ShatteredSword/src/shattered_sword/Scenes/Levels.ts

275 lines
11 KiB
TypeScript

import Scene from "../../Wolfie2D/Scene/Scene";
import ConfigManager from "../Tools/ConfigManager";
import SaveManager from "../Tools/SaveManager";
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import Button from "../../Wolfie2D/Nodes/UIElements/Button";
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
import Color from "../../Wolfie2D/Utils/Color";
import Layer from "../../Wolfie2D/Scene/Layer";
import Label from "../../Wolfie2D/Nodes/UIElements/Label";
import MainMenu from "./MainMenu";
import Forest from "./Forest";
import Start from "./Start";
import Porcelain from "./Porcelain";
import Greatwall from './Greatwall';
import Snow from './Snow';
import Market from './Market';
import End from './End'
import InputWrapper from "../Tools/InputWrapper";
import TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput";
export default class Levels extends Scene {
private primary: Layer;
private seedInput: TextInput;
// TODO
loadScene(){}
startScene(){
const center = this.viewport.getCenter();
// The main menu
this.primary = this.addUILayer("primary");
const seedHint = <Label>this.add.uiElement(UIElementType.LABEL, "primary", {position: new Vec2(center.x, center.y - 400), text: "Enter seed or leave it blank to randomly generate one"});
seedHint.textColor = Color.WHITE;
this.seedInput = <TextInput>this.add.uiElement(UIElementType.TEXT_INPUT, "primary", {position: new Vec2(center.x, center.y - 350), text: ""})
this.seedInput.size.set(200, 50);
const start = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y - 300), text: "start(Test)"});
start.size.set(200, 50);
start.borderWidth = 2;
start.borderColor = Color.WHITE;
start.backgroundColor = Color.TRANSPARENT;
start.onClickEventId = "start";
const forest = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y - 200), text: "forest(Test)"});
forest.size.set(200, 50);
forest.borderWidth = 2;
forest.borderColor = Color.WHITE;
forest.backgroundColor = Color.TRANSPARENT;
forest.onClickEventId = "forest";
const porcelain = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y - 100), text: "porcelain(Test)"});
porcelain.size.set(200, 50);
porcelain.borderWidth = 2;
porcelain.borderColor = Color.WHITE;
porcelain.backgroundColor = Color.TRANSPARENT;
porcelain.onClickEventId = "porcelain";
const greatwall = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y), text: "greatwall(Test)"});
greatwall.size.set(200, 50);
greatwall.borderWidth = 2;
greatwall.borderColor = Color.WHITE;
greatwall.backgroundColor = Color.TRANSPARENT;
greatwall.onClickEventId = "greatwall";
const snow = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y + 100), text: "snow(Test)"});
snow.size.set(200, 50);
snow.borderWidth = 2;
snow.borderColor = Color.WHITE;
snow.backgroundColor = Color.TRANSPARENT;
snow.onClickEventId = "snow";
const market = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y + 200), text: "market(Test)"});
market.size.set(200, 50);
market.borderWidth = 2;
market.borderColor = Color.WHITE;
market.backgroundColor = Color.TRANSPARENT;
market.onClickEventId = "market";
const end = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y + 300), text: "end(Test)"});
end.size.set(200, 50);
end.borderWidth = 2;
end.borderColor = Color.WHITE;
end.backgroundColor = Color.TRANSPARENT;
end.onClickEventId = "end";
const back = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y + 400), text: "Back"});
back.size.set(200, 50);
back.borderWidth = 2;
back.borderColor = Color.WHITE;
back.backgroundColor = Color.TRANSPARENT;
back.onClickEventId = "back";
this.receiver.subscribe("start");
this.receiver.subscribe("forest");
this.receiver.subscribe("porcelain");
this.receiver.subscribe("greatwall");
this.receiver.subscribe("snow");
this.receiver.subscribe("market");
this.receiver.subscribe("end");
this.receiver.subscribe("back");
}
updateScene(){
while(this.receiver.hasNextEvent()){
let event = this.receiver.getNextEvent();
console.log(event);
if(event.type === "start"){
if (this.seedInput.text) {
InputWrapper.randomSeed = this.seedInput.text;
this.seedInput.text = "";
}
else {
InputWrapper.randomSeed = Math.floor(Math.random() * 10000000000).toString();
}
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemies"],
collisions:
[
[0, 1, 1],
[1, 0, 0],
[1, 0, 0]
]
}
}
this.sceneManager.changeToScene(Start, {}, sceneOptions);
}
if(event.type === "forest"){
if (this.seedInput.text) {
InputWrapper.randomSeed = this.seedInput.text;
this.seedInput.text = "";
}
else {
InputWrapper.randomSeed = Math.floor(Math.random() * 10000000000).toString();
}
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemies"],
collisions:
[
[0, 1, 1],
[1, 0, 0],
[1, 0, 0]
]
}
}
this.sceneManager.changeToScene(Forest, {}, sceneOptions);
}
if(event.type === "porcelain"){
if (this.seedInput.text) {
InputWrapper.randomSeed = this.seedInput.text;
this.seedInput.text = "";
}
else {
InputWrapper.randomSeed = Math.floor(Math.random() * 10000000000).toString();
}
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemies"],
collisions:
[
[0, 1, 1],
[1, 0, 0],
[1, 0, 0]
]
}
}
this.sceneManager.changeToScene(Porcelain, {}, sceneOptions);
}
if(event.type === "greatwall"){
if (this.seedInput.text) {
InputWrapper.randomSeed = this.seedInput.text;
this.seedInput.text = "";
}
else {
InputWrapper.randomSeed = Math.floor(Math.random() * 10000000000).toString();
}
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemies"],
collisions:
[
[0, 1, 1],
[1, 0, 0],
[1, 0, 0]
]
}
}
this.sceneManager.changeToScene(Greatwall, {}, sceneOptions);
}
if(event.type === "snow"){
if (this.seedInput.text) {
InputWrapper.randomSeed = this.seedInput.text;
this.seedInput.text = "";
}
else {
InputWrapper.randomSeed = Math.floor(Math.random() * 10000000000).toString();
}
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemies"],
collisions:
[
[0, 1, 1],
[1, 0, 0],
[1, 0, 0]
]
}
}
this.sceneManager.changeToScene(Snow, {}, sceneOptions);
}
if(event.type === "market"){
if (this.seedInput.text) {
InputWrapper.randomSeed = this.seedInput.text;
this.seedInput.text = "";
}
else {
InputWrapper.randomSeed = Math.floor(Math.random() * 10000000000).toString();
}
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemies"],
collisions:
[
[0, 1, 1],
[1, 0, 0],
[1, 0, 0]
]
}
}
this.sceneManager.changeToScene(Market, {}, sceneOptions);
}
if(event.type === "end"){
if (this.seedInput.text) {
InputWrapper.randomSeed = this.seedInput.text;
this.seedInput.text = "";
}
else {
InputWrapper.randomSeed = Math.floor(Math.random() * 10000000000).toString();
}
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemies"],
collisions:
[
[0, 1, 1],
[1, 0, 0],
[1, 0, 0]
]
}
}
this.sceneManager.changeToScene(End, {}, sceneOptions);
}
if(event.type === "back"){
this.sceneManager.changeToScene(MainMenu, {});
}
}
}
}