ShatteredSword/src/shattered_sword/Scenes/Levels.ts
2022-04-21 15:07:06 -04:00

99 lines
3.4 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 Tutorial from "./Tutorial";
import Porcelain from "./Porcelain"
export default class Levels extends Scene {
private primary: Layer;
// TODO
loadScene(){}
startScene(){
const center = this.viewport.getCenter();
// The main menu
this.primary = this.addUILayer("primary");
const tutorial = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y - 50), text: "tutorial "});
tutorial.size.set(200, 50);
tutorial.borderWidth = 2;
tutorial.borderColor = Color.WHITE;
tutorial.backgroundColor = Color.TRANSPARENT;
tutorial.onClickEventId = "tutorial";
const porcelain = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y), text: "porcelain"});
porcelain.size.set(200, 50);
porcelain.borderWidth = 2;
porcelain.borderColor = Color.WHITE;
porcelain.backgroundColor = Color.TRANSPARENT;
porcelain.onClickEventId = "porcelain";
const back = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y + 50), text: "Back"});
back.size.set(200, 50);
back.borderWidth = 2;
back.borderColor = Color.WHITE;
back.backgroundColor = Color.TRANSPARENT;
back.onClickEventId = "back";
this.receiver.subscribe("tutorial");
this.receiver.subscribe("porcelain");
this.receiver.subscribe("back");
}
updateScene(){
while(this.receiver.hasNextEvent()){
let event = this.receiver.getNextEvent();
console.log(event);
if(event.type === "tutorial"){
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemies"],
collisions:
[
[0, 1, 1],
[1, 0, 0],
[1, 0, 0]
]
}
}
this.sceneManager.changeToScene(Tutorial, {}, sceneOptions);
}
if(event.type === "porcelain"){
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 === "back"){
this.sceneManager.changeToScene(MainMenu, {});
}
}
}
}