* Basic Game State Implementation

* Code Refactoring
This commit is contained in:
Indrajith K L
2021-08-02 13:48:25 +05:30
parent 2ff207a1d3
commit 7d988900e2
5 changed files with 48 additions and 18 deletions

17
game_state.wren Normal file
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@@ -0,0 +1,17 @@
class GameState {
construct new() {
}
switch(level) {
_currentLevel = level.new()
}
update() {
_currentLevel.update()
}
draw(dt) {
_currentLevel.draw(dt)
}
}

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@@ -3,33 +3,29 @@ import "graphics" for ImageData
import "math" for Math import "math" for Math
import "./layer_type" for LayerType import "./layer_type" for LayerType
class Level { class LevelMap {
construct new(levelName) { construct new(mapName) {
_levelData = Json.load("assets/%(levelName).json") _mapData = Json.load("assets/%(mapName).json")
var tileSheetData = _levelData["tilesets"][0] // Assuming I only use single tilesheet var tileSheetData = _mapData["tilesets"][0] // Assuming there is only a single tilesheet/level
_tileSheet = ImageData.loadFromFile("assets/%(tileSheetData["image"])") _tileSheet = ImageData.loadFromFile("assets/%(tileSheetData["image"])")
_tileSheetH = tileSheetData["imageheight"] _tileSheetH = tileSheetData["imageheight"]
_tileSheetW = tileSheetData["imagewidth"] _tileSheetW = tileSheetData["imagewidth"]
_tileH = tileSheetData["tileheight"] _tileH = tileSheetData["tileheight"]
_tileW = tileSheetData["tilewidth"] _tileW = tileSheetData["tilewidth"]
_levelHeight = _levelData["height"] _mapHeight = _mapData["height"]
_levelWidth = _levelData["width"] _mapWidth = _mapData["width"]
_layers = _levelData["layers"] _layers = _mapData["layers"]
_rows = Math.floor(_tileSheetW/_tileW) _rows = Math.floor(_tileSheetW/_tileW)
_cols = Math.floor(_tileSheetH/_tileH) _cols = Math.floor(_tileSheetH/_tileH)
} }
load(levelName) {
}
draw(x, y) { draw(x, y) {
var startX = x var startX = x
var startY = y var startY = y
for(layer in _layers) { for(layer in _layers) {
var index = 0 var index = 0
for(levelY in 0...(_levelHeight)) { for(mapYV in 0...(_mapHeight)) {
for(levelX in 0...(_levelWidth)) { for(mapXV in 0...(_mapWidth)) {
if((layer["type"] == LayerType.Tile) && (layer["visible"] == true)) { if((layer["type"] == LayerType.Tile) && (layer["visible"] == true)) {
var tileIndex = layer["data"][index] var tileIndex = layer["data"][index]
if (tileIndex > 0) { if (tileIndex > 0) {

14
levels/level1.wren Normal file
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@@ -0,0 +1,14 @@
import "./level_map" for LevelMap
class Level1 {
construct new() {
_level1 = LevelMap.new("level1")
}
update() {
}
draw(dt) {
_level1.draw(0,0)
}
}

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@@ -1,4 +1,4 @@
class Map { class Level2 {
construct new() { construct new() {
} }

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@@ -6,12 +6,14 @@ import "math" for Math
import "config" for Config import "config" for Config
import "input" for Keyboard import "input" for Keyboard
import "./controls" for Controls import "./controls" for Controls
import "./level" for Level import "./game_state" for GameState
import "./levels/level1" for Level1
class Main { class Main {
construct new() { construct new() {
Config.setup() Config.setup()
__level = Level.new("level1") __gameState = GameState.new()
__gameState.switch(Level1)
} }
init() { init() {
@@ -22,11 +24,12 @@ class Main {
if(Controls.detect(Config.KeyboardConstants["QUIT"])) { if(Controls.detect(Config.KeyboardConstants["QUIT"])) {
Process.exit(0) Process.exit(0)
} }
__gameState.update()
} }
draw(alpha) { draw(dt) {
Canvas.cls(Color.pink) Canvas.cls(Color.pink)
__level.draw(0,0) __gameState.draw(dt)
} }
} }