96 lines
3.1 KiB
JavaScript
96 lines
3.1 KiB
JavaScript
/**
|
|
* Represents a map (level)
|
|
*
|
|
* Copyright (C) 2012 Mike Gerwitz
|
|
*
|
|
* This program is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU Affero General Public License as published by
|
|
* the Free Software Foundation, either version 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU Affero General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Affero General Public License
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*
|
|
*
|
|
* The details on exactly how the map data is stored is left to specific
|
|
* implementations. However, the following is common to each file format:
|
|
*
|
|
* - All game objects for the playfield should be returned in columns rather
|
|
* than rows. This is an artifact from the original game and is left as is
|
|
* because it is no more difficult to work with than rows (just less
|
|
* natural).
|
|
* - Tunnels are identified by the bitmask 0x40 and their id can be calculated
|
|
* by XORing with the bitmask and then dividing by two. For example, a
|
|
* tunnel identified by index 0 is 0x40, index 1 is 0x42, and so on.
|
|
*/
|
|
|
|
|
|
/**
|
|
* Represents a map (level)
|
|
*
|
|
* Maps simply act as basic wrappers around a set of maps, returning only the
|
|
* data associated with the requested map. This allows the data to be lazily
|
|
* sliced out of the map file.
|
|
*
|
|
* Note that this interface specifies a constructor definition; this allows it
|
|
* to be used in place of a separate Factory class.
|
|
*/
|
|
ltjs.Map = Interface( 'Map',
|
|
{
|
|
/**
|
|
* Initialize map with map data and the given id
|
|
*
|
|
* @param {ltjs.MapSet} set map set data
|
|
* @param {number} id 1-indexed map id
|
|
*/
|
|
__construct: [ 'set', 'id' ],
|
|
|
|
|
|
/**
|
|
* Retrieve game objects
|
|
*
|
|
* The game objects are expected to be returned in a manner consistent with
|
|
* the original sources - in columns, not rows. The reason for this is that
|
|
* the original game uses a multi-dimensional array [x][y], which creates
|
|
* an array of columns (TPLAYFIELD, LTANK.H).
|
|
*
|
|
* @return {Array.<number>} array of game objects
|
|
*/
|
|
'public getObjects': [],
|
|
|
|
|
|
/**
|
|
* Retrieve map dimensions
|
|
*
|
|
* @return {Array.<number>} width and height in tiles
|
|
*/
|
|
'public getDimensions': [],
|
|
|
|
|
|
/**
|
|
* Retrieve map of object codes to their appropriate tiles
|
|
*
|
|
* @return {Array.<string>}
|
|
*/
|
|
'public getObjectTileMap': [],
|
|
|
|
|
|
/**
|
|
* Retrieve tunnel colors
|
|
*
|
|
* These colors will be rendered in the background and will bleed through
|
|
* the transparent portions of the tile. A total of eight colors should be
|
|
* returned. They may be specified in any CSS format, but explicit values
|
|
* are recommended since color names (e.g. 'green') can vary between
|
|
* environments.
|
|
*
|
|
* @return {Array.<string>}
|
|
*/
|
|
'public getTunnelColors': []
|
|
} );
|