roguelike-pumpkin-patch
Version:
A roguelike development library in JavaScript.
166 lines • 7.36 kB
JavaScript
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
return new (P || (P = Promise))(function (resolve, reject) {
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
step((generator = generator.apply(thisArg, _arguments || [])).next());
});
};
var __generator = (this && this.__generator) || function (thisArg, body) {
var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
function verb(n) { return function (v) { return step([n, v]); }; }
function step(op) {
if (f) throw new TypeError("Generator is already executing.");
while (_) try {
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
if (y = 0, t) op = [op[0] & 2, t.value];
switch (op[0]) {
case 0: case 1: t = op; break;
case 4: _.label++; return { value: op[1], done: false };
case 5: _.label++; y = op[1]; op = [0]; continue;
case 7: op = _.ops.pop(); _.trys.pop(); continue;
default:
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
if (t[2]) _.ops.pop();
_.trys.pop(); continue;
}
op = body.call(thisArg, _);
} catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
}
};
/** Event manager, to keep track of turns */
var EventManager = /** @class */ (function () {
function EventManager(parameters) {
if (!parameters) {
parameters = {};
}
;
var _a = parameters.type, type = _a === void 0 ? "simple" : _a;
this.type = type;
this.queue = [];
this.time = 0;
}
;
/** Add an event to the queue */
EventManager.prototype.add = function (addedEvent) {
var event = {};
// Determine type of the input, and handle accordingly
if (addedEvent instanceof Function) {
event.callback = addedEvent;
}
else if ("act" in addedEvent) {
event.actor = addedEvent;
}
else {
Object.assign(event, addedEvent);
}
// Assume repeating if an actor was provided
if (typeof event.repeats === "undefined" && event.actor) {
event.repeats = true;
}
// Complex event queue uses delay time a bit better
if (this.type === "complex") {
if (!event.delay) {
event.delay = 1;
}
var scheduleFor = event.delay + this.time;
// Insert the event at the appropriate time
if (this.queue.length === 0 || this.queue[this.queue.length - 1].time <= scheduleFor) {
this.queue.push({
event: event,
time: scheduleFor
});
}
else {
for (var i = 0; i < this.queue.length; i++) {
if (scheduleFor < this.queue[i].time) {
this.queue.splice(i, 0, {
event: event,
time: scheduleFor
});
break;
}
}
}
}
else {
// Simple, no weird time shit
this.queue.push({
event: event,
time: 0
});
}
};
/** Run the next event */
EventManager.prototype.advance = function () {
return __awaiter(this, void 0, void 0, function () {
var thisEvent;
return __generator(this, function (_a) {
switch (_a.label) {
case 0:
// Confirm if there is anything in the queue
if (this.queue.length === 0) {
throw new Error("Event queue is empty.");
}
thisEvent = this.queue.shift();
// Update the time
this.time = thisEvent.time;
// If repeats is a number, reduce it.
if (typeof thisEvent.event.repeats === "number") {
thisEvent.event.repeats--;
}
// Check if it needs to repeat
if (thisEvent.event.repeats) {
// re-add to the queue
this.add(thisEvent.event);
}
if (!thisEvent.event.callback) return [3 /*break*/, 2];
return [4 /*yield*/, thisEvent.event.callback()];
case 1:
_a.sent();
_a.label = 2;
case 2:
if (!thisEvent.event.actor) return [3 /*break*/, 4];
return [4 /*yield*/, thisEvent.event.actor.act()];
case 3:
_a.sent();
_a.label = 4;
case 4: return [2 /*return*/];
}
});
});
};
/** Remove actor from the event queue */
EventManager.prototype.remove = function (actor) {
var _this = this;
var matches = [];
this.queue.forEach(function (event, index) {
if (event.event.actor === actor) {
matches.push(index);
}
});
// Reverse matches (work from the end first)
matches.reverse();
// Remove each match
matches.forEach(function (match) {
_this.queue.splice(match, 1);
});
};
Object.defineProperty(EventManager.prototype, "length", {
/** Determine the number of queued events in the queue. */
get: function () {
return this.queue.length;
},
enumerable: false,
configurable: true
});
return EventManager;
}());
export default EventManager;
//# sourceMappingURL=EventManager.js.map