPSAnalyzr()
},
GameStarter.settings.runner));
}
/**
* Sets this.ItemsHolder.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): statistics.js (settings/statistics.js)
*/
resetItemsHolder(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.ItemsHolder = new ItemsHoldr.ItemsHoldr(
GameStarter.proliferate(
{
"callbackArgs": [GameStarter]
},
GameStarter.settings.statistics));
}
/**
* Sets this.GroupHolder.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): groups.js (settings/groups.js)
*/
resetGroupHolder(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.GroupHolder = new GroupHoldr.GroupHoldr(GameStarter.settings.groups);
}
/**
* Sets this.ThingHitter.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): collisions.js (settings/collisions.js)
*/
resetThingHitter(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.ThingHitter = new ThingHittr.ThingHittr(
GameStarter.proliferate(
{
"scope": GameStarter
},
GameStarter.settings.collisions));
}
/**
* Sets this.MapScreener.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): maps.js (settings/maps.js)
*/
resetMapScreener(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.MapScreener = new MapScreenr.MapScreenr({
"EightBitter": GameStarter,
"unitsize": GameStarter.unitsize,
"width": settings.width,
"height": settings.height,
"variableArgs": [GameStarter],
"variables": GameStarter.settings.maps.screenVariables
});
}
/**
* Sets this.NumberMaker.
*
* @param GameStarter
* @param customs Any optional custom settings.
*/
resetNumberMaker(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.NumberMaker = new NumberMakr.NumberMakr();
}
/**
* Sets this.MapCreator.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): maps.js (settings/maps.js)
*/
resetMapsCreator(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.MapsCreator = new MapsCreatr.MapsCreatr({
"ObjectMaker": GameStarter.ObjectMaker,
"groupTypes": GameStarter.settings.maps.groupTypes,
"macros": GameStarter.settings.maps.macros,
"entrances": GameStarter.settings.maps.entrances,
"maps": GameStarter.settings.maps.library,
"scope": GameStarter
});
}
/**
* Sets this.MapsHandler.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): maps.js (settings/maps.js)
*/
resetMapsHandler(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.MapsHandler = new MapsHandlr.MapsHandlr({
"MapsCreator": GameStarter.MapsCreator,
"MapScreener": GameStarter.MapScreener,
"screenAttributes": GameStarter.settings.maps.screenAttributes,
"onSpawn": GameStarter.settings.maps.onSpawn,
"onUnspawn": GameStarter.settings.maps.onUnspawn,
"stretchAdd": GameStarter.settings.maps.stretchAdd,
"afterAdd": GameStarter.settings.maps.afterAdd,
"commandScope": GameStarter
});
}
/**
* Sets this.InputWriter.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): input.js (settings/input.js)
*/
resetInputWriter(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.InputWriter = new InputWritr.InputWritr(
GameStarter.proliferate(
{
"canTrigger": GameStarter.canInputsTrigger.bind(GameStarter, GameStarter),
"eventInformation": GameStarter
},
GameStarter.settings.input.InputWritrArgs));
}
/**
* Sets this.DeviceLayer.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): devices.js (settings/devices.js)
*/
resetDeviceLayer(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.DeviceLayer = new DeviceLayr.DeviceLayr(
GameStarter.proliferate(
{
"InputWriter": GameStarter.InputWriter
},
GameStarter.settings.devices));
}
/**
* Sets this.InputWriter.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): touch.js (settings/touch.js)
*/
resetTouchPasser(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.TouchPasser = new TouchPassr.TouchPassr(
GameStarter.proliferate(
{
"InputWriter": GameStarter.InputWriter
},
GameStarter.settings.touch));
}
/**
* Sets this.LevelEditor.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): editor.js (settings/editor.js)
*/
resetLevelEditor(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.LevelEditor = new LevelEditr.LevelEditr(
GameStarter.proliferate(
{
"GameStarter": GameStarter,
"beautifier": js_beautify
},
GameStarter.settings.editor));
}
/**
* Sets this.WorldSeeder.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): generator.js (settings/generator.js)
*/
resetWorldSeeder(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.WorldSeeder = new WorldSeedr.WorldSeedr(
GameStarter.proliferate(
{
"random": GameStarter.NumberMaker.random.bind(GameStarter.NumberMaker),
"onPlacement": GameStarter.mapPlaceRandomCommands.bind(GameStarter, GameStarter)
},
GameStarter.settings.generator));
}
/**
* Sets this.ScenePlayer.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): scenes.js (settings/scenes.js)
*/
resetScenePlayer(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.ScenePlayer = new ScenePlayr.ScenePlayr(
GameStarter.proliferate(
{
"cutsceneArguments": [GameStarter]
},
GameStarter.settings.scenes));
}
/**
* Sets this.MathDecider.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): math.js (settings/math.js)
*/
resetMathDecider(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.MathDecider = new MathDecidr.MathDecidr(GameStarter.settings.math);
}
/**
* Sets this.ModAttacher.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @remarks Requirement(s): mods.js (settings/mods.js)
*/
resetModAttacher(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.ModAttacher = new ModAttachr.ModAttachr(
GameStarter.proliferate(
{
"scopeDefault": GameStarter,
"ItemsHoldr": GameStarter.ItemsHolder
},
GameStarter.settings.mods));
}
/**
* Starts self.ModAttacher. All mods are enabled, and the "onReady" trigger
* is fired.
*
* @param GameStarter
* @param customs Any optional custom settings.
*/
startModAttacher(GameStarter: GameStartr, settings: IGameStartrSettings): void {
var mods: { [i: string]: boolean } = settings.mods,
i: string;
if (mods) {
for (i in mods) {
if (mods.hasOwnProperty(i) && mods[i]) {
GameStarter.ModAttacher.enableMod(i);
}
}
}
GameStarter.ModAttacher.fireEvent("onReady", GameStarter, GameStarter);
}
/**
* Resets the parent HTML container. Width and height are set by customs,
* and canvas, ItemsHolder, and TouchPassr container elements are added.
*
* @param GameStarter
* @param customs Any optional custom settings.
*/
resetContainer(GameStarter: GameStartr, settings: IGameStartrSettings): void {
GameStarter.container = <HTMLDivElement>GameStarter.createElement("div", {
"className": "EightBitter",
"style": GameStarter.proliferate(
{
"position": "relative",
"width": settings.width + "px",
"height": settings.height + "px"
},
settings.style)
});
GameStarter.canvas = GameStarter.createCanvas(settings.width, settings.height);
GameStarter.PixelDrawer.setCanvas(GameStarter.canvas);
GameStarter.container.appendChild(GameStarter.canvas);
GameStarter.TouchPasser.setParentContainer(GameStarter.container);
}
/* Global manipulations
*/
/**
* Scrolls the game window by shifting all Things and checking for quadrant
* refreshes. Shifts are rounded to the nearest integer, to preserve pixels.
*
* @param GameStarter
* @param customs Any optional custom settings.
* @param dx How far to scroll horizontally.
* @param dy How far to scroll vertically.
*/
scrollWindow(dx: number, dy?: number): void {
var GameStarter: GameStartr = GameStartr.prototype.ensureCorrectCaller(this);
dx = dx | 0;
dy = dy | 0;
if (!dx && !dy) {
return;
}
GameStarter.MapScreener.shift(dx, dy);
GameStarter.shiftAll(-dx, -dy);
GameStarter.QuadsKeeper.shiftQuadrants(-dx, -dy);
}
/**
* Scrolls everything but a single Thing.
*
* @param thing The only Thing that shouldn't move on the screen.
* @param dx How far to scroll horizontally.
* @param dy How far to scroll vertically.
*/
scrollThing(thing: IThing, dx: number, dy?: number): void {
var saveleft: number = thing.left,
savetop: number = thing.top;
thing.GameStarter.scrollWindow(dx, dy);
thing.GameStarter.setLeft(thing, saveleft);
thing.GameStarter.setTop(thing, savetop);
}
/**
* Spawns all Things within a given area that should be there.
*
* @param GameStarter
* @param direction The direction spawning comes from.
* @param top A top boundary to spawn within.
* @param right A right boundary to spawn within.
* @param bottom A bottom boundary to spawn within.
* @param left A left boundary to spawn within.
* @remarks This is generally called by a QuadsKeepr during a screen update.
*/
onAreaSpawn(GameStarter: GameStartr, direction: string, top: number, right: number, bottom: number, left: number): void {
GameStarter.MapsHandler.spawnMap(
direction,
(top + GameStarter.MapScreener.top) / GameStarter.unitsize,
(right + GameStarter.MapScreener.left) / GameStarter.unitsize,
(bottom + GameStarter.MapScreener.top) / GameStarter.unitsize,
(left + GameStarter.MapScreener.left) / GameStarter.unitsize
);
}
/**
* "Unspawns" all Things within a given area that should be gone by marking
* their PreThings as not in game.
*
* @param GameStarter
* @param direction The direction spawning comes from.
* @param top A top boundary to spawn within.
* @param right A right boundary to spawn within.
* @param bottom A bottom boundary to spawn within.
* @param left A left boundary to spawn within.
* @remarks This is generally called by a QuadsKeepr during a screen update.
*/
onAreaUnspawn(GameStarter: GameStartr, direction: string, top: number, right: number, bottom: number, left: number): void {
GameStarter.MapsHandler.unspawnMap(
direction,
(top + GameStarter.MapScreener.top) / GameStarter.unitsize,
(right + GameStarter.MapScreener.left) / GameStarter.unitsize,
(bottom + GameStarter.MapScreener.top) / GameStarter.unitsize,
(left + GameStarter.MapScreener.left) / GameStarter.unitsize
);
}
/**
* Adds a new Thing to the game at a given position, relative to the top
* left corner of the screen.
*
* @param thingRaw What type of Thing to add. This may be a String of
* the class title, an Array containing the String
* and an Object of settings, or an actual Thing.
* @param left The horizontal point to place the Thing's left at (by default, 0).
* @param top The vertical point to place the Thing's top at (by default, 0).
*/
addThing(thingRaw: string | IThing | any[], left: number = 0, top: number = 0): IThing {
var thing: IThing;
if (typeof thingRaw === "string" || thingRaw instanceof String) {
thing = this.ObjectMaker.make(<string>thingRaw);
} else if (thingRaw.constructor === Array) {
thing = this.ObjectMaker.make.apply(this.ObjectMaker, <any[]>thingRaw);
} else {
thing = <IThing>thingRaw;
}
if (arguments.length > 2) {
thing.GameStarter.setLeft(thing, left);
thing.GameStarter.setTop(thing, top);
} else if (arguments.length > 1) {
thing.GameStarter.setLeft(thing, left);
}
thing.GameStarter.updateSize(thing);
thing.GameStarter.GroupHolder.getFunctions().add[thing.groupType](thing);
thing.placed = true;
// This will typically be a TimeHandler.cycleClass call
if (thing.onThingAdd) {
thing.onThingAdd(thing);
}
thing.GameStarter.PixelDrawer.setThingSprite(thing);
// This will typically be a spawn* call
if (thing.onThingAdded) {
thing.onThingAdded(thing);
}
thing.GameStarter.ModAttacher.fireEvent("onAddThing", thing, left, top);
return thing;
}
/**
* Processes a Thing so that it is ready to be placed in gameplay. There are
* a lot of steps here: width and height must be set with defaults and given
* to spritewidth and spriteheight, a quadrants Array must be given, the
* sprite must be set, attributes and onThingMake called upon, and initial
* class cycles and flipping set.
*
* @param thing
* @param title What type Thing this is (the name of the class).
* @param settings Additional settings to be given to the Thing.
* @param defaults The default settings for the Thing's class.
* @remarks This is generally called as the onMake call in an ObjectMakr.
*/
thingProcess(thing: IThing, title: string, settings: any, defaults: any): void {
var maxQuads: number = 4,
num: number,
cycle: any;
// If the Thing doesn't specify its own title, use the type by default
thing.title = thing.title || title;
// If a width/height is provided but no spritewidth/height,
// use the default spritewidth/height
if (thing.width && !thing.spritewidth) {
thing.spritewidth = defaults.spritewidth || defaults.width;
}
if (thing.height && !thing.spriteheight) {
thing.spriteheight = defaults.spriteheight || defaults.height;
}
// Each thing has at least 4 maximum quadrants for the QuadsKeepr
num = Math.floor(
thing.width * (
thing.GameStarter.unitsize / thing.GameStarter.QuadsKeeper.getQuadrantWidth()
)
);
if (num > 0) {
maxQuads += ((num + 1) * maxQuads / 2);
}
num = Math.floor(thing.height * thing.GameStarter.unitsize / thing.GameStarter.QuadsKeeper.getQuadrantHeight());
if (num > 0) {
maxQuads += ((num + 1) * maxQuads / 2);
}
thing.maxquads = maxQuads;
thing.quadrants = new Array(maxQuads);
// Basic sprite information
thing.spritewidth = thing.spritewidth || thing.width;
thing.spriteheight = thing.spriteheight || thing.height;
// Sprite sizing
thing.spritewidthpixels = thing.spritewidth * thing.GameStarter.unitsize;
thing.spriteheightpixels = thing.spriteheight * thing.GameStarter.unitsize;
// Canvas, context, imageData
thing.canvas = thing.GameStarter.createCanvas(
thing.spritewidthpixels, thing.spriteheightpixels
);
thing.context = <CanvasRenderingContext2D>thing.canvas.getContext("2d");
thing.imageData = thing.context.getImageData(0, 0, thing.spritewidthpixels, thing.spriteheightpixels);
if (thing.opacity !== 1) {
thing.GameStarter.setOpacity(thing, thing.opacity);
}
// Attributes, such as Koopa.smart
if (thing.attributes) {
thing.GameStarter.thingProcessAttributes(thing, thing.attributes);
}
// Important custom functions
if (thing.onThingMake) {
thing.onThingMake(thing, settings);
}
// Initial class / sprite setting
thing.GameStarter.setSize(thing, thing.width, thing.height);
thing.GameStarter.setClassInitial(thing, thing.name || thing.title);
// Sprite cycles
if (thing.spriteCycle) {
cycle = thing.spriteCycle;
thing.GameStarter.TimeHandler.addClassCycle(thing, cycle[0], cycle[1] || null, cycle[2] || null);
}
if (cycle = thing.spriteCycleSynched) {
thing.GameStarter.TimeHandler.addClassCycleSynched(thing, cycle[0], cycle[1] || null, cycle[2] || null);
}
// flipHoriz and flipVert initially
if (thing.flipHoriz) {
thing.GameStarter.flipHoriz(thing);
}
if (thing.flipVert) {
thing.GameStarter.flipVert(thing);
}
// Mods!
thing.GameStarter.ModAttacher.fireEvent("onThingMake", thing.GameStarter, thing, title, settings, defaults);
}
/**
* Processes additional Thing attributes. For each attribute the Thing's
* class says it may have, if it has it, the attribute's key is appeneded to
* the Thing's name and the attribute value proliferated onto the Thing.
*
* @param thing
* @param attributes A lookup of attributes that may be added to the Thing's class.
*/
thingProcessAttributes(thing: IThing, attributes: { [i: string]: string }): void {
var attribute: string;
// For each listing in the attributes...
for (attribute in attributes) {
// If the thing has that attribute as true:
if (thing[attribute]) {
// Add the extra options
thing.GameStarter.proliferate(thing, attributes[attribute]);
// Also add a marking to the name, which will go into the className
if (thing.name) {
thing.name += " " + attribute;
} else {
thing.name = thing.title + " " + attribute;
}
}
}
}
/**
* Runs through commands generated by a WorldSeedr and evaluates all of
* to create PreThings via MapsCreator.analyzePreSwitch.
*
* @param GameStarter
* @param generatedCommands Commands generated by WorldSeedr.generateFull.
*/
mapPlaceRandomCommands(GameStarter: GameStartr, generatedCommands: WorldSeedr.ICommand[]): void {
var MapsCreator: MapsCreatr.IMapsCreatr = GameStarter.MapsCreator,
MapsHandler: MapsHandlr.IMapsHandlr = GameStarter.MapsHandler,
prethings: { [i: string]: MapsCreatr.IPreThing[] } = MapsHandler.getPreThings(),
area: MapsCreatr.IMapsCreatrArea = MapsHandler.getArea(),
map: MapsCreatr.IMapsCreatrMap = MapsHandler.getMap(),
command: WorldSeedr.ICommand,
output: any,
i: number;
for (i = 0; i < generatedCommands.length; i += 1) {
command = generatedCommands[i];
output = {
"thing": command.title,
"x": command.left,
"y": command.top
};
if (command.arguments) {
GameStarter.proliferateHard(output, command.arguments, true);
}
MapsCreator.analyzePreSwitch(output, prethings, area, map);
}
}
/**
* Triggered Function for when the game is unpaused. Music resumes, and
* the mod event is fired.
*
* @param GameStartr
*/
onGamePlay(GameStarter: GameStartr): void {
GameStarter.AudioPlayer.resumeAll();
GameStarter.ModAttacher.fireEvent("onGamePlay");
}
/**
* Triggered Function for when the game is paused. Music stops, and the
* mod event is fired.
*
* @param GameStartr
*/
onGamePause(GameStarter: GameStartr): void {
GameStarter.AudioPlayer.pauseAll();
GameStarter.ModAttacher.fireEvent("onGamePause");
}
/**
* Checks whether inputs can be fired, which by default is always true.
*
* @param GameStartr
*/
canInputsTrigger(GameStarter: GameStartr): boolean {
return true;
}
/**
* Generic Function to start the game. Nothing actually happens here.
*/
gameStart(): void {
this.ModAttacher.fireEvent("onGameStart");
}
/* Physics & similar
*/
/**
* Generically kills a Thing by setting its alive to false, hidden to true,
* and clearing its movement.
*
* @param thing
*/
killNormal(thing: IThing): void {
if (!thing) {
return;
}
thing.alive = false;
thing.hidden = true;
thing.movement = undefined;
}
/**
* Sets a Thing's "changed" flag to true, which indicates to the PixelDrawr
* to redraw the Thing and its quadrant.
*
* @param thing
*/
markChanged(thing: IThing): void {
thing.changed = true;
}
/**
* Shifts a Thing vertically using the EightBittr utility, and marks the
* Thing as having a changed appearance.
*
* @param thing
* @param dy How far to shift the Thing vertically.
* @param notChanged Whether to skip marking the Thing as changed (by
* default, false).
*/
shiftVert(thing: IThing, dy: number, notChanged?: boolean): void {
EightBittr.EightBittr.prototype.shiftVert(thing, dy);
if (!notChanged) {
thing.GameStarter.markChanged(thing);
}
}
/**
* Shifts a Thing horizontally using the EightBittr utility, and marks the
* Thing as having a changed appearance.
*
* @param thing
* @param dx
* @param notChanged Whether to skip marking the Thing as changed (by
* default, false).
*/
shiftHoriz(thing: IThing, dx: number, notChanged?: boolean): void {
EightBittr.EightBittr.prototype.shiftHoriz(thing, dx);
if (!notChanged) {
thing.GameStarter.markChanged(thing);
}
}
/**
* Sets a Thing's top using the EightBittr utility, and marks the Thing as
* having a changed appearance.
*
* @param thing
* @param top
*/
setTop(thing: IThing, top: number): void {
EightBittr.EightBittr.prototype.setTop(thing, top);
thing.GameStarter.markChanged(thing);
}
/**
* Sets a Thing's right using the EightBittr utility, and marks the Thing as
* having a changed appearance.
*
* @param thing
* @param right
*/
setRight(thing: IThing, right: number): void {
EightBittr.EightBittr.prototype.setRight(thing, right);
thing.GameStarter.markChanged(thing);
}
/**
* Sets a Thing's bottom using the EightBittr utility, and marks the Thing
* as having a changed appearance.
*
* @param thing
* @param bottom
*/
setBottom(thing: IThing, bottom: number): void {
EightBittr.EightBittr.prototype.setBottom(thing, bottom);
thing.GameStarter.markChanged(thing);
}
/**
* Sets a Thing's left using the EightBittr utility, and marks the Thing
* as having a changed appearance.
*
* @param thing
* @param left
*/
setLeft(thing: IThing, left: number): void {
EightBittr.EightBittr.prototype.setLeft(thing, left);
thing.GameStarter.markChanged(thing);
}
/**
* Shifts a thing both horizontally and vertically. If the Thing marks
* itself as having a parallax effect (parallaxHoriz or parallaxVert), that
* proportion of movement is respected (.5 = half, etc.).
*
* @param thing
* @param dx
* @param dy
* @param notChanged Whether to skip marking the Thing as changed (by
* default, false).
*/
shiftBoth(thing: IThing, dx: number, dy: number, notChanged?: boolean): void {
dx = dx || 0;
dy = dy || 0;
if (!thing.noshiftx) {
if (thing.parallaxHoriz) {
thing.GameStarter.shiftHoriz(thing, thing.parallaxHoriz * dx, notChanged);
} else {
thing.GameStarter.shiftHoriz(thing, dx, notChanged);
}
}
if (!thing.noshifty) {
if (thing.parallaxVert) {
thing.GameStarter.shiftVert(thing, thing.parallaxVert * dy, notChanged);
} else {
thing.GameStarter.shiftVert(thing, dy, notChanged);
}
}
}
/**
* Calls shiftBoth on all members of an Array.
*
* @param dx
* @param dy
* @param notChanged Whether to skip marking the Thing as changed (by
* default, false).
*/
shiftThings(things: IThing[], dx: number, dy: number, notChanged?: boolean): void {
for (var i: number = things.length - 1; i >= 0; i -= 1) {
things[i].GameStarter.shiftBoth(things[i], dx, dy, notChanged);
}
}
/**
* Calls shiftBoth on all groups in the calling GameStartr's GroupHoldr.
*
* @this {EightBittr}
* @param dx
* @param dy
*/
shiftAll(dx: number, dy: number): void {
var GameStarter: GameStartr = GameStartr.prototype.ensureCorrectCaller(this);
GameStarter.GroupHolder.callAll(GameStarter, GameStarter.shiftThings, dx, dy, true);
}
/**
* Sets the width and unitwidth of a Thing, and optionally updates the
* Thing's spritewidth and spritewidth pixels, and/or calls updateSize.
* The thing is marked as having changed appearance.
*
* @param thing
* @param width
* @param updateSprite Whether to update the Thing's spritewidth and
* spritewidthpixels (by default, false).
* @param updateSize Whether to call updateSize on the Thing (by
* default, false).
*/
setWidth(thing: IThing, width: number, updateSprite?: boolean, updateSize?: boolean): void {
thing.width = width;
thing.unitwidth = width * thing.GameStarter.unitsize;
if (updateSprite) {
thing.spritewidth = width;
thing.spritewidthpixels = width * thing.GameStarter.unitsize;
}
if (updateSize) {
thing.GameStarter.updateSize(thing);
}
thing.GameStarter.markChanged(thing);
}
/**
* Sets the height and unitheight of a Thing, and optionally updates the
* Thing's spriteheight and spriteheight pixels, and/or calls updateSize.
* The thing is marked as having changed appearance.
*
* @param thing
* @param height
* @param updateSprite Whether to update the Thing's spriteheight and
* spriteheightpixels (by default, false).
* @param updateSize Whether to call updateSize on the Thing (by
* default, false).
*/
setHeight(thing: IThing, height: number, updateSprite?: boolean, updateSize?: boolean): void {
thing.height = height;
thing.unitheight = height * thing.GameStarter.unitsize;
if (updateSprite) {
thing.spriteheight = height;
thing.spriteheightpixels = height * thing.GameStarter.unitsize;
}
if (updateSize) {
thing.GameStarter.updateSize(thing);
}
thing.GameStarter.markChanged(thing);
}
/**
* Utility to call both setWidth and setHeight on a Thing.
*
* @param thing
* @param width
* @param height
* @param updateSprite Whether to update the Thing's spritewidth,
* spriteheight, spritewidthpixels, and
* spritspriteheightpixels (by default, false).
* @param updateSize Whether to call updateSize on the Thing (by
* default, false).
*/
setSize(thing: IThing, width: number, height: number, updateSprite?: boolean, updateSize?: boolean): void {
thing.GameStarter.setWidth(thing, width, updateSprite, updateSize);
thing.GameStarter.setHeight(thing, height, updateSprite, updateSize);
}
/**
* Shifts a Thing horizontally by its xvel and vertically by its yvel, using
* shiftHoriz and shiftVert.
*
* @param thing
*/
updatePosition(thing: IThing): void {
thing.GameStarter.shiftHoriz(thing, thing.xvel);
thing.GameStarter.shiftVert(thing, thing.yvel);
}
/**
* Completely updates the size measurements of a Thing. That means the
* unitwidth, unitheight, spritewidthpixels, spriteheightpixels, and
* spriteheightpixels attributes. The Thing's sprite is then updated by the
* PixelDrawer, and its appearance is marked as changed.
*
* @param thing
*/
updateSize(thing: IThing): void {
thing.unitwidth = thing.width * thing.GameStarter.unitsize;
thing.unitheight = thing.height * thing.GameStarter.unitsize;
thing.spritewidthpixels = thing.spritewidth * thing.GameStarter.unitsize;
thing.spriteheightpixels = thing.spriteheight * thing.GameStarter.unitsize;
thing.canvas.width = thing.spritewidthpixels;
thing.canvas.height = thing.spriteheightpixels;
thing.GameStarter.PixelDrawer.setThingSprite(thing);
thing.GameStarter.markChanged(thing);
}
/**
* Reduces a Thing's width by pushing back its right and decreasing its
* width. It is marked as changed in appearance.
*
* @param thing
* @param dx
* @param updateSize Whether to also call updateSize on the Thing
* (by default, false).
*/
reduceWidth(thing: IThing, dx: number, updateSize?: boolean): void {
thing.right -= dx;
thing.width -= dx / thing.GameStarter.unitsize;
if (updateSize) {
thing.GameStarter.updateSize(thing);
} else {
thing.GameStarter.markChanged(thing);
}
}
/**
* Reduces a Thing's height by pushing down its top and decreasing its
* height. It is marked as changed in appearance.
*
* @param thing
* @param dy
* @param updateSize Whether to also call updateSize on the Thing
* (by default, false).
*/
reduceHeight(thing: IThing, dy: number, updateSize?: boolean): void {
thing.top += dy;
thing.height -= dy / thing.GameStarter.unitsize;
if (updateSize) {
thing.GameStarter.updateSize(thing);
} else {
thing.GameStarter.markChanged(thing);
}
}
/**
* Reduces a Thing's height by pushing down its top and decreasing its
* height. It is marked as changed in appearance.
*
* @param thing
* @param dy
* @param updateSize Whether to also call updateSize on the Thing
* (by default, false).
*/
increaseHeight(thing: IThing, dy: number, updateSize?: boolean): void {
thing.top -= dy;
thing.height += dy / thing.GameStarter.unitsize;
thing.unitheight = thing.height * thing.GameStarter.unitsize;
if (updateSize) {
thing.GameStarter.updateSize(thing);
} else {
thing.GameStarter.markChanged(thing);
}
}
/**
* Increases a Thing's width by pushing forward its right and decreasing its
* width. It is marked as changed in appearance.
*
* @param thing
* @param dx
* @param updateSize Whether to also call updateSize on the Thing
* (by default, false).
*/
increaseWidth(thing: IThing, dx: number, updateSize?: boolean): void {
thing.right += dx;
thing.width += dx / thing.GameStarter.unitsize;
thing.unitwidth = thing.width * thing.GameStarter.unitsize;
if (updateSize) {
thing.GameStarter.updateSize(thing);
} else {
thing.GameStarter.markChanged(thing);
}
}
/**
* Completely pauses a Thing by setting its velocities to zero and disabling
* it from falling, colliding, or moving. Its old attributes for those are
* saved so thingResumeVelocity may restore them.
*
* @param thing
* @param keepMovement Whether to keep movement instead of wiping it
* (by default, false).
*/
thingPauseVelocity(thing: IThing, keepMovement?: boolean): void {
thing.xvelOld = thing.xvel || 0;
thing.yvelOld = thing.yvel || 0;
thing.nofallOld = thing.nofall || false;
thing.nocollideOld = thing.nocollide || false;
thing.movementOld = thing.movement || thing.movementOld;
thing.nofall = thing.nocollide = true;
thing.xvel = thing.yvel = 0;
if (!keepMovement) {
thing.movement = undefined;
}
}
/**
* Resumes a Thing's velocity and movements after they were paused by
* thingPauseVelocity.
*
* @param thing
* @param noVelocity Whether to skip restoring the Thing's velocity
* (by default, false).
*/
thingResumeVelocity(thing: IThing, noVelocity?: boolean): void {
if (!noVelocity) {
thing.xvel = thing.xvelOld || 0;
thing.yvel = thing.yvelOld || 0;
}
thing.movement = thing.movementOld || thing.movement;
thing.nofall = thing.nofallOld || false;
thing.nocollide = thing.nocollideOld || false;
}
/* Appearance utilities
*/
/**
* Generates a key for a Thing based off the current area and the Thing's
* basic attributes. This key should be used for PixelRender.get calls, to
* cache the Thing's sprite.
*
* @param thing
* @returns A key that to identify the Thing's sprite.
*/
generateObjectKey(thing: IThing): string {
return thing.GameStarter.MapsHandler.getArea().setting
+ " " + thing.groupType + " "
+ thing.title + " " + thing.className;
}
/**
* Sets the class of a Thing, sets the new sprite for it, and marks it as
* having changed appearance. The class is stored in the Thing's internal
* .className attribute.
*
* @param thing
* @param className The new internal .className for the Thing.
*/
setClass(thing: IThing, className: string): void {
thing.className = className;
thing.GameStarter.PixelDrawer.setThingSprite(thing);
thing.GameStarter.markChanged(thing);
}
/**
* A version of setClass to be used before the Thing's sprite attributes
* have been set. This just sets the internal .className.
*
* @param thing
* @param className The new internal .className for the Thing.
*/
setClassInitial(thing: IThing, className: string): void {
thing.className = className;
}
/**
* Adds a string to a Thing's class after a ' ', updates the Thing's
* sprite, and marks it as having changed appearance.
*
* @param thing
* @param className A class to add to the Thing.
*/
addClass(thing: IThing, className: string): void {
thing.className += " " + className;
thing.GameStarter.PixelDrawer.setThingSprite(thing);
thing.GameStarter.markChanged(thing);
}
/**
* Adds multiple strings to a Thing's class after a " ", updates the Thing's
* sprite, and marks it as having changed appearance. Strings may be given
* as Arrays or Strings; Strings will be split on " ". Any number of
* additional arguments may be given.
*
* @param thing
* @param classes Any number of classes to add to the Thing.
*/
addClasses(thing: IThing, ...classes: (string | string[])[]): void {
var adder: string | string[],
i: number,
j: number;
for (i = 0; i < classes.length; i += 1) {
adder = classes[i];
if (adder.constructor === String || typeof adder === "string") {
adder = (<string>adder).split(" ");
}
for (j = adder.length - 1; j >= 0; j -= 1) {
thing.GameStarter.addClass(thing, adder[j]);
}
}
}
/**
* Removes a string from a Thing's class, updates the Thing's sprite, and
* marks it as having changed appearance.
*
* @param thing
* @param className A class to remove from the Thing.
*/
removeClass(thing: IThing, className: string): void {
if (!className) {
return;
}
if (className.indexOf(" ") !== -1) {
thing.GameStarter.removeClasses(thing, className);
}
thing.className = thing.className.replace(new RegExp(" " + className, "gm"), "");
thing.GameStarter.PixelDrawer.setThingSprite(thing);
}
/**
* Removes multiple strings from a Thing's class, updates the Thing's
* sprite, and marks it as having changed appearance. Strings may be given
* as Arrays or Strings; Strings will be split on " ". Any number of
* additional arguments may be given.
*
* @param thing
* @param classes Any number of classes to remove from the Thing.
*/
removeClasses(thing: IThing, ...classes: (string | string[])[]): void {
var adder: string | string[],
i: number,
j: number;
for (i = 0; i < classes.length; i += 1) {
adder = classes[i];
if (adder.constructor === String || typeof adder === "string") {
adder = (<string>adder).split(" ");
}
for (j = adder.length - 1; j >= 0; --j) {
thing.GameStarter.removeClass(thing, adder[j]);
}
}
}
/**
* @param thing
* @param className A class to check for in the Thing.
* @returns Whether the Thing's class contains the class.
*/
hasClass(thing: IThing, className: string): boolean {
return thing.className.indexOf(className) !== -1;
}
/**
* Removes the first class from a Thing and adds the second. All typical
* sprite updates are called.
*
* @param thing
* @param classNameOut A class to remove from the Thing.
* @param classNameIn A class to add to the thing.
*/
switchClass(thing: IThing, classNameOut: string, classNameIn: string): void {
thing.GameStarter.removeClass(thing, classNameOut);
thing.GameStarter.addClass(thing, classNameIn);
}
/**
* Marks a Thing as being flipped horizontally by setting its .flipHoriz
* attribute to true and giving it a "flipped" class.
*
* @param
*/
flipHoriz(thing: IThing): void {
thing.flipHoriz = true;
thing.GameStarter.addClass(thing, "flipped");
}
/**
* Marks a Thing as being flipped vertically by setting its .flipVert
* attribute to true and giving it a "flipped" class.
*
* @param
*/
flipVert(thing: IThing): void {
thing.flipVert = true;
thing.GameStarter.addClass(thing, "flip-vert");
}
/**
* Marks a Thing as not being flipped horizontally by setting its .flipHoriz
* attribute to false and giving it a "flipped" class.
*
* @param
*/
unflipHoriz(thing: IThing): void {
thing.flipHoriz = false;
thing.GameStarter.removeClass(thing, "flipped");
}
/**
* Marks a Thing as not being flipped vertically by setting its .flipVert
* attribute to true and giving it a "flipped" class.
*
* @param
*/
unflipVert(thing: IThing): void {
thing.flipVert = false;
thing.GameStarter.removeClass(thing, "flip-vert");
}
/**
* Sets the opacity of the Thing and marks its appearance as changed.
*
* @param thing
* @param opacity A number in [0,1].
*/
setOpacity(thing: IThing, opacity: number): void {
thing.opacity = opacity;
thing.GameStarter.markChanged(thing);
}
/* Miscellaneous utilities
*/
/**
* Ensures the current object is a GameStartr by throwing an error if it
* is not. This should be used for functions in any GameStartr descendants
* that have to call 'this' to ensure their caller is what the programmer
* expected it to be.
*
* @param current
*/
ensureCorrectCaller(current: any): GameStartr {
if (!(current instanceof GameStartr)) {
throw new Error("A function requires the scope ('this') to be the "
+ "manipulated GameStartr object. Unfortunately, 'this' is a "
+ typeof (this) + ".");
}
return current;
}
/**
* Removes a Thing from an Array using Array.splice. If the thing has an
* onDelete, that is called.
*
* @param thing
* @param array
* @param location The index of the Thing in the Array, for speed's
* sake (by default, it is found using Array.indexOf).
*/
arrayDeleteThing(thing: IThing, array: any[], location: number = array.indexOf(thing)): void {
if (location === -1) {
return;
}
array.splice(location, 1);
if (typeof (thing.onDelete) === "function") {
thing.onDelete(thing);
}
}
/**
* Takes a snapshot of the current screen canvas by simulating a click event
* on a dummy link.
*
* @param name A name for the image to be saved as.
* @param format A format for the image to be saved as (by default, png).
* @remarks For security concerns, browsers won't allow this unless it's
* called within a callback of a genuine user-triggered event.
*/
takeScreenshot(name: string, format: string = "image/png"): void {
var GameStarter: GameStartr = GameStartr.prototype.ensureCorrectCaller(this),
link: HTMLLinkElement = <HTMLLinkElement>GameStarter.createElement("a", {
"download": name + "." + format.split("/")[1],
"href": GameStarter.canvas.toDataURL(format).replace(format, "image/octet-stream")
});
link.click();
}
/**
* Adds a set of CSS styles to the page.
*
* @param styles CSS styles represented as JSON.
*/
addPageStyles(styles: IPageStyles): void {
var GameStarter: GameStartr = GameStartr.prototype.ensureCorrectCaller(this),
sheet: HTMLStyleElement = <HTMLStyleElement>GameStarter.createElement("style", {
"type": "text/css"
}),
compiled: string = "",
i: string,
j: string;
for (i in styles) {
if (!styles.hasOwnProperty(i)) {
continue;
}
compiled += i + " { \r\n";
for (j in styles[i]) {
if (styles[i].hasOwnProperty(j)) {
compiled += " " + j + ": " + styles[i][j] + ";\r\n";
}
}
compiled += "}\r\n";
}
if ((<any>sheet).styleSheet) {
(<any>sheet).style.cssText = compiled;
} else {
sheet.appendChild(document.createTextNode(compiled));
}
document.querySelector("head").appendChild(sheet);
}
}
}