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@tdurtschi/bug

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Bug is a simulation that models a weevil walking around in an HTML canvas.

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"use strict"; var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) { if (k2 === undefined) k2 = k; Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } }); }) : (function(o, m, k, k2) { if (k2 === undefined) k2 = k; o[k2] = m[k]; })); var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) { Object.defineProperty(o, "default", { enumerable: true, value: v }); }) : function(o, v) { o["default"] = v; }); var __importStar = (this && this.__importStar) || function (mod) { if (mod && mod.__esModule) return mod; var result = {}; if (mod != null) for (var k in mod) if (k !== "default" && Object.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k); __setModuleDefault(result, mod); return result; }; var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.GameEngine = void 0; var entity_updater_1 = __importDefault(require("./entity-updater")); var wall_1 = __importDefault(require("./entities/wall/wall")); var id_generator_1 = require("./util/id-generator"); var victor_1 = __importDefault(require("victor")); var bug_1 = __importDefault(require("./entities/bug/bug")); var bugSerializer = __importStar(require("./entities/bug/bugSerializer")); var plantFactory_1 = __importDefault(require("./entities/plant/plantFactory")); var bugFactory_1 = __importDefault(require("./entities/bug/bugFactory")); var GameEngine = (function () { function GameEngine(args) { var _this = this; this.isPaused = false; this.frame = 0; this.update = function () { if (!_this.isPaused) { _this.entityUpdater.update(); } }; this.gameUI = args.gameUI; this.entityManager = args.entityManager; this.height = args.height; this.width = args.width; this.plantFactory = new plantFactory_1.default(id_generator_1.generateId, this.width); this.bugFactory = new bugFactory_1.default(id_generator_1.generateId, this.width); this.entityUpdater = new entity_updater_1.default(args.entityManager); this.createInitialGameState(args.initialState); } GameEngine.prototype.start = function () { this.updateHandle = setInterval(this.update, calculateUpdatePeriodMs(100)); this.gameUI.start(); }; GameEngine.prototype.addBug = function (initialState) { this.entityManager.addEntity(this.bugFactory.build(initialState)); }; GameEngine.prototype.addPlant = function (initialState) { this.entityManager.addEntity(this.plantFactory.build(initialState)); }; GameEngine.prototype.getEntities = function () { return this.entityManager.getEntities(); }; GameEngine.prototype.togglePause = function () { this.isPaused = !this.isPaused; this.gameUI.togglePause(); if (this.isPaused && window.DEBUG) { console.log(this.entityManager.getEntities()); } }; GameEngine.prototype.setSpeed = function (speed) { clearInterval(this.updateHandle); this.updateHandle = setInterval(this.update, calculateUpdatePeriodMs(speed)); }; GameEngine.prototype.createInitialGameState = function (initialState) { var _this = this; if (initialState !== undefined) { var entities = rehydrateEntitiesFromString(initialState); entities.forEach(function (entity) { console.log(entity); _this.entityManager.addEntity(entity); }); } else { this.entityManager.addEntity(new wall_1.default(id_generator_1.generateId(), { pos: new victor_1.default(-10, 0), size: new victor_1.default(10, this.height), })); this.entityManager.addEntity(new wall_1.default(id_generator_1.generateId(), { pos: new victor_1.default(this.width, 0), size: new victor_1.default(10, this.height), })); } }; GameEngine.prototype.exportCurrentState = function () { var entities = this.entityManager.getEntities(); var entityData = entities .filter(function (entity) { return entity instanceof bug_1.default; }) .map(function (bug) { return bugSerializer.toJson(bug); }); return JSON.stringify(entityData); }; ; return GameEngine; }()); exports.GameEngine = GameEngine; function rehydrateEntitiesFromString(state) { var entityData = JSON.parse(state); var entities = entityData .map(function (entity) { return bugSerializer.fromJson(entity); }); return entities; } function calculateUpdatePeriodMs(gameSpeed) { var framesPerSecond = gameSpeed * 6 / 10; var updatePeriod = Math.ceil(1000 / framesPerSecond); return updatePeriod; } //# sourceMappingURL=game-engine.js.map