pxt-calliope/tests/pac-man-runaway.ts

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2016-07-22 16:18:38 +02:00
let levelTime: number
let person: Entity
let monsters: Entity[]
let totalMonsters: number
let playing: boolean
let gameSuspended: boolean
let busyPos: Point[]
class Entity {
public x: number
public y: number
public dirX: number
public dirY: number
public hitHorizontalWall(): boolean {
return this.y == 0 && this.dirY == -1 || this.y == 4 && this.dirY == 1
}
public hitVerticalWall(): boolean {
return this.x == 0 && this.dirX == -1 || this.x == 4 && this.dirX == 1
}
public possHorizontalDir(): number {
if (this.x == 0) {
return 1
} else if (this.x == 4) {
return - 1
} else {
return Math.random(2) * 2 - 1
}
}
public possVerticalDir(): number {
if (this.y == 0) {
return 1
} else if (this.y == 4) {
return - 1
} else {
return Math.random(2) * 2 - 1
}
}
public collidesX(p2: Entity): boolean {
return this.y == p2.y && this.y + this.dirY == p2.y + p2.dirY && (this.x + this.dirX == p2.x || this.x + this.dirX == p2.x + p2.dirX || p2.x + p2.dirX == this.x)
}
public collidesY(p2: Entity): boolean {
return this.x == p2.x && this.x + this.dirX == p2.x + p2.dirX && (this.y + this.dirY == p2.y || this.y + this.dirY == p2.y + p2.dirY || p2.y + p2.dirY == this.y)
}
public move1() {
this.x = this.x + this.dirX
this.y = this.y + this.dirY
}
public towardsX(p2: Entity): number {
return Math.sign(p2.x - this.x)
}
public towardsY(p2: Entity): number {
return Math.sign(p2.y - this.y)
}
public plot() {
led.plot(this.x, this.y)
}
public blink() {
led.plot(this.x, this.y)
basic.pause(125)
led.unplot(this.x, this.y)
basic.pause(125)
led.plot(this.x, this.y)
}
}
class Point {
public x: number
public y: number
}
initializeState()
redraw()
basic.pause(1000)
basic.forever(() => {
levelTime = levelTime + 12
basic.pause(12)
if (!playing) {
levelTime = 0
playing = true
}
if (levelTime >= 5000) {
gameSuspended = true
game.levelUp()
levelUp()
levelTime = 0
resetState()
redraw()
basic.pause(1000)
gameSuspended = false
}
})
basic.forever(() => {
if (!gameSuspended) {
logic()
redraw()
basic.pause(500)
}
})
input.onButtonPressed(Button.A, () => {
let temp = Math.abs(person.dirX) * (-1)
person.dirX = Math.abs(person.dirY) * (-1)
person.dirY = temp
})
input.onButtonPressed(Button.B, () => {
let temp1 = Math.abs(person.dirX)
person.dirX = Math.abs(person.dirY)
person.dirY = temp1
})
function redraw() {
basic.clearScreen()
person.plot()
for (let i = 0; i < totalMonsters; i++) {
monsters[i].blink()
}
}
function initializeState() {
person = new Entity()
playing = false
busyPos = ([] as Point[])
let busyPos1 = new Point()
busyPos1.x = 1
busyPos1.y = 1
let busyPos2 = new Point()
busyPos2.x = 1
busyPos2.y = 3
let busyPos3 = new Point()
busyPos3.x = 3
busyPos3.y = 1
busyPos.push(busyPos1)
busyPos.push(busyPos2)
busyPos.push(busyPos3)
monsters = ([] as Entity[])
addMonster()
resetState()
}
function logic() {
if (person.hitHorizontalWall()) {
person.dirY = 0
person.dirX = person.possHorizontalDir()
}
if (person.hitVerticalWall()) {
person.dirX = 0
person.dirY = person.possVerticalDir()
}
let lost = false
for (let i = 0; i < totalMonsters; i++) {
let m = monsters[i]
m.dirX = m.towardsX(person)
m.dirY = m.towardsY(person)
if (m.dirX != 0 && m.dirY != 0) {
let x = Math.random(2)
if (x == 1) {
m.dirX = 0
} else {
m.dirY = 0
}
}
if (person.collidesX(m) || person.collidesY(m)) {
lost = true
}
}
if (!lost) {
moveAll()
} else {
loseLife()
}
}
function loseLife() {
moveAll()
basic.pause(500)
basic.showLeds(`
. # . # .
. . # . .
. . . . .
. # # # .
# . . . #
`, 400)
basic.pause(1000)
basic.clearScreen()
game.removeLife(1)
playing = false
resetState()
}
function moveAll() {
person.move1()
for (let i = 0; i < totalMonsters; i++) {
monsters[i].move1()
}
}
function addMonster() {
let m = new Entity()
monsters.push(m)
totalMonsters = totalMonsters + 1
}
function levelUp() {
addMonster()
}
function resetState() {
levelTime = 0
game.setLife(5)
person.x = 4
person.y = 4
person.dirX = -1
person.dirY = 0
for (let i = 0; i < totalMonsters; i++) {
let busy = busyPos[i]
let m = monsters[i]
m.x = (busy.x + Math.random(3)) - 1
m.y = (busy.y + Math.random(3)) - 1
}
}