Turning the "importsNotUsedAsValues" TS config value to "error". This will require us to use `import type` instead of `import` when we are importing a value that is only used as a type (and therefore that is dropped by the Typescript compiler). Why this change? This is a requirement to be able to use Svelte in the future. See https://github.com/sveltejs/svelte-preprocess/issues/206#issuecomment-663193798
86 lines
2.8 KiB
TypeScript
86 lines
2.8 KiB
TypeScript
import * as Phaser from 'phaser';
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import {Scene} from "phaser";
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import Sprite = Phaser.GameObjects.Sprite;
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import type {ITiledMapObject} from "../../Map/ITiledMap";
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import type {ItemFactoryInterface} from "../ItemFactoryInterface";
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import type {GameScene} from "../../Game/GameScene";
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import {ActionableItem} from "../ActionableItem";
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import * as tg from "generic-type-guard";
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const isComputerState =
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new tg.IsInterface().withProperties({
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status: tg.isString,
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}).get();
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type ComputerState = tg.GuardedType<typeof isComputerState>;
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let state: ComputerState = {
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'status': 'off'
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};
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export default {
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preload: (loader: Phaser.Loader.LoaderPlugin): void => {
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loader.atlas('computer', '/resources/items/computer/computer.png', '/resources/items/computer/computer_atlas.json');
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},
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create: (scene: GameScene): void => {
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scene.anims.create({
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key: 'computer_off',
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frames: [
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{
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key: 'computer',
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frame: 'computer_off'
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}
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],
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frameRate: 10,
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repeat: -1
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});
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scene.anims.create({
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key: 'computer_run',
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frames: [
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{
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key: 'computer',
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frame: 'computer_on1'
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},
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{
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key: 'computer',
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frame: 'computer_on2'
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}
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],
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frameRate: 5,
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repeat: -1
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});
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},
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factory: (scene: GameScene, object: ITiledMapObject, initState: unknown): ActionableItem => {
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if (initState !== undefined) {
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if (!isComputerState(initState)) {
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throw new Error('Invalid state received for computer object');
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}
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state = initState;
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}
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// Idée: ESSAYER WebPack? https://paultavares.wordpress.com/2018/07/02/webpack-how-to-generate-an-es-module-bundle/
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const computer = new Sprite(scene, object.x, object.y, 'computer');
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scene.add.existing(computer);
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if (state.status === 'on') {
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computer.anims.play('computer_run');
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}
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const item = new ActionableItem(object.id, computer, scene, 32, (item: ActionableItem) => {
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if (state.status === 'off') {
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state.status = 'on';
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item.emit('TURN_ON', state);
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} else {
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state.status = 'off';
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item.emit('TURN_OFF', state);
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}
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});
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item.on('TURN_ON', () => {
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computer.anims.play('computer_run');
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});
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item.on('TURN_OFF', () => {
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computer.anims.play('computer_off');
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});
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return item;
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//scene.add.sprite(object.x, object.y, 'computer');
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}
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} as ItemFactoryInterface;
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