waves/public/assets/g/mario/References/MapsHandlr-0.2.0.js
2025-04-09 17:11:14 -05:00

398 lines
18 KiB
JavaScript

/// <reference path="MapsCreatr-0.2.1.ts" />
/// <reference path="MapScreenr-0.2.1.ts" />
/// <reference path="ObjectMakr-0.2.2.ts" />
var MapsHandlr;
(function (MapsHandlr_1) {
"use strict";
/**
* Map manipulator and spawner for GameStartr maps that is the front-end
* counterpart to MapsCreatr. PreThing listings are loaded from Maps stored in a
* MapsCreatr and added or removed from user input. Area properties are given to
* a MapScreenr when a new Area is loaded.
*/
var MapsHandlr = (function () {
/**
* @param {IMapsHandlrSettings} settings
*/
function MapsHandlr(settings) {
if (!settings) {
throw new Error("No settings given to MapsHandlr.");
}
// Maps themselves should have been created in the MapsCreator object
if (!settings.MapsCreator) {
throw new Error("No MapsCreator provided to MapsHandlr.");
}
this.MapsCreator = settings.MapsCreator;
// Map/Area attributes will need to be stored in a MapScreenr object
if (!settings.MapScreener) {
throw new Error("No MapScreener provided to MapsHandlr.");
}
this.MapScreener = settings.MapScreener;
this.onSpawn = settings.onSpawn;
this.onUnspawn = settings.onUnspawn;
this.screenAttributes = settings.screenAttributes || [];
this.stretchAdd = settings.stretchAdd;
this.afterAdd = settings.afterAdd;
this.commandScope = settings.commandScope;
}
/* Simple gets
*/
/**
* @return {MapsCreatr} The internal MapsCreator.
*/
MapsHandlr.prototype.getMapsCreator = function () {
return this.MapsCreator;
};
/**
* @return {MapScreenr} The internal MapScreener.
*/
MapsHandlr.prototype.getMapScreener = function () {
return this.MapScreener;
};
/**
* @return {String[]} The attribute names to be copied to MapScreener.
*/
MapsHandlr.prototype.getScreenAttributes = function () {
return this.screenAttributes;
};
/**
* @return {String} The key by which the current Map is indexed.
*/
MapsHandlr.prototype.getMapName = function () {
return this.mapName;
};
/**
* Gets the map listed under the given name. If no name is provided, the
* mapCurrent is returned instead.
*
* @param {String} [name] An optional key to find the map under.
* @return {Map}
*/
MapsHandlr.prototype.getMap = function (name) {
if (name === void 0) { name = undefined; }
if (typeof name !== "undefined") {
return this.MapsCreator.getMap(name);
}
else {
return this.mapCurrent;
}
};
/**
* Simple getter pipe to the internal MapsCreator.getMaps() function.
*
* @return {Object<Map>} A listing of maps, keyed by their names.
*/
MapsHandlr.prototype.getMaps = function () {
return this.MapsCreator.getMaps();
};
/**
* @return {Area} The current Area.
*/
MapsHandlr.prototype.getArea = function () {
return this.areaCurrent;
};
/**
* @return {String} The name of the current Area.
*/
MapsHandlr.prototype.getAreaName = function () {
return this.areaCurrent.name;
};
/**
* @param {String} location The key of the Location to return.
* @return {Location} A Location within the current Map.
*/
MapsHandlr.prototype.getLocation = function (location) {
return this.areaCurrent.map.locations[location];
};
/**
* @return {Location} The most recently entered Location in the current Area.
*/
MapsHandlr.prototype.getLocationEntered = function () {
return this.locationEntered;
};
/**
* Simple getter function for the internal prethings object. This will be
* undefined before the first call to setMap.
*
* @return {Object} A listing of the current area's Prethings.
*/
MapsHandlr.prototype.getPreThings = function () {
return this.prethings;
};
/* Map / location setting
*/
/**
* Sets the currently manipulated Map in the handler to be the one under a
* given name. Note that this will do very little unless a location is
* provided.
*
* @param {String} name A key to find the map under.
* @param {Mixed} [location] An optional key for a location to immediately
* start the map in (if not provided, ignored).
*
*/
MapsHandlr.prototype.setMap = function (name, location) {
if (location === void 0) { location = undefined; }
// Get the newly current map from this.getMap normally
this.mapCurrent = this.getMap(name);
if (!this.mapCurrent) {
throw new Error("Unknown Map in setMap: '" + name + "'.");
}
this.mapName = name;
// Most of the work is done by setLocation (by default, the map's first)
if (arguments.length > 1) {
this.setLocation(location);
}
return this.mapCurrent;
};
/**
* Goes to a particular location in the given map. Area attributes are
* copied to the MapScreener, PreThings are loaded, and stretches and afters
* are checked.
*
* @param {String} name The key of the Location to start in.
*/
MapsHandlr.prototype.setLocation = function (name) {
var location, attribute, i;
// Query the location from the current map and ensure it exists
location = this.mapCurrent.locations[name];
if (!location) {
throw new Error("Unknown location in setLocation: '" + name + "'.");
}
// Since the location is valid, mark it as current (with its area)
this.locationEntered = location;
this.areaCurrent = location.area;
this.areaCurrent.boundaries = {
"top": 0,
"right": 0,
"bottom": 0,
"left": 0
};
// Copy all the settings from that area into the MapScreenr container
for (i = 0; i < this.screenAttributes.length; i += 1) {
attribute = this.screenAttributes[i];
this.MapScreener[attribute] = this.areaCurrent[attribute];
}
// Reset the prethings object, enabling it to be used as a fresh start
// for the new Area/Location placements
this.prethings = this.MapsCreator.getPreThings(location.area);
// Optional: set stretch commands
if (this.areaCurrent.stretches) {
this.setStretches(this.areaCurrent.stretches);
}
else {
this.stretches = undefined;
}
// Optional: set after commands
if (this.areaCurrent.afters) {
this.setAfters(this.areaCurrent.afters);
}
else {
this.afters = undefined;
}
};
/**
* Applies the stretchAdd Function to each given "stretch" command and
* stores the commands in stretches.
*
* @param {Object[]} stretchesRaw
*/
MapsHandlr.prototype.setStretches = function (stretchesRaw) {
this.stretches = stretchesRaw;
this.stretches.forEach(this.stretchAdd.bind(this.commandScope || this));
};
/**
* Applies the afterAdd Function to each given "after" command and stores
* the commands in afters.
*
* @param {Object[]} aftersRaw
*/
MapsHandlr.prototype.setAfters = function (aftersRaw) {
this.afters = aftersRaw;
this.afters.forEach(this.afterAdd.bind(this.commandScope || this));
};
/**
* Calls onSpawn on every PreThing touched by the given bounding box,
* determined in order of the given direction. This is a simple wrapper
* around applySpawnAction that also gives it true as the status.
*
* @param {String} direction The direction by which to order PreThings:
* "xInc", "xDec", "yInc", or "yDec".
* @param {Number} top The upper-most bound to spawn within.
* @param {Number} right The right-most bound to spawn within.
* @param {Number} bottom The bottom-most bound to spawn within.
* @param {Number} left The left-most bound to spawn within.
*/
MapsHandlr.prototype.spawnMap = function (direction, top, right, bottom, left) {
if (this.onSpawn) {
this.applySpawnAction(this.onSpawn, true, direction, top, right, bottom, left);
}
};
/**
* Calls onUnspawn on every PreThing touched by the given bounding box,
* determined in order of the given direction. This is a simple wrapper
* around applySpawnAction that also gives it false as the status.
*
* @param {String} direction The direction by which to order PreThings:
* "xInc", "xDec", "yInc", or "yDec".
* @param {Number} top The upper-most bound to spawn within.
* @param {Number} right The right-most bound to spawn within.
* @param {Number} bottom The bottom-most bound to spawn within.
* @param {Number} left The left-most bound to spawn within.
*/
MapsHandlr.prototype.unspawnMap = function (direction, top, right, bottom, left) {
if (this.onUnspawn) {
this.applySpawnAction(this.onUnspawn, false, direction, top, right, bottom, left);
}
};
/**
* Calls onUnspawn on every PreThing touched by the given bounding box,
* determined in order of the given direction. This is used both to spawn
* and un-spawn PreThings, such as during QuadsKeepr shifting. The given
* status is used as a filter: all PreThings that already have the status
* (generally true or false as spawned or unspawned, respectively) will have
* the callback called on them.
*
* @param {Function} callback The callback to be run whenever a matching
* matching PreThing is found.
* @param {Boolean} status The spawn status to match PreThings against.
* Only PreThings with .spawned === status will
* have the callback applied to them.
* @param {String} direction The direction by which to order PreThings:
* "xInc", "xDec", "yInc", or "yDec".
* @param {Number} top The upper-most bound to apply within.
* @param {Number} right The right-most bound to apply within.
* @param {Number} bottom The bottom-most bound to apply within.
* @param {Number} left The left-most bound to apply within.
* @todo This will almost certainly present problems when different
* directions are used. For Pokemon/Zelda style games, the system
* will probably need to be adapted to use a Quadrants approach
* instead of plain Arrays.
*/
MapsHandlr.prototype.applySpawnAction = function (callback, status, direction, top, right, bottom, left) {
var name, group, prething, mid, start, end, i;
// For each group of PreThings currently able to spawn...
for (name in this.prethings) {
if (!this.prethings.hasOwnProperty(name)) {
continue;
}
// Don't bother trying to spawn the group if it has no members
group = this.prethings[name][direction];
if (group.length === 0) {
continue;
}
// Find the start and end points within the PreThings Array
// Ex. if direction="xInc", go from .left >= left to .left <= right
mid = (group.length / 2) | 0;
start = this.findPreThingsSpawnStart(direction, group, mid, top, right, bottom, left);
end = this.findPreThingsSpawnEnd(direction, group, mid, top, right, bottom, left);
// Loop through all the directionally valid PreThings, spawning if
// they're within the bounding box
for (i = start; i <= end; i += 1) {
prething = group[i];
// For example: if status is true (spawned), don't spawn again
if (prething.spawned !== status) {
prething.spawned = status;
callback(prething);
}
}
}
};
/**
* Finds the index from which PreThings should stop having an action
* applied to them in applySpawnAction. This is less efficient than the
* unused version below, but is more reliable for slightly unsorted groups.
*
* @param {String} direction The direction by which to order PreThings:
* "xInc", "xDec", "yInc", or "yDec".
* @param {PreThing[]} group The group to find a PreThing index within.
* @param {Number} mid The middle of the group. This is currently unused.
* @param {Number} top The upper-most bound to apply within.
* @param {Number} right The right-most bound to apply within.
* @param {Number} bottom The bottom-most bound to apply within.
* @param {Number} left The left-most bound to apply within.
* @return {Number}
*/
MapsHandlr.prototype.findPreThingsSpawnStart = function (direction, group, mid, top, right, bottom, left) {
var directionKey = MapsHandlr.directionKeys[direction], directionEnd = this.getDirectionEnd(directionKey, top, right, bottom, left), i;
for (i = 0; i < group.length; i += 1) {
if (group[i][directionKey] >= directionEnd) {
return i;
}
}
return i;
};
/**
* Finds the index from which PreThings should stop having an action
* applied to them in applySpawnAction. This is less efficient than the
* unused version below, but is more reliable for slightly unsorted groups.
*
* @param {String} direction The direction by which to order PreThings:
* "xInc", "xDec", "yInc", or "yDec".
* @param {PreThing[]} group The group to find a PreThing index within.
* @param {Number} mid The middle of the group. This is currently unused.
* @param {Number} top The upper-most bound to apply within.
* @param {Number} right The right-most bound to apply within.
* @param {Number} bottom The bottom-most bound to apply within.
* @param {Number} left The left-most bound to apply within.
* @return {Number}
*/
MapsHandlr.prototype.findPreThingsSpawnEnd = function (direction, group, mid, top, right, bottom, left) {
var directionKey = MapsHandlr.directionKeys[direction], directionKeyOpposite = MapsHandlr.directionKeys[MapsHandlr.directionOpposites[direction]], directionEnd = this.getDirectionEnd(directionKeyOpposite, top, right, bottom, left), i;
for (i = group.length - 1; i >= 0; i -= 1) {
if (group[i][directionKey] <= directionEnd) {
return i;
}
}
return i;
};
/**
* Conditionally returns a measurement based on what direction String is
* given. This is useful for generically finding boundaries when the
* direction isn't known, such as in findPreThingsSpawnStart and -End.
*
* @param {String} direction The direction by which to order PreThings:
* "xInc", "xDec", "yInc", or "yDec".
* @param {Number} top The upper-most bound to apply within.
* @param {Number} right The right-most bound to apply within.
* @param {Number} bottom The bottom-most bound to apply within.
* @param {Number} left The left-most bound to apply within.
* @return {Number} top, right, bottom, or left, depending on direction.
*/
MapsHandlr.prototype.getDirectionEnd = function (directionKey, top, right, bottom, left) {
switch (directionKey) {
case "top":
return top;
case "right":
return right;
case "bottom":
return bottom;
case "left":
return left;
default:
throw new Error("Unknown directionKey: " + directionKey);
}
};
/**
* Directional equivalents for converting from directions to keys.
*/
MapsHandlr.directionKeys = {
"xInc": "left",
"xDec": "right",
"yInc": "top",
"yDec": "bottom"
};
/**
* Opposite directions for when finding descending order Arrays.
*/
MapsHandlr.directionOpposites = {
"xInc": "xDec",
"xDec": "xInc",
"yInc": "yDec",
"yDec": "yInc"
};
return MapsHandlr;
})();
MapsHandlr_1.MapsHandlr = MapsHandlr;
})(MapsHandlr || (MapsHandlr = {}));