113 lines
3.5 KiB
JavaScript
113 lines
3.5 KiB
JavaScript
/**
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* Represents a map (level)
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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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* The details on exactly how the map data is stored is left to specific
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* implementations. However, the following is common to each file format:
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*
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* - All game objects for the playfield should be returned in columns rather
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* than rows. This is an artifact from the original game and is left as is
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* because it is no more difficult to work with than rows (just less
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* natural).
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* - Tunnels are identified by the bitmask 0x40 and their id can be calculated
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* by XORing with the bitmask and then dividing by two. For example, a
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* tunnel identified by index 0 is 0x40, index 1 is 0x42, and so on.
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*/
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/**
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* Represents a map (level)
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*
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* Maps simply act as basic wrappers around a set of maps, returning only the
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* data associated with the requested map. This allows the data to be lazily
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* sliced out of the map file.
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*
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* Note that this interface specifies a constructor definition; this allows it
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* to be used in place of a separate Factory class.
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*/
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ltjs.Map = Interface( 'Map',
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{
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/**
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* Initialize map with map data and the given id
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*
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* @param {ltjs.MapSet} set map set data
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* @param {number} id 1-indexed map id
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*/
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__construct: [ 'set', 'id' ],
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/**
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* Retrieve game objects
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*
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* The game objects are expected to be returned in a manner consistent with
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* the original sources - in columns, not rows. The reason for this is that
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* the original game uses a multi-dimensional array [x][y], which creates
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* an array of columns (TPLAYFIELD, LTANK.H).
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*
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* @return {Array.<number>} array of game objects
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*/
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'public getObjects': [],
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/**
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* Retrieve map dimensions
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*
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* @return {Array.<number>} width and height in tiles
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*/
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'public getDimensions': [],
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/**
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* Retrieve map of object codes to their appropriate tiles
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*
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* @return {Array.<string>}
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*/
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'public getObjectTileMap': [],
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/**
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* Retrieve tunnel color
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*
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* The color will be rendered in the background and will bleed through the
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* transparent portions of the tile. The color may be specified in any CSS
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* format, but explicit values are recommended since color names (e.g.
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* 'green') can vary between environments.
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*
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* @param {number} object_id tunnel object id
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*
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* @return {string} tunnel color or reasonable default if invalid obj id
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*/
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'public getTunnelColor': [ 'object_id' ],
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/**
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* Determines if the given object is a tunnel
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*
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* @return {boolean} true if tunnel, otherwise false
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*/
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'public isObjectTunnel': [ 'object_id' ],
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/**
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* Retrieve size of map in bytes
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*
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* @return {number} size of map in bytes
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*/
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'public static getMapSize': []
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} );
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