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tsgames/src/games/text-dungeon/index.ts

182 lines
7.0 KiB
TypeScript

import { Color, TextDisplay } from '@common/display/text';
import Input from '@common/input';
import { Inventory } from '@common/rpg/components/inventory';
import { Item } from '@common/rpg/components/item';
import { Position } from '@common/rpg/components/position';
import { World } from '@common/rpg/core/world';
import { TextDisplaySystem } from '@common/rpg/systems/render/text';
import { nextFrame } from '@common/utils';
import './assets/style.css';
import { Direction, getOppositeDirection, MAP_HEIGHT, MAP_WIDTH, MAP_X, MAP_Y, ROOM_AREA_HEIGHT, ROOM_AREA_WIDTH, ROOM_AREA_X, ROOM_AREA_Y } from './const';
import { getPossibleRoomsCount, getRoom, getRoomsCount, getRoomsForLayer, getMapRoomChar, Room, Door } from './room';
import { createPlayer, Player } from './player';
export default async function main() {
const world = new World();
const display = new TextDisplay();
world.addSystem(new TextDisplaySystem(display));
display.drawTextInBox(8, 11, 'Use arrow keys to move\nSHIFT to run\nSPACE to activate\nAWOO!', { fg: Color.CYAN });
let roomEntity = getRoom(world, 0, 0, 0);
let room = roomEntity?.get(Room);
if (!room) {
throw new Error('No room found');
}
room.onEnter();
const playerEntity = createPlayer(world, (room.x + room.width / 2) | 0, (room.y + room.height / 2) | 0);
const player = playerEntity.get(Player);
if (!player) {
throw new Error('No player found');
}
function drawRoom() {
if (!room) return;
display.drawBox(ROOM_AREA_X, ROOM_AREA_Y, ROOM_AREA_WIDTH - 2, ROOM_AREA_HEIGHT - 2, { fill: ' ' });
display.drawBox(room.x, room.y, room.width, room.height, { fill: ['.', Color.GRAY] });
}
function drawMap() {
display.drawBox(MAP_X, MAP_Y, MAP_WIDTH - 2, MAP_HEIGHT - 2, { fill: [' '], title: 'Map' });
const worldPos = roomEntity.get(Position, 'world');
const centerX = worldPos ? worldPos.state.x - MAP_X - MAP_WIDTH / 2 : 0;
const centerY = worldPos ? worldPos.state.y - MAP_Y - MAP_HEIGHT / 2 : 0;
const worldZ = worldPos ? worldPos.state.z : 0;
for (const room of getRoomsForLayer(world, worldZ)) {
const roomPos = room.get(Position, 'world');
const worldX = roomPos ? roomPos.state.x : 0;
const worldY = roomPos ? roomPos.state.y : 0;
const x = Math.round(worldX - centerX);
const y = Math.round(worldY - centerY);
if (x > MAP_X && x < MAP_X + MAP_WIDTH - 1 && y > MAP_Y && y < MAP_Y + MAP_HEIGHT - 1) {
const char = getMapRoomChar(room);
display.setChar(x, y, [char, room === roomEntity ? Color.YELLOW : Color.WHITE]);
}
}
}
function drawInfo() {
const worldPos = roomEntity.get(Position, 'world');
const coords = worldPos ? `${worldPos.state.x},${worldPos.state.y},${worldPos.state.z}`.padStart(9) : '0,0,0';
const foundRooms = getRoomsCount(world);
const totalRooms = getPossibleRoomsCount(world);
const rooms = `${foundRooms}/${totalRooms}${foundRooms === totalRooms ? '' : '+'}`.padStart(coords.length - 2);
const inv = playerEntity.get(Inventory);
const foundItems = inv ? Object.values(inv.state.slots).length : 0;
const totalItems = Array.from(world.query(Item)).length;
const items = `${foundItems}/${totalItems}`.padStart(coords.length - 2);
display.drawTextInBox(0, 0, `Pos: ${coords}\nRooms: ${rooms}\nItems: ${items}`, { fg: Color.YELLOW, title: 'Info' });
}
let lastMove = Date.now();
function handleInput() {
if (!room || !player) return;
Input.updateKeys();
const isSpacePressed = Input.isPressed(Input.KeyCode.SPACE);
if (Date.now() - lastMove < 75 && !Input.isHeld(Input.KeyCode.SHIFT) && !isSpacePressed) return;
lastMove = Date.now();
let newX = player.x;
let newY = player.y;
let moved = isSpacePressed;
if (Input.isHeld(Input.KeyCode.UP)) {
newY--;
moved = true;
}
if (Input.isHeld(Input.KeyCode.DOWN)) {
newY++;
moved = true;
}
if (Input.isHeld(Input.KeyCode.LEFT)) {
newX--;
moved = true;
}
if (Input.isHeld(Input.KeyCode.RIGHT)) {
newX++;
moved = true;
}
if (moved) {
const activatedDoor = room.getActivatedDoor(newX, newY);
if (activatedDoor) {
const shouldTravel = ![Direction.UP, Direction.DOWN].includes(activatedDoor.direction) || isSpacePressed;
if (shouldTravel) {
room.onLeave();
roomEntity = getRoom(world, activatedDoor.worldX, activatedDoor.worldY, activatedDoor.worldZ);
room = roomEntity.get(Room);
if (!room) return;
room.onEnter();
const oppositeDoor = room.getDoor(getOppositeDirection(activatedDoor.direction));
if (oppositeDoor) {
switch (activatedDoor.direction) {
case Direction.NORTH:
newX = oppositeDoor.x + 1;
newY = oppositeDoor.y - 1;
break;
case Direction.SOUTH:
newX = oppositeDoor.x + 1;
newY = oppositeDoor.y + 1;
break;
case Direction.EAST:
newX = oppositeDoor.x + 1;
newY = oppositeDoor.y + 1;
break;
case Direction.WEST:
newX = oppositeDoor.x - 1;
newY = oppositeDoor.y + 1;
break;
case Direction.UP:
case Direction.DOWN:
newX = oppositeDoor.x;
newY = oppositeDoor.y;
break;
}
} else {
newX = room.x + room.width / 2;
newY = room.y + room.height / 2;
}
}
} else {
if (newX < room.x + 1 || newX >= room.x + room.width + 1) {
newX = player.x;
}
if (newY < room.y + 1 || newY >= room.y + room.height + 1) {
newY = player.y;
}
}
// const pickedItem = room.pickItem(newX, newY);
// if (pickedItem) {
// player.addItem(pickedItem);
// }
player.x = newX;
player.y = newY;
}
}
while (true) {
const dt = await nextFrame();
handleInput();
drawRoom();
drawMap();
drawInfo();
world.update(dt);
}
}