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index.ts
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const TILE_SIZE = 30;
const FPS = 30;
const SLEEP = 1000 / FPS;
enum RawTile {
AIR,
FLUX,
UNBREAKABLE,
PLAYER,
STONE, FALLING_STONE,
BOX, FALLING_BOX,
KEY1, LOCK1,
KEY2, LOCK2
}
enum RawInput {
UP, DOWN, LEFT, RIGHT
}
function assertExhausted(x: never):never { //항상 오류를 출력하거나 리턴 값을 절대로 내보내지 않는 리턴값
throw new Error("Unedpected object : " + x);
}
function transformTile(tile: RawTile){
switch (tile){
case RawTile.BOX: return new Box();
case RawTile.FALLING_BOX: return new FallingBox();
case RawTile.AIR: return new Air();
case RawTile.PLAYER: return new Player();
case RawTile.UNBREAKABLE: return new Unbreakable();
case RawTile.STONE: return new Stone();
case RawTile.FALLING_STONE: return new FallingStone();
case RawTile.FLUX: return new FallingBox();
case RawTile.KEY1: return new Key1();
case RawTile.LOCK1: return new Lock1();
case RawTile.KEY2: return new Key2();
case RawTile.LOCK2: return new Lock2();
default: assertExhausted(tile);
}
}
function transformMap(){
map = new Array(rawMap.length);
for (let y=0; y<rawMap.length; y++){
map[y] = new Array(rawMap[y].length);
for (let x=0; x<rawMap[y].length; x++){
map[y][x] = transformTile(rawMap[y][x]);
}
}
}
window.onload = () => {
transformMap();
gameLoop();
}
interface Input{
handle():void;
}
interface Tile{
isAir(): boolean;
isFlux(): boolean ;
isStone(): boolean;
isFallingStone():boolean;
isFallingBox():boolean;
isBox(): boolean;
isKey1(): boolean;
isKey2(): boolean;
isLock1(): boolean;
isLock2(): boolean;
draw(g:CanvasRenderingContext2D,x:number,y:number): void;
moveHorizontal(dx:number):void;
moveVertical(dy:number):void;
}
class Air implements Tile{
isAir(): boolean {return true;}
isBox(): boolean {return false;}
isFallingBox(): boolean {return false;}
isFallingStone(): boolean {return false;}
isFlux(): boolean {return false;}
isKey2(): boolean {return false;}
isKey1(): boolean {return false;}
isLock1(): boolean {return false;}
isLock2(): boolean {return false;}
isStone(): boolean{return false;}
draw(g: CanvasRenderingContext2D, x: number, y: number) {}
moveHorizontal(dx:number){
moveToTile(playerx+dx, playery);
}
moveVertical(dy: number) {
moveToTile(playerx, playery + dy);
}
}
class Player implements Tile{
isAir(): boolean {return true;}
isBox(): boolean {return false;}
isFallingBox(): boolean {return false;}
isFallingStone(): boolean {return false;}
isFlux(): boolean {return false;}
isKey2(): boolean {return false;}
isKey1(): boolean {return false;}
isLock1(): boolean {return false;}
isLock2(): boolean {return false;}
isStone(): boolean{return false;}
draw(g: CanvasRenderingContext2D, x: number, y: number) {}
moveHorizontal(dx: number) {}
moveVertical(dy:number){}
}
class Flux implements Tile{
isAir(): boolean {return false;}
isBox(): boolean {return false;}
isFallingBox(): boolean {return false;}
isFallingStone(): boolean {return false;}
isFlux(): boolean {return true;}
isKey2(): boolean {return false;}
isKey1(): boolean {return false;}
isLock1(): boolean {return false;}
isLock2(): boolean {return false;}
isStone(): boolean{return false;}
draw(g: CanvasRenderingContext2D, x: number, y: number) {
g.fillStyle = "#ccffcc";
g.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
moveHorizontal(dx:number){
moveToTile(playerx+dx, playery);
}
moveVertical(dy: number) {
moveToTile(playerx, playery + dy);
}
}
class Unbreakable implements Tile{
isAir(): boolean {return false;}
isBox(): boolean {return false;}
isFallingBox(): boolean {return false;}
isFallingStone(): boolean {return false;}
isFlux(): boolean {return false;}
isKey2(): boolean {return false;}
isKey1(): boolean {return false;}
isLock1(): boolean {return false;}
isLock2(): boolean {return false;}
isStone(): boolean{return false;}
draw(g: CanvasRenderingContext2D, x: number, y: number) {
g.fillStyle = "#999999";
g.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
moveHorizontal(dx: number) {}
moveVertical(dy:number){}
}
class Stone implements Tile{
isAir(): boolean {return false;}
isBox(): boolean {return false;}
isFallingBox(): boolean {return false;}
isFallingStone(): boolean {return false;}
isFlux(): boolean {return false;}
isKey2(): boolean {return false;}
isKey1(): boolean {return false;}
isLock1(): boolean {return false;}
isLock2(): boolean {return false;}
isStone(): boolean{return true;}
draw(g: CanvasRenderingContext2D, x: number, y: number) {
g.fillStyle = "#0000cc";
g.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
moveHorizontal(dx: number) {
if (map[playery][playerx + dx + dx].isAir() && !map[playery + 1][playerx + dx].isAir()) {
map[playery][playerx + dx + dx] = this;
}
}
moveVertical(dy:number){}
}
class FallingStone implements Tile{
isAir(): boolean {return false;}
isBox(): boolean {return false;}
isFallingBox(): boolean {return false;}
isFallingStone(): boolean {return true;}
isFlux(): boolean {return false;}
isKey2(): boolean {return false;}
isKey1(): boolean {return false;}
isLock1(): boolean {return false;}
isLock2(): boolean {return false;}
isStone(): boolean{return false;}
draw(g: CanvasRenderingContext2D, x: number, y: number) {
g.fillStyle = "#0000cc";
g.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
moveHorizontal(dx: number) {}
moveVertical(dy:number){}
}
class Box implements Tile{
isAir(): boolean {return false;}
isBox(): boolean {return true;}
isFallingBox(): boolean {return false;}
isFallingStone(): boolean {return false;}
isFlux(): boolean {return false;}
isKey2(): boolean {return false;}
isKey1(): boolean {return false;}
isLock1(): boolean {return false;}
isLock2(): boolean {return false;}
isStone(): boolean{return false;}
draw(g: CanvasRenderingContext2D, x: number, y: number) {
g.fillStyle = "#8b4513";
g.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
moveHorizontal(dx: number) {
if (map[playery][playerx + dx + dx].isAir() && !map[playery + 1][playerx + dx].isAir()) {
map[playery][playerx + dx + dx] = this;
}
}
moveVertical(dy:number){}
}
class FallingBox implements Tile{
isAir(): boolean {return false;}
isBox(): boolean {return false;}
isFallingBox(): boolean {return true;}
isFallingStone(): boolean {return false;}
isFlux(): boolean {return false;}
isKey2(): boolean {return false;}
isKey1(): boolean {return false;}
isLock1(): boolean {return false;}
isLock2(): boolean {return false;}
isStone(): boolean{return false;}
draw(g: CanvasRenderingContext2D, x: number, y: number) {
g.fillStyle = "#8b4513";
g.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
moveHorizontal(dx: number) {}
moveVertical(dy:number){}
}
class Key1 implements Tile{
isAir(): boolean {return false;}
isBox(): boolean {return false;}
isFallingBox(): boolean {return false;}
isFallingStone(): boolean {return false;}
isFlux(): boolean {return false;}
isKey2(): boolean {return false;}
isKey1(): boolean {return true;}
isLock1(): boolean {return false;}
isLock2(): boolean {return false;}
isStone(): boolean{return false;}
draw(g: CanvasRenderingContext2D, x: number, y: number) {
g.fillStyle = "#ffcc00";
g.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
moveHorizontal(dx: number) {
removeLock1();
moveToTile(playerx + dx, playery);
}
moveVertical(dy: number) {
removeLock1();
moveToTile(playerx, playery + dy);
}
}
class Key2 implements Tile{
isAir(): boolean {return false;}
isBox(): boolean {return false;}
isFallingBox(): boolean {return false;}
isFallingStone(): boolean {return false;}
isFlux(): boolean {return false;}
isKey2(): boolean {return true;}
isKey1(): boolean {return false;}
isLock1(): boolean {return false;}
isLock2(): boolean {return false;}
isStone(): boolean{return false;}
draw(g: CanvasRenderingContext2D, x: number, y: number) {
g.fillStyle = "#00ccff";
g.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
moveHorizontal(dx: number) {
removeLock2();
moveToTile(playerx + dx, playery);
}
moveVertical(dy: number) {
removeLock2();
moveToTile(playerx, playery + dy);
}
}
class Lock1 implements Tile{
isAir(): boolean {return false;}
isBox(): boolean {return false;}
isFallingBox(): boolean {return false;}
isFallingStone(): boolean {return false;}
isFlux(): boolean {return false;}
isKey2(): boolean {return false;}
isKey1(): boolean {return false;}
isLock1(): boolean {return true;}
isLock2(): boolean {return false;}
isStone(): boolean{return false;}
draw(g: CanvasRenderingContext2D, x: number, y: number) {
g.fillStyle = "#ffcc00";
g.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
moveHorizontal(dx: number) {}
moveVertical(dy:number){}
}
class Lock2 implements Tile{
isAir(): boolean {return false;}
isBox(): boolean {return false;}
isFallingBox(): boolean {return false;}
isFallingStone(): boolean {return false;}
isFlux(): boolean {return false;}
isKey2(): boolean {return false;}
isKey1(): boolean {return false;}
isLock1(): boolean {return false;}
isLock2(): boolean {return true;}
isStone(): boolean{return false;}
draw(g: CanvasRenderingContext2D, x: number, y: number) {
g.fillStyle = "#00ccff";
g.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
moveHorizontal(dx: number) {}
moveVertical(dy:number){}
}
class Right implements Input{
handle(){moveHorizontal(1);}
}
class Left implements Input{
handle(){moveHorizontal(-1);}
}
class Up implements Input{
handle(){moveVertical(-1);}
}
class Down implements Input{
handle(){moveVertical(1);}
}
let playerx = 1;
let playery = 1;
let rawMap: RawTile[][] = [
[2, 2, 2, 2, 2, 2, 2, 2],
[2, 3, 0, 1, 1, 2, 0, 2],
[2, 4, 2, 6, 1, 2, 0, 2],
[2, 8, 4, 1, 1, 2, 0, 2],
[2, 4, 1, 1, 1, 9, 0, 2],
[2, 2, 2, 2, 2, 2, 2, 2],
];
let map: Tile[][];
let inputs: Input[] = [];
function removeLock1() {
for (let y = 0; y < map.length; y++) {
for (let x = 0; x < map[y].length; x++) {
if (map[y][x].isLock1()) {
map[y][x] = new Air();
}
}
}
}
function removeLock2() {
for (let y = 0; y < map.length; y++) {
for (let x = 0; x < map[y].length; x++) {
if (map[y][x].isLock2()) {
map[y][x] = new Air();
}
}
}
}
function moveToTile(newx: number, newy: number) {
map[playery][playerx] = new Air();
map[newy][newx] = new Player();
playerx = newx;
playery = newy;
}
function moveHorizontal(dx: number) {
map[playery][playerx+dx].moveHorizontal(dx);
}
//TODO: 얘를 없애기
function moveVertical(dy: number) {
map[playery+dy][playerx].moveVertical(dy);
}
function update() {
handleInputs();
updateMap();
}
function handleInputs(){
while (inputs.length > 0) {
let input = inputs.pop();
input.handle();
}
}
function updateMap(){
for (let y = map.length - 1; y >= 0; y--) {
for (let x = 0; x < map[y].length; x++) {
updateTile(x,y);
}
}
}
function updateTile(x:number, y:number){
if ((map[y][x].isStone() || map[y][x].isFallingStone())
&& map[y + 1][x].isAir()) {
map[y + 1][x].isFallingStone();
map[y][x].isAir();
} else if ((map[y][x].isBox() || map[y][x].isFallingBox())
&& map[y + 1][x].isAir()) {
map[y + 1][x].isFallingBox();
map[y][x].isAir();
} else if (map[y][x].isFallingStone()) {
map[y][x].isStone();
} else if (map[y][x].isFallingBox()) {
map[y][x].isBox();
}
}
function createGraphics() {
let canvas = document.getElementById("GameCanvas") as HTMLCanvasElement;
let g = canvas.getContext("2d");
g.clearRect(0, 0, canvas.width, canvas.height); //메서드 호출
return g;
}
function draw() {
let g = createGraphics();
//메서드 전
drawMap(g);
drawPlayer(g);
function drawMap(g:CanvasRenderingContext2D){
// Draw map
for (let y = 0; y < map.length; y++) {
for (let x = 0; x < map[y].length; x++) {
drawTile(g,x,y);
}
}
}
function drawTile(g:CanvasRenderingContext2D,x:number,y:number){
map[y][x].draw(g,x,y);
// map[y][x].color(g);
// if (!map[y][x].isAir() && !map[y][x].isPlayer())
// g.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
function drawPlayer(g:CanvasRenderingContext2D){
// Draw player
g.fillStyle = "#ff0000";
g.fillRect(playerx * TILE_SIZE, playery * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
}
function gameLoop() {
let before = Date.now();
update();
draw();
let after = Date.now();
let frameTime = after - before;
let sleep = SLEEP - frameTime;
setTimeout(() => gameLoop(), sleep);
}
window.onload = () => {
gameLoop();
}
const LEFT_KEY = "ArrowLeft";
const UP_KEY = "ArrowUp";
const RIGHT_KEY = "ArrowRight";
const DOWN_KEY = "ArrowDown";
window.addEventListener("keydown", e => {
if (e.key === LEFT_KEY || e.key === "a") inputs.push(new Left());
else if (e.key === UP_KEY || e.key === "w") inputs.push(new Up());
else if (e.key === RIGHT_KEY || e.key === "d") inputs.push(new Right());
else if (e.key === DOWN_KEY || e.key === "s") inputs.push(new Down());
});