2012-03-27 21:34:33 -04:00
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/**
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* Interface representing a facade for a game type
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*
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* Copyright (C) 2012 Mike Gerwitz
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
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*
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* You should have received a copy of the GNU Affero General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* Facade for the classic (original) game of LaserTank
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*/
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ltjs.ClassicGame = Class( 'ClassicGame' )
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.implement( ltjs.Game )
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.extend(
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{
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/**
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* LTG loader
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* @type {ltjs.LtgLoader}
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*/
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'private _ltgLoader': null,
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/**
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* Tile masker
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* @type {ltjs.TileMasker}
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*/
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'private _masker': null,
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/**
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* Tiles
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* @type {Object.<Object>}
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*/
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'private _tileSet': null,
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/**
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* Set of available maps
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* @type {ltjs.MapSet}
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*/
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'private _mapSet': null,
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/**
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* Event handlers
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* @type {Object.<Function>}
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*/
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'private _callback': {},
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/**
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* Performs map rendering
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* @type {ltjs.MapRender}
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*/
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'private _render': null,
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2013-01-17 23:56:40 -05:00
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/**
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* Classic game object factory
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* @type {ltjs.ClassicGameObjectFactory}
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*/
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'private _gameObjFactory': null,
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2012-03-27 21:34:33 -04:00
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/**
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* Initialize game with LTG and LVL data
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*
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* The LTG and LVL data can be changed at any time, but are required in the
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* constructor because they are needed in order for the game to be
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* functional.
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*
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* @param {string} ltg_data binary string containing LTG file data
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* @param {string} lvl_data binary string containing LVL file data
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*/
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__construct: function( ltg_data, lvl_data )
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{
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var _self = this;
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this._ltgLoader = ltjs.LtgLoader();
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this._masker = ltjs.TileMasker( ltjs.ClassicTileDfn() );
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2013-01-17 23:56:40 -05:00
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this._gameObjFactory = ltjs.ClassicGameObjectFactory();
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2012-03-27 21:34:33 -04:00
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// load initial tile and map data from the LTG and LVL data
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this.setTileData( ltg_data, function()
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{
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this.setMapData( lvl_data, function()
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{
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_self._trigger( 'ready' );
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} );
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} );
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},
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/**
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* Render to the given 2d canvas context
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*
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* @param {CanvasRenderingContext2d} ctx 2d canvas context
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*
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* @return {ClassicGame} self
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*/
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'public renderTo': function( ctx )
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{
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// if there is a previous renderer, free its canvas before continuing
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// (to both clean up and to free any locks, allowing for tile set and
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// map changes)
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if ( this._render )
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{
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this._render.clearCanvas();
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}
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2013-01-17 23:56:40 -05:00
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var map = this._mapSet.getMapByNumber( 1 );
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var map_state = ltjs.MapState( map, this._gameObjFactory );
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2012-03-27 21:34:33 -04:00
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// render the first map (hardcoded for now)
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this._render = ltjs.MapRender( ctx, this._tileSet )
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.render( map, map_state );
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// POC
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window.onkeydown = function( event )
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{
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var dir;
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switch ( event.keyCode )
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{
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case 37:
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case 38:
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case 39:
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case 40:
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dir = event.keyCode - 37;
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break;
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default:
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return;
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}
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map_state.movePlayer( dir );
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};
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2012-03-27 21:34:33 -04:00
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return this;
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},
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/**
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* Set LTG data for tiles
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*
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* @param {string} data binary string containing LTG data
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* @param {function()} callback function to call when complete
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*
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* @return {ClassicGame} self
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*/
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'public setTileData': function( data, callback )
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{
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// get tile metadata
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var _self = this,
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meta = this._ltgLoader.fromString( data );
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this._masker.getMaskedTiles( meta.tiles, meta.mask, function( tdata )
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{
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_self._tileSet = tdata;
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callback.call( _self.__inst );
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} );
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return this;
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},
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/**
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* Set LVL data for maps
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*
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* @param {string} data binary string containing LVL data
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* @param {function()} callback function to call when complete
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*
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* @return {ClassicGame} self
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*/
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'public setMapData': function( data, callback )
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{
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this._mapSet = ltjs.MapSet( data, ltjs.ClassicMap );
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callback.call( this.__inst );
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return this;
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},
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/**
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* Attach event handler
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*
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* This is a very basic system and allows for only a single event to be
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* attached at a time (that is all that is needed at this point)
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*
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* @param {string} name event name
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* @param {Function} callback event callback
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*
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* @return {ClassicGame} self
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*/
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'public on': function( name, callback )
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{
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this._callback[ name ] = callback;
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return this;
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},
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/**
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* Trigger an event, invoking its callback
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*
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* @param {string} name event name
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*
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* @return {ClassicGame} self
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*/
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'private _trigger': function( name )
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{
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if ( typeof this._callback[ name ] === 'function' )
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{
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this._callback[ name ].call( this.__inst );
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}
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}
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} );
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