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10 Commits
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a4a8db2b8d
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104
scorekeeper/scorekeep.html
Normal file
104
scorekeeper/scorekeep.html
Normal file
@ -0,0 +1,104 @@
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<!doctype html>
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<html>
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<head>
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<title>Scrabble Score</title>
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<style>
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* { box-sizing: border-box; }
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html {
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background-color: #eee;
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}
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body {
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margin: 0;
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position: fixed;
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top: 0;
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bottom: 0;
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left: 0;
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right: 0;
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}
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div.score {
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color: white;
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display: inline-block;
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font-family: monospace, sans-serif;
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font-weight: bold;
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margin: 0;
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position: relative;
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text-align: center;
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vertical-align: center;
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width: 50%;
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height: 50%;
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}
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div.score span { font-size: 20vw; }
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.score.p1 {
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background-color: darkblue;
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border: solid 1vw darkblue;
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border-right: dashed 1vw darkred;
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}
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.score.p2 {
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background-color: darkred;
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border: solid 1vw darkred;
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border-bottom: dashed black 1vw;
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}
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.score.p3 {
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background-color: darkgreen;
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border: solid 1vw darkgreen;
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border-top: dashed darkblue 1vw;
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}
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.score.p4 {
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background-color: black;
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border: solid 1vw black;
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border-left: dashed darkgreen 1vw;
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}
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input {
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background: transparent;
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border: none;
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border-bottom: solid thin black;
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color: white;
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font-family: monospace;
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font-size: 3vw;
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opacity: 0.5;
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position: absolute;
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right: 2vw;
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bottom: 1vw;
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text-align: right;
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}
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</style>
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<script type="text/javascript">
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console.log("Loaded");
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function updateScore(event, player) {
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if (event.key != 'Enter') return;
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var sbEl = document.querySelector('.score.' + player + ' span');
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sbEl.innerHTML = +(sbEl.innerHTML) + +(event.target.value);
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event.target.value = "";
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}
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</script>
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</head>
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<body>
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<div class="p1 score">
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<span class>0</span>
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<input name=p1 type=number placeholder="add points"
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onkeypress="updateScore(event, 'p1')" />
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</div><!--
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--><div class="p2 score">
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<span class>0</span>
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<input name=p2 type=number placeholder="add points"
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onkeypress="updateScore(event, 'p2')" />
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</div><!--
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--><div class="p3 score">
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<span class>0</span>
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<input name=p3 type=number placeholder="add points"
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onkeypress="updateScore(event, 'p3')" />
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</div><!--
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--><div class="p4 score">
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<span class>0</span>
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<input name=p4 type=number placeholder="add points"
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onkeypress="updateScore(event, 'p4')" />
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</div>
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</body>
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</html>
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4
spike-wars/.babelrc
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4
spike-wars/.babelrc
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@ -0,0 +1,4 @@
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{
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"presets": ["es2015", "stage-0"],
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"plugins": ["transform-flow-strip-types"]
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}
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@ -65,8 +65,8 @@ task browserify(
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dependsOn: [npmInstall, flowCheck],
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type: NodeTask) {
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inputs.dir('src/main/js/${project.name}.js')
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outputs.file('build/webroot/js/${project.name}-${project.version}.js')
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//inputs.dir('src/main/js/${project.name}.js')
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//outputs.file('build/webroot/js/${project.name}-${project.version}.js')
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doFirst { file('build/webroot/js').mkdirs() }
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script = file('node_modules/browserify/bin/cmd.js')
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@ -88,6 +88,7 @@ task minifyJavaScript(
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def argsArr = []
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argsArr << '--compilation_level=SIMPLE_OPTIMIZATIONS'
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argsArr << "--js_output_file=build/webroot/js/${project.name}-${project.version}.min.js"
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argsArr << '--language-in=ECMASCRIPT5'
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argsArr << "build/webroot/js/${project.name}-${project.version}.js"
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args argsArr
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@ -13,9 +13,14 @@
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"author": "Jonathan Bernard <jdbernard@gmail.com>",
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"license": "ISC",
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"devDependencies": {
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"babel-plugin-transform-flow-strip-types": "^6.8.0",
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"babel-preset-es2015": "^6.9.0",
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"babel-preset-stage-0": "^6.5.0",
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"babelify": "^7.3.0",
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"browserify": "^13.0.1",
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"flow-bin": "^0.29.0"
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},
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"dependencies": {
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"stats.js": "^0.16.0"
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}
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}
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@ -8,10 +8,15 @@
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<meta name="apple-mobile-web-app-capable" content="yes">
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<link href="css/spike-wars-${version}.css" type="text/css" rel="stylesheet"/>
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<link href='http://fonts.googleapis.com/css?family=Press+Start+2P|PT+Mono' rel='stylesheet' type='text/css'>
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</head>
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<body>
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<div id=spike-wars>
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<h1>Spike Wars!</h1>
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<canvas width=960 height=384></canvas>
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</div>
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<div><input id=pause type=checkbox checked=false>Pause</input>
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<script type='application/javascript' src="js/spike-wars-${version}.js"></script>
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</body>
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</html>
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16
spike-wars/src/main/js/game-logic.js
Normal file
16
spike-wars/src/main/js/game-logic.js
Normal file
@ -0,0 +1,16 @@
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// @flow
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import type Board from './game-types';
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import type GameState from './game-types';
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import SpikeWarsArtist from './spike-wars-artist';
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function render(state: GameState, artist: SpikeWarsArtist): void {
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}
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function update(state: GameState): GameState {
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return state;
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}
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function handleKeyboardEvent(ke: KeyboardEvent) {
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}
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export {render, update};
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5
spike-wars/src/main/js/game-types.js
Normal file
5
spike-wars/src/main/js/game-types.js
Normal file
@ -0,0 +1,5 @@
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export type Piece = "WALL" | "PLAYER" | "DEBUG";
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export type Board = Array<number>;
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export type GameState = {
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board: Board,
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};
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56
spike-wars/src/main/js/spike-wars-artist.js
Normal file
56
spike-wars/src/main/js/spike-wars-artist.js
Normal file
@ -0,0 +1,56 @@
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// @flow
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type ConstructorOptions = {
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canvasSelector?: string,
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rows: number,
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columns: number };
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export default class SpikeWarsArtist {
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canvas: HTMLCanvasElement;
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// This is a reference to the drawing API: how we tell the computer to draw
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// on the canvas. It is a 2D context, meaning we draw in two-dimensions, like
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// on paper.
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canvas2d: CanvasRenderingContext2D;
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rows: number; // How many rows are on our game board?
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cols: number; // How many columns are on our game board?
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tileWidth: number; // How wide is one of our game board spots?
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tileHeight: number; // How tall is one of our game bouard spots?
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constructor({canvasSelector = 'canvas', rows, columns}: ConstructorOptions) {
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this.canvas = ((document.querySelector(canvasSelector): any): HTMLCanvasElement);
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var c2d: ?CanvasRenderingContext2D = this.canvas.getContext('2d');
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if (c2d) this.canvas2d = c2d;
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else throw "Cannot get 2D rendering context!"; // TODO: better handling
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this.rows = rows;
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this.cols = columns;
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this.tileHeight = Math.ceil(this.canvas.height / this.rows);
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this.tileWidth = Math.ceil(this.canvas.width / this.cols);
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console.log("SpikeWarsArtist: \n\trows: ", this.rows, "\tcols: ", this.cols,
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"\n\ttileWidth: ", this.tileWidth, "\ttileHeight: ", this.tileHeight);
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}
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coord2idx(row: number, col: number): number { return (this.cols * row) + col; }
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idx2row(idx: number): number { return Math.floor(idx/this.cols); }
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idx2col(idx: number): number { return idx % this.cols; }
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drawSolidColor(row: number, col: number, color: string): void {
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this.drawSolidColorIdx(this.coord2idx(row, col), color); }
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drawSolidColorIdx(idx: number, color: string): void {
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this.canvas2d.fillStyle = color;
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this.canvas2d.fillRect(
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(idx % this.cols) * this.tileWidth,
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Math.floor(idx / this.cols) * this.tileHeight,
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this.tileWidth, this.tileHeight); }
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drawImage(image: CanvasImageSource, row: number, col: number): void {
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this.canvas2d.drawImage(image,
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row * this.tileWidth, col * this.tileWidth,
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this.tileWidth, this.tileHeight); }
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}
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135
spike-wars/src/main/js/spike-wars.js
Normal file
135
spike-wars/src/main/js/spike-wars.js
Normal file
@ -0,0 +1,135 @@
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// @flow
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import Stats from 'stats.js';
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import SpikeWarsArtist from './spike-wars-artist';
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import {update, render} from './game-logic';
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import type Board from './game-types';
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import type GameState from './game-types';
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import type Piece from './game-types';
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const WALL = "WALL";
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const DEBUG = "DEBUG";
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type SpikeWarsOptions = {fps?: number, stats?: Object};
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export default class SpikeWars {
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rows: number;
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cols: number;
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// This is where we keep track of all the things that are happening in the
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// game.
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state: GameState;
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nextGameTick: number; // At what time does the next game update happen?
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skipTicks: number; // How long does the game wait between updates?
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// This is the thing that knows how to draw stuff.
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artist: SpikeWarsArtist;
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stats: ?Object;
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pauseCheckbox: HTMLInputElement;
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paused: boolean;
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// The constructor is the function that is run when somebody first creates a
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// new SpikeWars instance. This is where we set stuff up for the first time.
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constructor({fps = 30, stats}: SpikeWarsOptions) {
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// Get our artist
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this.rows = 16;
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this.cols = 40;
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this.artist = new SpikeWarsArtist({rows: this.rows, columns: this.cols});
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this.state = {board: this.newBoard(), count: 0}; // create a new board
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this.stats = stats;
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this.pauseCheckbox = window.document.getElementsByTagName('input')[0];
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this.pauseCheckbox.checked = false;
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this.pauseCheckbox.addEventListener('change', () => { this.toggleGamePaused() });
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this.paused = false;
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this.skipTicks = Math.ceil(1000 / fps);
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// TODO: register event handlers on the canvas element.
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}
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// This function creates a new board.
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newBoard(): Board {
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var board = new Array(this.rows * this.cols);
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for (var i = 0; i < board.length; i++) {
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var col = i % this.cols;
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var row = Math.floor(i / this.cols);
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if (col === 0 || col === (this.cols - 1) ||
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row === 0 || row === (this.rows - 1)) board[i] = WALL; }
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return board; }
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toggleGamePaused(): void {
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this.paused = this.pauseCheckbox.checked;
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if (!this.paused) {
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this.nextGameTick = new Date().getTime();
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this.gameLoop(); }
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}
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// The game loop is where the game actually runs. It is called a loop because
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// it runs over and over and over, in a loop until it is time to stop the
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// game.
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gameLoop(): void {
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if (this.paused) return;
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// We are going to ask the browser to call us again next time we have a
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// chance to draw. We're doing this first because we want to make sure we
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// reserve our place in line before we get busy doing stuff.
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window.requestAnimationFrame(() => { this.gameLoop(); });
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//window.setTimeout(() => { this.gameLoop(); });
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// Now we need to check if it is time to do stuff. If our computer is
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// really fast the game loop might run really fast, or if our computer is
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// busy the speed might change. That messes up the game (we want it to just
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// go one speed). So to fix this we use a kind of clock. We figure out how
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// fast we want the game to run. Then we figure out how much time we should
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// wait in between each game "tick" (like a clock).
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//
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// Is it time for the next game tick?
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if ((new Date()).getTime() > this.nextGameTick) {
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if (this.stats) this.stats.begin();
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// Yes! So the first thing we need to do is figure out when the next tick
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// should be.
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this.nextGameTick += this.skipTicks;
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// Then we update our game state.
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this.state = update(this.state);
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// And we re-draw the world.
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render(this.state, this.artist);
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if (this.stats) this.stats.end(); }
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}
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startGame(): void {
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this.nextGameTick = new Date().getTime();
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this.drawBoard(this.artist, this.state.board);
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this.gameLoop(); }
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drawBoard(artist: SpikeWarsArtist, board: Board): void {
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for (var i = 0; i < board.length; i++) {
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var color: string;
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switch (board[i]) {
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case WALL: color = 'black'; break;
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case DEBUG: color = 'red'; break;
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default: color = 'white';
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}
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this.artist.drawSolidColorIdx(i, color); } }
|
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}
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|
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|
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// instantiate the instance of SpikeWars
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if (false) {
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var stats = new Stats();
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stats.showPanel(0);
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document.body.appendChild(stats.dom);
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window.spikeWars = new SpikeWars({fps: 30, stats: stats}); }
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else { window.spikeWars = new SpikeWars({fps: 30}); }
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|
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//window.spikeWars.startGame();
|
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|
22
spike-wars/src/main/scss/spike-wars.scss
Normal file
22
spike-wars/src/main/scss/spike-wars.scss
Normal file
@ -0,0 +1,22 @@
|
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html {
|
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background-color: gray;
|
||||
}
|
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|
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#spike-wars {
|
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background-color: white;
|
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border: solid 8px black;
|
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margin: 24px auto;
|
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padding: 48px;
|
||||
width: 960px;
|
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|
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canvas {
|
||||
width: 960px;
|
||||
height: 384px;
|
||||
}
|
||||
}
|
||||
|
||||
h1 {
|
||||
font-family: 'Press Start 2P', sans-serif;
|
||||
text-align: center;
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user