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tileworld.ts
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tileworld.ts
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// which direction is the sprite moving
enum TileDir {
//% block="--"
None,
//% block="Left"
Left,
//% block="Right"
Right,
//% block="Up"
Up,
//% block="Down"
Down
}
//% blockId=tiledir block="$dir"
function _tileDir(dir: TileDir): number {
return dir;
}
enum ResultSet {
//% block="no"
Zero,
//% block="a"
One,
//% block="only"
Only
}
enum Membership {
//% block="one of"
OneOf,
//% block="not one of"
NotOneOf
}
enum Spritely {
//% block="fixed"
Fixed,
//% block="movable"
Movable
}
//% weight=1000 color="#442255" icon="\uf45c"
//% groups='["Tiles", "Events", "Assertions", "Actions"]'
//% blockGap=8
namespace TileWorld {
enum CallBackKind {
AtRest = TileDir.Down + 1,
MoveInto
}
const tileBits = 4;
// a sprite that moves by tiles, but only in one of four directions
class TileSprite extends Sprite implements Tile {
// which tile map code does this sprite represent?
private code: number;
// which direction is the target
private dir: TileDir;
// previous sprite coord value
private old: number;
// the next tile target
private next: number;
// have we received a stop request?
private stop: boolean;
// notification
private tileSpriteEvent: (ts: TileSprite, n: CallBackKind) => void;
//
constructor(world: TileWorld, code: number, image: Image, kind: number) {
super(image);
const scene = game.currentScene();
scene.physicsEngine.addSprite(this);
this.setKind(kind);
this.code = code;
this.dir = TileDir.None;
this.tileSpriteEvent = undefined;
this.stop = false;
}
//
moveOne(dir: number) {
if (this.dir == TileDir.None) {
this.stop = false;
if (dir == TileDir.Left || dir == TileDir.Right)
this.moveInX(dir);
else if (dir == TileDir.Up || dir == TileDir.Down)
this.moveInY(dir);
}
}
// stop at current tile
deadStop() {
if (this.dir == TileDir.Left || this.dir == TileDir.Right) {
this.reachedTargetX(this.centerIt(this.x), false)
} else {
this.reachedTargetY(this.centerIt(this.y), false)
}
}
// back to previous tile
knockBack() {
if ((this.dir == TileDir.Left || this.dir == TileDir.Right) &&
this.old != this.getColumn()) {
this.x = this.old << tileBits
} else if ((this.dir == TileDir.Up || this.dir == TileDir.Down) &&
this.old != this.getRow()) {
this.y = this.old << tileBits
}
this.deadStop()
}
//
getCode() { return this.code }
getDirection() { return this.dir }
getColumn() { return this.x >> tileBits }
getRow() { return this.y >> tileBits }
// notify client on entering tile
onTileSpriteEvent(handler: (ts: TileSprite, d: number) => void) {
this.tileSpriteEvent = handler
}
// call from game update loop
updateInMotion() {
if (this.dir == TileDir.None)
return;
// have we crossed into a new tile?
if (this.tileSpriteEvent) {
if (this.dir == TileDir.Left || this.dir == TileDir.Right) {
if (this.old != this.getColumn()) {
this.tileSpriteEvent(this, CallBackKind.MoveInto+this.dir)
}
// this.old = this.getColumn()
} else if (this.dir == TileDir.Up || this.dir == TileDir.Down) {
if (this.old != this.getRow()) {
this.tileSpriteEvent(this, CallBackKind.MoveInto+this.dir)
}
// this.old = this.getRow()
}
}
// have we reached the target?
let size = 1 << tileBits
if (this.dir == TileDir.Left && this.x <= this.next) {
this.reachedTargetX(this.next);
} else if (this.dir == TileDir.Right && this.x >= this.next) {
this.reachedTargetX(this.next);
} else if (this.dir == TileDir.Up && this.y <= this.next) {
this.reachedTargetY(this.next);
} else if (this.dir == TileDir.Down && this.y >= this.next) {
this.reachedTargetY(this.next);
}
}
//
updateStationary() {
if (this.tileSpriteEvent && this.dir == TileDir.None) {
this.tileSpriteEvent(this, CallBackKind.AtRest);
}
}
//
private moveInX(dir: TileDir) {
let size = 1 << tileBits;
let sign = dir == TileDir.Left ? -1 : 1;
this.next = this.x + sign * size;
this.old = this.getColumn();
this.dir = dir;
this.vx = sign * 100;
}
private moveInY(dir: TileDir) {
let size = 1 << tileBits;
let sign = dir == TileDir.Up ? -1 : 1
this.next = this.y + sign * size;
this.old = this.getRow();
this.dir = dir;
this.vy = sign * 100;
}
private reachedTargetX(x: number, reentrant: boolean = true) {
this.x = x;
this.vx = 0;
let lastDir = this.dir
this.dir = TileDir.None
if (this.tileSpriteEvent && reentrant) {
this.tileSpriteEvent(this, <number>lastDir);
}
this.old = this.getColumn();
}
private reachedTargetY(y: number,reentrant: boolean = true) {
this.y = y
this.vy = 0
let lastDir = this.dir
this.dir = TileDir.None
if (this.tileSpriteEvent && reentrant) {
this.tileSpriteEvent(this, <number>lastDir)
}
this.old = this.getRow()
}
private centerIt(n: number) {
return ((n >> tileBits) << tileBits) + (1 << (tileBits - 1))
}
}
// tileworld actions
enum TheActions { Move, Remove, Create, Stop, KnockBack, SetTile }
class ClosedAction {
constructor(public self: boolean, public action: TheActions, public args: any[]) { }
}
// the tile world manages tile sprites
class TileWorld {
// what tile code to put behind a sprite?
private backgroundTile: number;
private tileKind: number;
// the current tile map (no sprites)
private tileMap: Image;
// fill in with sprites
private spriteMap: Image;
// note tiles with more than one sprite
private multiples: Image;
// which codes map to sprites?
private spriteCodes: number[];
// map codes to kinds
private codeToKind: number[];
// the sprites, divided up by codes
private sprites: TileSprite[][];
// event handlers
private onPushHandlers: { [index:number]: ((ts: TileSprite, d: TileDir) => void)[] };
private moveIntoHandlers: { [index:number]: ((ts: TileSprite, d: TileDir) => void)[] };
private atRestHandlers: { [index:number]: ((ts: TileSprite) => void)[] };
//
constructor() {
this.backgroundTile = -1
this.sprites = []
this.codeToKind = []
this.spriteCodes = []
this.onPushHandlers = {}
this.moveIntoHandlers = {}
this.atRestHandlers = {}
this.tileKind = SpriteKind.create()
}
// methods for defining map and sprites
setMap(tileMap: Image) {
this.tileMap = tileMap.clone();
this.spriteMap = tileMap.clone();
this.multiples = tileMap.clone();
scene.setTileMap(this.tileMap)
game.onUpdate(() => { this.update(); })
}
//
setBackgroundTile(backgroundTile: number) {
this.backgroundTile = backgroundTile
}
//
setCode(curs: Tile, code: number) {
this.tileMap.setPixel(curs.getColumn(), curs.getRow(), code)
}
getCode(curs: Tile) {
return this.tileMap.getPixel(curs.getColumn(), curs.getRow())
}
getKindFromCode(code: number) {
return this.codeToKind[code]
}
addTiles(code: number, art: Image, kind: number) {
let tiles = scene.getTilesByType(code)
this.codeToKind[code] = kind;
scene.setTile(code, art);
}
//
addTileSprites(code: number, art:Image, kind: number) {
let tiles = scene.getTilesByType(code)
scene.setTile(code, art);
this.spriteCodes.push(code);
this.codeToKind[code] = kind;
this.initHandlers(kind)
this.sprites[code] = []
for (let value of tiles) {
let tileSprite = new TileSprite(this, code, art, kind)
this.hookupHandlers(tileSprite)
this.sprites[code].push(tileSprite)
value.place(tileSprite)
}
// remove from tile map
if (this.backgroundTile != -1) {
for (let y = 0; y < this.tileMap.height; y++) {
for (let x = 0; x < this.tileMap.width; x++) {
let pixel = this.tileMap.getPixel(x, y)
if (code == pixel)
this.tileMap.setPixel(x, y, this.backgroundTile)
}
}
}
}
getSpritesCount(code: number) {
if (this.sprites[code])
return this.sprites[code].length
return 0
}
createTileSpriteAt(code: number, cursor: Tile) {
//let tileSprite = new TileSprite(this, code, art, kind)
//this.hookupHandlers(tileSprite)
//this.sprites[code].push(tileSprite)
}
// register event handlers
ifAtRest(kind: number, h: (ts: TileSprite) => void) {
if (!this.atRestHandlers[kind]) this.atRestHandlers[kind] = []
this.atRestHandlers[kind].push(h);
}
onPushRequest(kind: number, h: (ts: TileSprite, d: TileDir) => void) {
if (!this.onPushHandlers[kind]) this.onPushHandlers[kind] = [];
this.onPushHandlers[kind].push(h);
}
onMoveInto(kind: number, h: (ts: TileSprite, d: TileDir) => void) {
if (!this.moveIntoHandlers[kind]) this.moveIntoHandlers[kind] = [];
this.moveIntoHandlers[kind].push(h);
}
public isFixedCode(codeKind: number) {
return codeKind < this.tileKind && this.spriteCodes.indexOf(codeKind) == -1
}
// how many fixed/movable sprites of codeKind are at a location?
// returns -1 if result needs to consult actual sprite list at location
countCodeKindAt(codeKind: number, cursor: Cursor) {
let col = cursor.getColumn(), row = cursor.getRow()
let tileMapCode = this.tileMap.getPixel(col, row)
let spriteMapCode = this.spriteMap.getPixel(col, row)
if (this.isFixedCode(codeKind))
return (codeKind == tileMapCode) ? 1 : 0
else if (this.multiples.getPixel(col, row))
return -1
else if (codeKind < this.tileKind)
return (codeKind == spriteMapCode) ? 1 : 0
else {
let tileMapKind = this.codeToKind[tileMapCode]
let spriteMapKind = this.codeToKind[spriteMapCode]
return (codeKind == tileMapKind ? 1 : 0) + (tileMapCode == spriteMapCode ? 0 : (codeKind == spriteMapKind ? 1 : 0))
}
}
hasMovableSprite(cursor: Cursor) {
let tileMapCode = this.tileMap.getPixel(cursor.getColumn(), cursor.getRow())
let spriteMapCode = this.spriteMap.getPixel(cursor.getColumn(), cursor.getRow())
return spriteMapCode != tileMapCode
}
// is the underlying tile at a location of codeKind?
tileIs(codeKind: number, cursor: Cursor) {
let targetCodeKind = this.tileMap.getPixel(cursor.getColumn(), cursor.getRow())
if (codeKind < this.tileKind)
return targetCodeKind == codeKind
else
return this.codeToKind[targetCodeKind] == codeKind
}
// get all the sprites of codeKind at an (optional) location
getSprites(codeKind: number, cursor: Cursor = null) {
if (cursor) {
return this._getSpritesCursor(codeKind, cursor);
} else
return this._getSprites(codeKind)
}
//
removeSprite(s: TileSprite) {
// TODO: we may want to consider a two phase process where we
// TODO: disable the TileSprite and leave Sprite intact
this.sprites[s.getCode()].removeElement(s)
s.destroy()
}
private _getSpritesCursor(codeKind: number, cursor: Cursor) {
let ss = this._getSprites(codeKind)
if (ss)
return ss.filter((t: TileSprite) =>
t.getColumn() == cursor.getColumn() && t.getRow() == cursor.getRow())
else
return null
}
private _getSprites(codeKind: number): any[] {
if (codeKind < this.tileKind && this.spriteCodes.indexOf(codeKind) != -1) {
return this.sprites[codeKind]
} else if (codeKind > this.tileKind) {
if (game.currentScene().spritesByKind[codeKind])
return game.currentScene().spritesByKind[codeKind].sprites()
}
return null;
}
//
private actions: ClosedAction[] = [];
private update() {
// first recompute the map
this.spriteMap.copyFrom(this.tileMap)
this.multiples.fill(0)
this.sprites.forEach((arr, code) => {
if (arr) {
arr.forEach((sprite) => {
let col = sprite.getColumn(), row = sprite.getRow()
let here = this.spriteMap.getPixel(col, row)
if (this.spriteCodes.indexOf(here) != -1 && !this.multiples.getPixel(col, row)) {
// we have more than 1 sprite at (col,row)
this.multiples.setPixel(col, row, 1)
} else {
// no sprite at this tile yet
this.spriteMap.setPixel(col, row, code)
}
})
}
})
// because we queue up actions, there are no state changes here
// update sprites in motion
this.sprites.forEach((a) => { if (a) a.forEach((s) => s.updateInMotion()) })
// update stationary sprites
this.sprites.forEach((a) => { if (a) { a.forEach((s) => s.updateStationary()) } })
// now apply the updates
this.actions.forEach((a) => this.processAction(a))
this.actions = []
}
public addAction(self: boolean, action: TheActions, args: any[]) {
let a = new ClosedAction(self, action, args)
// resolve conflicts on motion
if (a.action == TheActions.Move) {
if (a.self) {
// remove non-self moves on same sprite
let filter = this.actions.filter(b => !(b.action == TheActions.Move && b.args[0] == a.args[0] && !b.self))
this.actions = filter
} else {
// don't add if a self move on same sprite
if (this.actions.find(b => (b.action == TheActions.Move && b.args[0] == a.args[0] && b.self)))
return;
}
}
this.actions.push(a)
}
private processAction(a: ClosedAction) {
switch (a.action) {
case TheActions.Move: {
(<TileSprite>a.args[0]).moveOne(a.args[1])
break;
}
case TheActions.Stop: {
(<TileSprite>a.args[0]).deadStop()
break;
}
case TheActions.KnockBack: {
(<TileSprite>a.args[0]).knockBack()
break;
}
case TheActions.Remove: {
this.removeSprite(a.args[0])
break;
}
case TheActions.Create: {
this.createTileSpriteAt(a.args[0], a.args[1])
break;
}
case TheActions.SetTile: {
this.setCode(a.args[0], a.args[1])
break;
}
}
}
// handlers
private initHandlers(kind: number) {
if (!this.atRestHandlers[kind]) this.atRestHandlers[kind] = []
if (!this.onPushHandlers[kind]) this.onPushHandlers[kind] = []
if (!this.moveIntoHandlers[kind]) this.moveIntoHandlers[kind] = []
}
private invokeHandlers(s: TileSprite, dir: number, intercept: boolean) {
if (dir == CallBackKind.AtRest) {
this.atRestHandlers[s.kind()].forEach((h) => { h(s) });
} else if (dir >= CallBackKind.MoveInto) {
dir = dir - CallBackKind.MoveInto;
this.moveIntoHandlers[s.kind()].forEach((h) => { h(s, dir) });
} else {
// process requests out of band
if (intercept) {
let r = this.interceptRequests.find(r => r.sprite == s && r.dir == dir)
if (r) {
dir = r.next;
// restore default behavior
r.next = r.dir
}
}
this.onPushHandlers[s.kind()].forEach((h) => { h(s, dir) });
}
}
private hookupHandlers(s: TileSprite) {
s.onTileSpriteEvent((s, d) => this.invokeHandlers(s,d,true))
}
// support for key stroke handling
private interceptRequests: { sprite: TileSprite, dir: TileDir, next: TileDir}[] = [];
private keyDowns: boolean[] = [ false, false, false, false, false];
private getRequest(sprite: TileSprite, dir: TileDir) {
let r = this.interceptRequests.find(r => r.sprite == sprite && r.dir == dir)
if (!r) {
r = { sprite: sprite, dir: dir, next: dir };
this.interceptRequests.push(r)
}
return r
}
requestPush(sprite: TileSprite, dir: TileDir) {
this.keyDowns[dir] = true;
// is the sprite moving?
if (sprite.getDirection() == TileDir.None) {
// no - generate push request
this.invokeHandlers(sprite, dir, false);
let r = this.getRequest(sprite, dir);
// set default next direction
r.next = dir;
} else {
// yes - update the next direction for sprite
let r = this.getRequest(sprite, sprite.getDirection());
r.next = dir;
}
}
requestStop(sprite: TileSprite, dir: TileDir) {
this.keyDowns[dir] = false;
// is something else down?
let r = this.getRequest(sprite, dir);
r.next = TileDir.None;
let r2 = this.getRequest(sprite, sprite.getDirection())
// if no change to direction, then stop
let down = this.keyDowns.indexOf(true)
if (down != -1)
r2.next = down;
}
}
class BindController {
private sprite: TileSprite;
private world: TileWorld;
constructor() { }
private requestMove(dir: TileDir) {
this.world.requestPush(this.sprite, dir)
}
private requestStop(dir: TileDir) {
this.world.requestStop(this.sprite, dir)
}
// basic movement for tile sprite
bindToController(w: TileWorld, s: TileSprite) {
this.world = w;
this.sprite = s;
scene.cameraFollowSprite(s)
controller.left.onEvent(ControllerButtonEvent.Pressed, () => {
this.requestMove(TileDir.Left)
})
controller.left.onEvent(ControllerButtonEvent.Released, () => {
this.requestStop(TileDir.Left)
})
controller.right.onEvent(ControllerButtonEvent.Pressed, () => {
this.requestMove(TileDir.Right)
})
controller.right.onEvent(ControllerButtonEvent.Released, () => {
this.requestStop(TileDir.Right)
})
controller.up.onEvent(ControllerButtonEvent.Pressed, () => {
this.requestMove(TileDir.Up)
})
controller.up.onEvent(ControllerButtonEvent.Released, () => {
this.requestStop(TileDir.Up)
})
controller.down.onEvent(ControllerButtonEvent.Pressed, () => {
this.requestMove(TileDir.Down)
})
controller.down.onEvent(ControllerButtonEvent.Released, () => {
this.requestStop(TileDir.Down)
})
}
}
// helpers
export interface Tile {
getColumn(): number;
getRow(): number;
}
// a cursor is just a coordinate
class Cursor implements Tile {
private col: number;
private row: number;
constructor(s: Tile, dir: TileDir, dir2: TileDir = TileDir.None) {
this.col = s.getColumn();
this.row = s.getRow();
this.move(dir);
this.move(dir2)
}
private move(dir: TileDir) {
switch (dir) {
case TileDir.Left: this.col--; break;
case TileDir.Right: this.col++; break;
case TileDir.Up: this.row--; break;
case TileDir.Down: this.row++; break;
}
}
public getColumn() { return this.col }
public getRow() { return this.row }
}
// for assertion checking
class CheckFailed { }
let checkFailed = new CheckFailed();
function check(expr: boolean) {
if (!expr) {
throw checkFailed;
}
}
// state here supports blocks
let myWorld = new TileWorld();
let myPlayerController = new BindController()
// keep track of sprites passed down through active handler
// so user code doesn't need to refer to it.
let active: TileSprite[] = [];
// for current handler, track the sprites targeted by asserytions
let targets: { [index:number]: TileSprite } = {};
function getTargetSprite(dir: TileDir) {
return targets[dir]
}
function enterHandler(t: TileSprite) {
active.push(t);
targets = {};
}
function exitHandler(t: TileSprite) {
active.pop();
targets = {}
}
/**
* Set the map for placing tiles in the scene
* @param map
*/
//% blockId=TWsettilemap block="set tile map to %map=tilemap_image_picker"
//% group="Tiles"
export function setTileMap(map: Image) {
myWorld.setMap(map)
}
/**
* Set the background tile
* @param color
*/
//% group="Tiles"
//% blockId=TWsetbackgroundtile block="set background tile to %color=colorindexpicker"
export function setBackgroundTile(code: number) {
myWorld.setBackgroundTile(code)
}
/**
* Map a color to a 16x16 tile image and sprite kind.
* @param code
* @param image
* @param moving
* @param kind
*/
//% blockId=TWaddsprite block="map $code=colorindexpicker to $moving sprite $image=tile_image_picker as $kind=spritekind"
//% group="Tiles"
//% inlineInputMode=inline
export function addSprite(code: number, image: Image, moving: Spritely, kind: number) {
if (moving == Spritely.Fixed)
myWorld.addTiles(code, image, kind)
else
myWorld.addTileSprites(code, image, kind)
}
/**
* Move sprite with buttons
* @param color
*/
//% group="Tiles"
//% blockId=TWmoveButtons block="push $kind=spritekind on dpad"
export function moveWithButtons(kind: number) {
let sprites = game.currentScene().spritesByKind[kind].sprites()
if (sprites && sprites.length > 0) {
let first = sprites[0]
if (first instanceof TileSprite) {
myPlayerController.bindToController(myWorld, first)
}
}
}
//% blockId=TWgettilecode block="get code at $dir=tiledir"
//% group="Tiles"
export function getCode(dir: number) {
let sprite = getCurrentSprite()
if (sprite) {
let cursor = new Cursor(sprite, dir);
return myWorld.getCode(cursor)
}
return 0;
}
// notifications
/**
* Act on a sprite that is resting on a tile
* @param body code to execute
*/
//% group="Events" color="#444488"
//% blockId=TWontilestationary block="at rest $kind=spritekind"
//% blockAllowMultiple=1 draggableParameters="reporter"
export function onChangeAround(kind: number, h: () => void) {
myWorld.ifAtRest(kind, (t) => {
try {
enterHandler(t)
h()
} catch (e) {
} finally {
exitHandler(t)
}
});
}
/**
* Sprite is at center of tile and received request to move
* @param body code to execute
*/
//% group="Events" color="#444488"
//% blockId=TWontilearrived block="on push $kind=spritekind $dir"
//% blockAllowMultiple=1 draggableParameters="reporter"
export function onMoveRequest(kind: number, h: (dir: TileDir) => void) {
myWorld.onPushRequest(kind, (t, d) => {
try {
enterHandler(t)
h(d)
} catch (e) {
} finally {
exitHandler(t)
}
})
}
/**
* Sprite is moving into a tile
* @param body code to execute
*/
//% group="Events" color="#444488"
//% blockId=TWontiletransition block="if $kind=spritekind moves $dir into tile"
//% blockAllowMultiple=1 draggableParameters="reporter"
export function onMovedInto(kind: number, h: (dir: TileDir) => void) {
myWorld.onMoveInto(kind, (t, d) => {
try {
enterHandler(t)
h(d)
} catch (e) {
} finally {
exitHandler(t)
}
})
}
/**
* Get the currently active sprite
*/
//% group="Tiles"
//% blockId=TWgetsprite block="get current sprite"
export function getCurrentSprite(): TileSprite {
if (active.length > 0)
return active[active.length-1]
else
return null
}
//% group="Tiles"
//% blockId=TWgetspritecount block="get sprite count $code=colorindexpicker"
export function getSpriteCount(code: number): number {
return myWorld.getSpritesCount(code)
}
// Assertions
//% blockId=TWhascode block="pass if $size $code=colorindexpicker at $dir=tiledir $dir2=tiledir "
//% group="Assertions" color="#448844" inlineInputMode=inline
export function hasCode(code: number, dir: number = TileDir.None, dir2: number = TileDir.None, size: ResultSet = ResultSet.Zero) {
let sprite = getCurrentSprite()
if (sprite) {
let delta = (dir == TileDir.None && dir2 == TileDir.None) ? (code == sprite.getCode() ? -1 : 0) : 0
supportHas(code, true, dir, dir2, size, sprite, delta)
}
}
//% blockId=TWhaskind block="pass if $size $kind=spritekind at $dir=tiledir $dir2=tiledir"
//% group="Assertions" color="#448844" inlineInputMode=inline
export function hasKind(kind: number, dir: number = TileDir.None, dir2: number = TileDir.None, size: ResultSet = ResultSet.Zero) {
let sprite = getCurrentSprite()
if (sprite) {
let delta = (dir == TileDir.None && dir2 == TileDir.None) ? (kind == sprite.kind() ? -1 : 0) : 0
supportHas(kind, false, dir, dir2, size, sprite, delta)
}
}
// record the sprite, but not two steps away
function recordSprite(sprites: TileSprite[], dir: TileDir, dir2: TileDir) {
if (sprites && sprites.length > 0) {
if (dir == TileDir.None || dir2 == TileDir.None) {
let theDir = (dir == TileDir.None) ? dir2 : dir
targets[theDir] = sprites[0]
}
}
}
function supportHas(codeKind: number, code: boolean, dir: TileDir, dir2: TileDir,
size: ResultSet, sprite: TileSprite, delta: number) {
let cursor = new Cursor(sprite, dir, dir2)
let approxCount = myWorld.countCodeKindAt(codeKind, cursor)
if (size == ResultSet.Zero || size == ResultSet.One) {
if (approxCount + delta >= 0) {
check(size == ResultSet.Zero ? approxCount + delta == 0 : approxCount + delta > 0)
recordSprite(myWorld.getSprites(codeKind, cursor), dir, dir2)
return;
}
} else if (size == ResultSet.Only) {
// this only applies to fixed sprites, so count is accurate
check(!myWorld.hasMovableSprite(cursor) && approxCount == 1)
return;
}
// assert(!myWorld.isFixedCode(codeKind))
let sprites = myWorld.getSprites(codeKind, cursor)
let kindOfFixed = myWorld.getKindFromCode(myWorld.getCode(cursor))
let count = (sprites ? sprites.length : 0) + (code ? 0 : (kindOfFixed == codeKind ? 1 : 0))
if (size == ResultSet.Zero) {
check(count + delta == 0)
} else if (size == ResultSet.One) {
check(count + delta > 0)
recordSprite(sprites, dir, dir2)
}
}
/**
* Check if a direction is one of several values.
*/
//% group="Assertions" color="#448844"
//% blockId=TWisoneof block="pass if %dir=variables_get(dir) $cmp %c1 %c2"
//% inlineInputMode=inline
export function _isOneOf(dir: number, cmp: Membership = Membership.OneOf, c1: TileDir, c2: TileDir) {
if (cmp == Membership.OneOf)
check(dir == c1 || dir == c2)
else
check(dir != c1 && dir != c2)
}
// Actions
// request sprite to move in specified direction
//% blockId=TWmoveself block="move $dir=tiledir self"
//% group="Actions" color="#88CC44"
export function moveSelf(dir: number) {
let sprite = getCurrentSprite()
if (sprite) {
myWorld.addAction(true, TheActions.Move, [sprite,dir])
}
}
// request sprite to move in specified direction
//% blockId=TWmoveother block="move $dir=tiledir other at $otherdir=tiledir"
//% group="Actions" color="#88CC44"
export function moveOther(otherdir: number, dir: number) {
let sprite = getTargetSprite(otherdir)
if (sprite) {
myWorld.addAction(false, TheActions.Move, [sprite, dir])
}
}
//% blockId=TWknockbackself block="knockback self"
//% group="Actions" color="#88CC44"
export function knockBackSelf() {
let sprite = getCurrentSprite()
if (sprite && sprite.getDirection() != TileDir.None) {
myWorld.addAction(false, TheActions.KnockBack, [sprite])
}
}
//% blockId=TWstopother block="stop other $otherdir=tiledir"
//% group="Actions" color="#88CC44"
export function stopOther(otherdir: number) {
let sprite = getTargetSprite(otherdir)
if (sprite && sprite.getDirection() != TileDir.None) {
myWorld.addAction(false, TheActions.Stop, [sprite])
}
}
//% blockId=TWremoveSelf block="remove self"
//% group="Actions" color="#88CC44"
export function removeSelf() {
let sprite = getCurrentSprite()
if (sprite) {
myWorld.addAction(true, TheActions.Remove, [sprite])
}
}
//% blockId=TWremoveother block="remove other at $otherdir=tiledir"
//% group="Actions" color="#88CC44"
export function removeOther(otherdir: number) {
let sprite = getTargetSprite(otherdir)
if (sprite) {
myWorld.addAction(false, TheActions.Remove, [sprite])
}
}
// direction-based
// - set tile code
// - create sprite
//% blockId=TWsettilecode block="set code $code=colorindexpicker at $dir=tiledir"
//% group="Actions" color="#88CC44"
export function setCode(code: number, dir: number) {
let sprite = getCurrentSprite()
if (sprite) {
let cursor = new Cursor(sprite, dir);
myWorld.addAction(false, TheActions.SetTile, [cursor, code])
}
}
//% blockId=TWcreatesprite block="create sprite $code=colorindexpicker at $dir=tiledir"
//% group="Actions" color="#88CC44"
export function createSprite(code: number, dir: number) {
let sprite = getCurrentSprite()
if (sprite) {
myWorld.addAction(false, TheActions.Create, [code, new Cursor(sprite, dir)])
}
}
}