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bp-prism-game

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import { GameService } from './game.service'; import { AlienClass } from '../aliens/alien/alien.class'; import { AssetClass } from '../asset/asset.class'; import { InvasionSetupModel } from '../model/invasion-setup.model'; /** * The invasion service */ export declare class InvasionService extends AssetClass { /** * The alien bases */ private bases; /** * Aliens at each base */ private baseAliens; /** * Aliens drop ships */ private alienDropships; /** * The alien Release Counter */ private alienReleaseCounter; /** * The wave counter */ private waveCounter; /** * The total waves */ private waveTotal; /** * The aliens Per Wave */ private aliensPerWave; /** * The dropship counter */ private dropshipCounter; /** * The Wave */ private waves; /** * The Alien Speed */ private alienSpeed; /** * The Total Aliens */ private totalAliens; /** * The Base Positions */ private basePositions; /** * The path service */ private pathService; /** * The constructor */ constructor(gameService: GameService, ctx: CanvasRenderingContext2D); /** * Initialize the board */ private setup; /** * Build the creep */ private buildCreep; /** * Shuffle the waves */ private shuffle; /** * Configure the Alien drop ship * @param index the index of the dropship * @param position the position of the base */ private configureAlienDropship; /** * position the aliens at the starting point */ private positionAliens; /** * Determine if the level is completed */ private isLevelCompleted; /** * Animate the bases */ private animateBases; /** * Start the animations * * @param invasionSetup Set up the invasion */ initInvasion(invasionSetup: InvasionSetupModel): void; /** * Start Alien Creep */ private startAlienCreep; /** * Get All Active Aliens */ getActiveAliens(): AlienClass[]; /** * Animate * @param now the current time */ animate(now?: number): void; /** * Launch the next drop ship * @param index The index of the drop ship */ private launchNextAlienDropship; /** * Animate * * @param now The current animation time */ animateDropships(now?: number): void; }