* Basic Game State Implementation
* Code Refactoring
This commit is contained in:
17
game_state.wren
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17
game_state.wren
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class GameState {
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construct new() {
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}
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switch(level) {
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_currentLevel = level.new()
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}
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update() {
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_currentLevel.update()
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}
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draw(dt) {
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_currentLevel.draw(dt)
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}
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}
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@@ -3,33 +3,29 @@ import "graphics" for ImageData
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import "math" for Math
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import "math" for Math
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import "./layer_type" for LayerType
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import "./layer_type" for LayerType
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class Level {
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class LevelMap {
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construct new(levelName) {
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construct new(mapName) {
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_levelData = Json.load("assets/%(levelName).json")
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_mapData = Json.load("assets/%(mapName).json")
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var tileSheetData = _levelData["tilesets"][0] // Assuming I only use single tilesheet
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var tileSheetData = _mapData["tilesets"][0] // Assuming there is only a single tilesheet/level
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_tileSheet = ImageData.loadFromFile("assets/%(tileSheetData["image"])")
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_tileSheet = ImageData.loadFromFile("assets/%(tileSheetData["image"])")
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_tileSheetH = tileSheetData["imageheight"]
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_tileSheetH = tileSheetData["imageheight"]
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_tileSheetW = tileSheetData["imagewidth"]
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_tileSheetW = tileSheetData["imagewidth"]
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_tileH = tileSheetData["tileheight"]
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_tileH = tileSheetData["tileheight"]
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_tileW = tileSheetData["tilewidth"]
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_tileW = tileSheetData["tilewidth"]
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_levelHeight = _levelData["height"]
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_mapHeight = _mapData["height"]
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_levelWidth = _levelData["width"]
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_mapWidth = _mapData["width"]
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_layers = _levelData["layers"]
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_layers = _mapData["layers"]
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_rows = Math.floor(_tileSheetW/_tileW)
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_rows = Math.floor(_tileSheetW/_tileW)
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_cols = Math.floor(_tileSheetH/_tileH)
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_cols = Math.floor(_tileSheetH/_tileH)
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}
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}
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load(levelName) {
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}
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draw(x, y) {
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draw(x, y) {
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var startX = x
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var startX = x
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var startY = y
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var startY = y
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for(layer in _layers) {
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for(layer in _layers) {
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var index = 0
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var index = 0
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for(levelY in 0...(_levelHeight)) {
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for(mapYV in 0...(_mapHeight)) {
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for(levelX in 0...(_levelWidth)) {
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for(mapXV in 0...(_mapWidth)) {
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if((layer["type"] == LayerType.Tile) && (layer["visible"] == true)) {
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if((layer["type"] == LayerType.Tile) && (layer["visible"] == true)) {
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var tileIndex = layer["data"][index]
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var tileIndex = layer["data"][index]
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if (tileIndex > 0) {
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if (tileIndex > 0) {
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14
levels/level1.wren
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14
levels/level1.wren
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@@ -0,0 +1,14 @@
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import "./level_map" for LevelMap
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class Level1 {
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construct new() {
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_level1 = LevelMap.new("level1")
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}
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update() {
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}
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draw(dt) {
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_level1.draw(0,0)
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}
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}
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@@ -1,4 +1,4 @@
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class Map {
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class Level2 {
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construct new() {
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construct new() {
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}
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}
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11
main.wren
11
main.wren
@@ -6,12 +6,14 @@ import "math" for Math
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import "config" for Config
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import "config" for Config
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import "input" for Keyboard
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import "input" for Keyboard
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import "./controls" for Controls
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import "./controls" for Controls
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import "./level" for Level
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import "./game_state" for GameState
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import "./levels/level1" for Level1
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class Main {
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class Main {
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construct new() {
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construct new() {
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Config.setup()
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Config.setup()
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__level = Level.new("level1")
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__gameState = GameState.new()
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__gameState.switch(Level1)
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}
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}
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init() {
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init() {
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@@ -22,11 +24,12 @@ class Main {
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if(Controls.detect(Config.KeyboardConstants["QUIT"])) {
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if(Controls.detect(Config.KeyboardConstants["QUIT"])) {
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Process.exit(0)
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Process.exit(0)
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}
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}
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__gameState.update()
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}
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}
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draw(alpha) {
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draw(dt) {
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Canvas.cls(Color.pink)
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Canvas.cls(Color.pink)
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__level.draw(0,0)
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__gameState.draw(dt)
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}
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}
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}
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}
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