a93febb5b7
* add image and deprecated arrow functions * update locales * map basic.showArrow * map arrow blocks * map & remove arrow images * remove arrow blocks * update locales * remove & patch: rgbw -> rgb button/pin pressed -> button/pin event loudness -> soundLevel * update ts mappings for arrows * add wip ts patch rules * update .blocks files * use Click instead of Down as default in Documentation and tests * patch test.blocks * fix lowercase name tag * update test.blocks * update blocks test files * update blocks test files * format block files * pass blocks file tests * fix ts mapping * fix color.defl value closes https://github.com/microsoft/pxt-calliope/issues/136 * fix ts mappings - add optional spacing at the end of rgbw() - map up to v4.0.19 * add suggested changes * replace innerText by textContent Co-authored-by: JW <gitkraken@juriwolf.de> Co-authored-by: Juri <info@juriwolf.de>
231 lines
5.0 KiB
TypeScript
231 lines
5.0 KiB
TypeScript
let levelTime: number
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let person: Entity
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let monsters: Entity[]
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let totalMonsters: number
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let playing: boolean
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let gameSuspended: boolean
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let busyPos: Point[]
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class Entity {
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public x: number
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public y: number
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public dirX: number
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public dirY: number
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public hitHorizontalWall(): boolean {
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return this.y == 0 && this.dirY == -1 || this.y == 4 && this.dirY == 1
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}
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public hitVerticalWall(): boolean {
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return this.x == 0 && this.dirX == -1 || this.x == 4 && this.dirX == 1
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}
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public possHorizontalDir(): number {
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if (this.x == 0) {
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return 1
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} else if (this.x == 4) {
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return - 1
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} else {
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return Math.randomInt(2) * 2 - 1
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}
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}
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public possVerticalDir(): number {
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if (this.y == 0) {
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return 1
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} else if (this.y == 4) {
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return - 1
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} else {
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return Math.randomInt(2) * 2 - 1
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}
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}
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public collidesX(p2: Entity): boolean {
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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)
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}
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public collidesY(p2: Entity): boolean {
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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)
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}
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public move1() {
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this.x = this.x + this.dirX
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this.y = this.y + this.dirY
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}
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public towardsX(p2: Entity): number {
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return Math.sign(p2.x - this.x)
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}
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public towardsY(p2: Entity): number {
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return Math.sign(p2.y - this.y)
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}
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public plot() {
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led.plot(this.x, this.y)
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}
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public blink() {
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led.plot(this.x, this.y)
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basic.pause(125)
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led.unplot(this.x, this.y)
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basic.pause(125)
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led.plot(this.x, this.y)
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}
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}
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class Point {
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public x: number
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public y: number
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}
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initializeState()
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redraw()
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basic.pause(1000)
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basic.forever(() => {
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levelTime = levelTime + 12
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basic.pause(12)
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if (!playing) {
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levelTime = 0
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playing = true
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}
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if (levelTime >= 5000) {
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gameSuspended = true
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game.levelUp()
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levelUp()
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levelTime = 0
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resetState()
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redraw()
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basic.pause(1000)
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gameSuspended = false
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}
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})
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basic.forever(() => {
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if (!gameSuspended) {
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logic()
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redraw()
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basic.pause(500)
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}
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})
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input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
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let temp = Math.abs(person.dirX) * (-1)
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person.dirX = Math.abs(person.dirY) * (-1)
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person.dirY = temp
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})
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input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
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let temp1 = Math.abs(person.dirX)
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person.dirX = Math.abs(person.dirY)
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person.dirY = temp1
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})
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function redraw() {
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basic.clearScreen()
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person.plot()
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for (let i = 0; i < totalMonsters; i++) {
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monsters[i].blink()
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}
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}
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function initializeState() {
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person = new Entity()
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playing = false
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busyPos = ([] as Point[])
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let busyPos1 = new Point()
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busyPos1.x = 1
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busyPos1.y = 1
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let busyPos2 = new Point()
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busyPos2.x = 1
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busyPos2.y = 3
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let busyPos3 = new Point()
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busyPos3.x = 3
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busyPos3.y = 1
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busyPos.push(busyPos1)
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busyPos.push(busyPos2)
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busyPos.push(busyPos3)
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monsters = ([] as Entity[])
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addMonster()
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resetState()
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}
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function logic() {
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if (person.hitHorizontalWall()) {
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person.dirY = 0
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person.dirX = person.possHorizontalDir()
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}
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if (person.hitVerticalWall()) {
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person.dirX = 0
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person.dirY = person.possVerticalDir()
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}
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let lost = false
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for (let i = 0; i < totalMonsters; i++) {
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let m = monsters[i]
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m.dirX = m.towardsX(person)
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m.dirY = m.towardsY(person)
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if (m.dirX != 0 && m.dirY != 0) {
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let x = Math.randomInt(2)
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if (x == 1) {
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m.dirX = 0
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} else {
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m.dirY = 0
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}
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}
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if (person.collidesX(m) || person.collidesY(m)) {
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lost = true
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}
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}
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if (!lost) {
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moveAll()
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} else {
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loseLife()
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}
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}
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function loseLife() {
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moveAll()
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basic.pause(500)
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basic.showLeds(`
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. # . # .
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. . # . .
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. . . . .
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. # # # .
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# . . . #
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`, 400)
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basic.pause(1000)
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basic.clearScreen()
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game.removeLife(1)
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playing = false
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resetState()
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}
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function moveAll() {
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person.move1()
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for (let i = 0; i < totalMonsters; i++) {
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monsters[i].move1()
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}
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}
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function addMonster() {
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let m = new Entity()
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monsters.push(m)
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totalMonsters = totalMonsters + 1
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}
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function levelUp() {
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addMonster()
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}
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function resetState() {
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levelTime = 0
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game.setLife(5)
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person.x = 4
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person.y = 4
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person.dirX = -1
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person.dirY = 0
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for (let i = 0; i < totalMonsters; i++) {
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let busy = busyPos[i]
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let m = monsters[i]
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m.x = (busy.x + Math.randomInt(3)) - 1
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m.y = (busy.y + Math.randomInt(3)) - 1
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}
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}
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