added enums for event type and added an emitter class
This commit is contained in:
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d452678344
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20
src/Events/Emitter.ts
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20
src/Events/Emitter.ts
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@ -0,0 +1,20 @@
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import Map from "../DataTypes/Map";
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import EventQueue from "./EventQueue";
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import GameEvent from "./GameEvent";
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export default class Emitter {
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private eventQueue: EventQueue;
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constructor(){
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this.eventQueue = EventQueue.getInstance();
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}
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/**
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* Emit and event of type eventType with the data packet data
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* @param eventType
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* @param data
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*/
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fireEvent(eventType: string, data: Map<any> | Record<string, any> = null): void {
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this.eventQueue.addEvent(new GameEvent(eventType, data));
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}
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}
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@ -2,6 +2,7 @@ import Queue from "../DataTypes/Queue";
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import Map from "../DataTypes/Map";
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import GameEvent from "./GameEvent";
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import Receiver from "./Receiver";
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import { GameEventType } from "./GameEventType";
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export default class EventQueue {
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private static instance: EventQueue = null;
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@ -65,8 +66,8 @@ export default class EventQueue {
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}
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// If a receiver is subscribed to all events, send it the event
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if(this.receivers.has("all")){
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for(let receiver of this.receivers.get("all")){
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if(this.receivers.has(GameEventType.ALL)){
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for(let receiver of this.receivers.get(GameEventType.ALL)){
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receiver.receive(event);
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}
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}
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59
src/Events/GameEventType.ts
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59
src/Events/GameEventType.ts
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@ -0,0 +1,59 @@
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export enum GameEventType {
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/**
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* Mouse Down event. Has data: {position: Vec2 - Mouse Position}
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*/
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MOUSE_DOWN = "mouse_down",
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/**
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* Mouse Up event. Has data: {position: Vec2 - Mouse Position}
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*/
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MOUSE_UP = "mouse_up",
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/**
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* Mouse Move event. Has data: {position: Vec2 - Mouse Position}
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*/
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MOUSE_MOVE = "mouse_move",
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/**
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* Key Down event. Has data: {key: string - The key that is down}
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*/
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KEY_DOWN = "key_down",
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/**
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* Key Up event. Has data: {key: string - The key that is up}
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*/
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KEY_UP = "key_up",
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/**
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* Canvas Blur event. Has data: {}
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*/
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CANVAS_BLUR = "canvas_blur",
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/**
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* Start Recording event. Has data: {}
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*/
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START_RECORDING = "start_recording",
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/**
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* Stop Recording event. Has data: {}
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*/
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STOP_RECORDING = "stop_recording",
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/**
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* Play Recording event. Has data: {}
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*/
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PLAY_RECORDING = "play_recording",
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/**
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* Play Sound event. Has data: {key: string, loop: boolean, holdReference: boolean }
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*/
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PLAY_SOUND = "play_sound",
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/**
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* Play Sound event. Has data: {key: string}
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*/
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STOP_SOUND = "stop_sound",
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/**
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* Encompasses all event types. Used for receivers only.
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*/
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ALL = "all",
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}
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@ -1,6 +1,7 @@
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import EventQueue from "../Events/EventQueue";
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import Vec2 from "../DataTypes/Vec2";
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import GameEvent from "../Events/GameEvent";
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import { GameEventType } from "../Events/GameEventType";
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/**
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* Handles communication with the web browser to receive asynchronous events and send them to the event queue
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@ -23,36 +24,36 @@ export default class InputHandler{
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private handleMouseDown = (event: MouseEvent, canvas: HTMLCanvasElement): void => {
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let pos = this.getMousePosition(event, canvas);
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let gameEvent = new GameEvent("mouse_down", {position: pos});
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let gameEvent = new GameEvent(GameEventType.MOUSE_DOWN, {position: pos});
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this.eventQueue.addEvent(gameEvent);
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}
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private handleMouseUp = (event: MouseEvent, canvas: HTMLCanvasElement): void => {
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let pos = this.getMousePosition(event, canvas);
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let gameEvent = new GameEvent("mouse_up", {position: pos});
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let gameEvent = new GameEvent(GameEventType.MOUSE_UP, {position: pos});
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this.eventQueue.addEvent(gameEvent);
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}
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private handleMouseMove = (event: MouseEvent, canvas: HTMLCanvasElement): void => {
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let pos = this.getMousePosition(event, canvas);
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let gameEvent = new GameEvent("mouse_move", {position: pos});
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let gameEvent = new GameEvent(GameEventType.MOUSE_MOVE, {position: pos});
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this.eventQueue.addEvent(gameEvent);
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}
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private handleKeyDown = (event: KeyboardEvent): void => {
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let key = this.getKey(event);
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let gameEvent = new GameEvent("key_down", {key: key});
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let gameEvent = new GameEvent(GameEventType.KEY_DOWN, {key: key});
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this.eventQueue.addEvent(gameEvent);
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}
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private handleKeyUp = (event: KeyboardEvent): void => {
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let key = this.getKey(event);
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let gameEvent = new GameEvent("key_up", {key: key});
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let gameEvent = new GameEvent(GameEventType.KEY_UP, {key: key});
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this.eventQueue.addEvent(gameEvent);
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}
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private handleBlur = (event: Event): void => {
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let gameEvent = new GameEvent("canvas_blur", {});
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let gameEvent = new GameEvent(GameEventType.CANVAS_BLUR, {});
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this.eventQueue.addEvent(gameEvent);
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}
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@ -3,6 +3,8 @@ import Map from "../DataTypes/Map";
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import Vec2 from "../DataTypes/Vec2";
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import EventQueue from "../Events/EventQueue";
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import Viewport from "../SceneGraph/Viewport";
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import GameEvent from "../Events/GameEvent";
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import { GameEventType } from "../Events/GameEventType";
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/**
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* Receives input events from the event queue and allows for easy access of information about input
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@ -31,7 +33,8 @@ export default class InputReceiver{
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this.eventQueue = EventQueue.getInstance();
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// Subscribe to all input events
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this.eventQueue.subscribe(this.receiver, ["mouse_down", "mouse_up", "mouse_move", "key_down", "key_up", "canvas_blur"]);
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this.eventQueue.subscribe(this.receiver, [GameEventType.MOUSE_DOWN, GameEventType.MOUSE_UP, GameEventType.MOUSE_MOVE,
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GameEventType.KEY_DOWN, GameEventType.KEY_UP, GameEventType.CANVAS_BLUR]);
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}
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static getInstance(): InputReceiver{
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@ -50,21 +53,21 @@ export default class InputReceiver{
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let event = this.receiver.getNextEvent();
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// Handle each event type
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if(event.type === "mouse_down"){
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if(event.type === GameEventType.MOUSE_DOWN){
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this.mouseJustPressed = true;
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this.mousePressed = true;
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this.mousePressPosition = event.data.get("position");
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}
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if(event.type === "mouse_up"){
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if(event.type === GameEventType.MOUSE_UP){
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this.mousePressed = false;
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}
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if(event.type === "mouse_move"){
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if(event.type === GameEventType.MOUSE_MOVE){
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this.mousePosition = event.data.get("position");
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}
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if(event.type === "key_down"){
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if(event.type === GameEventType.KEY_DOWN){
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let key = event.data.get("key")
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if(!this.keyPressed.get(key)){
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this.keyJustPressed.set(key, true);
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@ -72,12 +75,12 @@ export default class InputReceiver{
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}
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}
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if(event.type === "key_up"){
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if(event.type === GameEventType.KEY_UP){
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let key = event.data.get("key")
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this.keyPressed.set(key, false);
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}
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if(event.type === "canvas_blur"){
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if(event.type === GameEventType.CANVAS_BLUR){
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this.clearKeyPresses()
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}
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}
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@ -8,7 +8,7 @@ import UIElement from "./Nodes/UIElement";
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import Button from "./Nodes/UIElements/Button";
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import Layer from "./Scene/Layer";
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import SecondScene from "./SecondScene";
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import GameEvent from "./Events/GameEvent";
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import { GameEventType } from "./Events/GameEventType";
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export default class MainScene extends Scene {
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@ -42,7 +42,7 @@ export default class MainScene extends Scene {
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backgroundTilemap.getLayer().setAlpha(0.5);
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// Add the music and start playing it on a loop
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this.emit("play_sound", {key: "level_music", loop: true, holdReference: true});
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_music", loop: true, holdReference: true});
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// Add the tilemap
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this.add.tilemap("platformer", OrthogonalTilemap);
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recordButton.setSize(100, 50);
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recordButton.setText("Record");
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recordButton.setPosition(400, 30);
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recordButton.onClickEventId = "record_button_press";
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recordButton.onClickEventId = GameEventType.START_RECORDING;
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let stopButton = this.add.uiElement(Button, uiLayer);
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stopButton.setSize(100, 50);
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stopButton.setText("Stop");
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stopButton.setPosition(550, 30);
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stopButton.onClickEventId = "stop_button_press";
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stopButton.onClickEventId = GameEventType.STOP_RECORDING;
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let playButton = this.add.uiElement(Button, uiLayer);
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playButton.setSize(100, 50);
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playButton.setText("Play");
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playButton.setPosition(700, 30);
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playButton.onClickEventId = "play_button_press";
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playButton.onClickEventId = GameEventType.PLAY_RECORDING;
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let cycleFramerateButton = this.add.uiElement(Button, uiLayer);
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cycleFramerateButton.setSize(150, 50);
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switchButton.setText("Change Scene");
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switchButton.setPosition(340, 190);
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switchButton.onClick = () => {
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this.emit("stop_sound", {key: "level_music"});
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this.emitter.fireEvent(GameEventType.STOP_SOUND, {key: "level_music"});
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this.sceneManager.changeScene(SecondScene);
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}
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}
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@ -1,9 +1,8 @@
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import EventQueue from "../Events/EventQueue";
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import InputReceiver from "../Input/InputReceiver";
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import Vec2 from "../DataTypes/Vec2";
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import Map from "../DataTypes/Map";
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import Receiver from "../Events/Receiver";
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import GameEvent from "../Events/GameEvent";
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import Emitter from "../Events/Emitter";
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import Scene from "../Scene/Scene";
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import Layer from "../Scene/Layer";
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* The representation of an object in the game world
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*/
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export default abstract class GameNode {
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private eventQueue: EventQueue;
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protected input: InputReceiver;
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protected position: Vec2;
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private receiver: Receiver;
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protected receiver: Receiver;
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protected emitter: Emitter;
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protected scene: Scene;
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protected layer: Layer;
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constructor(){
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this.eventQueue = EventQueue.getInstance();
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this.input = InputReceiver.getInstance();
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this.position = new Vec2(0, 0);
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this.receiver = new Receiver();
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this.emitter = new Emitter();
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}
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setScene(scene: Scene): void {
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}
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}
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/**
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* Subscribe this object's receiver to the specified event type
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* @param eventType
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*/
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subscribe(eventType: string): void {
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this.eventQueue.subscribe(this.receiver, eventType);
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}
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/**
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* Emit and event of type eventType with the data packet data
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* @param eventType
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* @param data
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*/
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emit(eventType: string, data: Map<any> | Record<string, any> = null): void {
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let event = new GameEvent(eventType, data);
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this.eventQueue.addEvent(event);
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}
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// TODO - This doesn't seem ideal. Is there a better way to do this?
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protected getViewportOriginWithParallax(): Vec2 {
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return this.scene.getViewport().getPosition().clone().mult(this.layer.getParallax());
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}
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if(this.onClickEventId !== null){
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let data = {};
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this.emit(this.onClickEventId, data);
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this.emitter.fireEvent(this.onClickEventId, data);
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}
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}
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}
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@ -104,7 +104,7 @@ export default class UIElement extends CanvasNode{
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}
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if(this.onEnterEventId !== null){
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let data = {};
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this.emit(this.onEnterEventId, data);
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this.emitter.fireEvent(this.onEnterEventId, data);
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}
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} else if(this.isEntered) {
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@ -115,7 +115,7 @@ export default class UIElement extends CanvasNode{
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}
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if(this.onLeaveEventId !== null){
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let data = {};
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this.emit(this.onLeaveEventId, data);
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this.emitter.fireEvent(this.onLeaveEventId, data);
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}
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} else if(this.isClicked) {
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// If mouse is dragged off of element while down, it is not clicked anymore
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@ -2,6 +2,7 @@ import Queue from "../DataTypes/Queue";
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import Receiver from "../Events/Receiver";
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import GameEvent from "../Events/GameEvent";
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import EventQueue from "../Events/EventQueue";
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import { GameEventType } from "../Events/GameEventType";
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export default class Recorder{
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private receiver: Receiver;
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while(this.receiver.hasNextEvent()){
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let event = this.receiver.getNextEvent();
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if(event.type === "stop_button_press"){
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if(event.type === GameEventType.STOP_RECORDING){
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this.recording = false;
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}
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@ -61,13 +62,13 @@ export default class Recorder{
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this.log.enqueue(new LogItem(this.frame, deltaT, event));
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}
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if(event.type === "record_button_press"){
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if(event.type === GameEventType.START_RECORDING){
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this.log.clear();
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this.recording = true;
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this.frame = 0
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}
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if(event.type === "play_button_press"){
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if(event.type === GameEventType.PLAY_RECORDING){
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this.frame = 0;
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this.recording = false;
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this.playing = true;
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@ -3,6 +3,7 @@ import Vec2 from "./DataTypes/Vec2";
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import Debug from "./Debug/Debug";
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import AABB from "./Physics/Colliders/AABB";
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import CanvasNode from "./Nodes/CanvasNode";
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import { GameEventType } from "./Events/GameEventType";
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export default class Player extends PhysicsNode {
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velocity: Vec2;
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if(this.grounded){
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if(dir.y === -1){
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// Jumping
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this.emit("play_sound", {key: "player_jump"});
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "player_jump"});
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}
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vel.y = dir.y*1800;
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}
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@ -10,9 +10,8 @@ import Tilemap from "../Nodes/Tilemap";
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import ResourceManager from "../ResourceManager/ResourceManager";
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import GameLoop from "../Loop/GameLoop";
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import SceneManager from "./SceneManager";
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import EventQueue from "../Events/EventQueue";
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import GameEvent from "../Events/GameEvent";
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import Map from "../DataTypes/Map";
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import Receiver from "../Events/Receiver";
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import Emitter from "../Events/Emitter";
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export default class Scene{
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protected layers: Stack<Layer>;
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protected running: boolean;
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protected game: GameLoop;
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protected sceneManager: SceneManager;
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protected receiver: Receiver;
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protected emitter: Emitter;
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protected tilemaps: Array<Tilemap>;
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this.running = false;
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this.game = game;
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this.sceneManager = sceneManager;
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this.receiver = new Receiver();
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this.emitter = new Emitter();
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this.tilemaps = new Array();
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this.sceneGraph = new SceneGraphArray(this.viewport, this);
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@ -146,14 +149,4 @@ export default class Scene{
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getViewport(): Viewport {
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return this.viewport;
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}
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/**
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* Emit and event of type eventType with the data packet data
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* @param eventType
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* @param data
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*/
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emit(eventType: string, data: Map<any> | Record<string, any> = null): void {
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let event = new GameEvent(eventType, data);
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EventQueue.getInstance().addEvent(event);
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}
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}
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@ -7,6 +7,7 @@ import Vec2 from "./DataTypes/Vec2";
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import UIElement from "./Nodes/UIElement";
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import Button from "./Nodes/UIElements/Button";
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import Layer from "./Scene/Layer";
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import { GameEventType } from "./Events/GameEventType";
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export default class SecondScene extends Scene {
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@ -40,7 +41,7 @@ export default class SecondScene extends Scene {
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backgroundTilemap.getLayer().setAlpha(0.2);
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// Add the music and start playing it on a loop
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this.emit("play_sound", {key: "level_music", loop: true, holdReference: true});
|
||||
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_music", loop: true, holdReference: true});
|
||||
|
||||
// Add the tilemap
|
||||
this.add.tilemap("level2", OrthogonalTilemap);
|
||||
|
@ -63,19 +64,19 @@ export default class SecondScene extends Scene {
|
|||
recordButton.setSize(100, 50);
|
||||
recordButton.setText("Record");
|
||||
recordButton.setPosition(400, 30);
|
||||
recordButton.onClickEventId = "record_button_press";
|
||||
recordButton.onClickEventId = GameEventType.START_RECORDING;
|
||||
|
||||
let stopButton = this.add.uiElement(Button, uiLayer);
|
||||
stopButton.setSize(100, 50);
|
||||
stopButton.setText("Stop");
|
||||
stopButton.setPosition(550, 30);
|
||||
stopButton.onClickEventId = "stop_button_press";
|
||||
stopButton.onClickEventId = GameEventType.STOP_RECORDING;
|
||||
|
||||
let playButton = this.add.uiElement(Button, uiLayer);
|
||||
playButton.setSize(100, 50);
|
||||
playButton.setText("Play");
|
||||
playButton.setPosition(700, 30);
|
||||
playButton.onClickEventId = "play_button_press";
|
||||
playButton.onClickEventId = GameEventType.PLAY_RECORDING;
|
||||
|
||||
let cycleFramerateButton = this.add.uiElement(Button, uiLayer);
|
||||
cycleFramerateButton.setSize(150, 50);
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
import Map from "../DataTypes/Map";
|
||||
import Receiver from "../Events/Receiver";
|
||||
import ResourceManager from "../ResourceManager/ResourceManager";
|
||||
import { GameEventType } from "../Events/GameEventType";
|
||||
|
||||
export default class AudioManager {
|
||||
private static instance: AudioManager;
|
||||
|
@ -12,7 +13,7 @@ export default class AudioManager {
|
|||
private constructor(){
|
||||
this.initAudio();
|
||||
this.receiver = new Receiver();
|
||||
this.receiver.subscribe(["play_sound", "stop_sound"]);
|
||||
this.receiver.subscribe([GameEventType.PLAY_SOUND, GameEventType.STOP_SOUND]);
|
||||
this.currentSounds = new Map();
|
||||
}
|
||||
|
||||
|
@ -117,14 +118,14 @@ export default class AudioManager {
|
|||
// TODO - Add logic to merge sounds if there are multiple of the same key
|
||||
while(this.receiver.hasNextEvent()){
|
||||
let event = this.receiver.getNextEvent();
|
||||
if(event.type === "play_sound"){
|
||||
if(event.type === GameEventType.PLAY_SOUND){
|
||||
let soundKey = event.data.get("key");
|
||||
let loop = event.data.get("loop");
|
||||
let holdReference = event.data.get("holdReference");
|
||||
this.playSound(soundKey, loop, holdReference);
|
||||
}
|
||||
|
||||
if(event.type === "stop_sound"){
|
||||
if(event.type === GameEventType.STOP_SOUND){
|
||||
let soundKey = event.data.get("key");
|
||||
this.stopSound(soundKey);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Block a user