salva-la-costanera/src/main.ts

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import "./style.css";
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import * as welcome from "./welcome";
import * as jugando from "./jugando";
import * as win from "./win";
import * as lose from "./lose";
import { Assets, loadAssets } from "./assets";
import { loadSprite, Sprite } from "./sprite";
import { drawText, isMobile } from "./utils";
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export type State = welcome.State | jugando.State | win.State | lose.State;
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export type Juego<T extends State> = {
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canvas: HTMLCanvasElement;
ctx: CanvasRenderingContext2D;
assets: Assets;
sprites: {
[key in
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| "flecha"
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| "jugadorx"
| "baldosa"
| "larreta"
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| "millonarioMalo"
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| "semilla"
| "arbol1"
| "arbol2"]: Sprite;
};
mouse: { x: number; y: number; down: boolean };
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touches: TouchList | null;
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keyboard: { keys: { [key: string]: boolean } };
state: T;
};
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function needsRotation(juego: Juego<any>): boolean {
return juego.canvas.width < juego.canvas.height;
}
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function update(juego: Juego<any>, dt: number) {
if (needsRotation(juego)) return;
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switch (juego.state.current) {
case "welcome":
welcome.update(juego, dt);
break;
case "jugando":
jugando.update(juego, dt);
break;
case "win":
win.update(juego, dt);
break;
case "lose":
lose.update(juego, dt);
break;
}
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}
function draw(juego: Juego<any>, timestamp: number) {
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const { width, height } = juego.canvas;
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juego.ctx.imageSmoothingEnabled = false;
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juego.ctx.fillStyle = "white";
juego.ctx.fillRect(0, 0, width, height);
juego.ctx.fillStyle = "black";
if (needsRotation(juego)) {
drawText(
juego,
"¡Por favor rotá el dispositivo!",
{ x: juego.canvas.width / 2, y: juego.canvas.height / 2 },
{ align: "center", maxWidth: juego.canvas.width }
);
return;
}
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switch (juego.state.current) {
case "welcome":
welcome.draw(juego, timestamp);
break;
case "jugando":
jugando.draw(juego, timestamp);
break;
case "win":
win.draw(juego, timestamp);
break;
case "lose":
lose.draw(juego, timestamp);
break;
}
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}
function resizeCanvas(canvas: HTMLCanvasElement) {
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canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
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}
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function touchListener(juego: Juego<any>, event: TouchEvent) {
juego.touches = event.touches;
}
async function initJuego() {
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const canvas = document.querySelector<HTMLCanvasElement>("#juego")!;
const ctx = canvas.getContext("2d", {
alpha: false,
desynchronized: true,
})!;
window.addEventListener("resize", () => resizeCanvas(canvas), false);
resizeCanvas(canvas);
const assets = await loadAssets();
const sprites = {
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flecha: loadSprite(
assets.flecha,
11,
9,
(juego) => juego.canvas.height / 6
),
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jugadorx: loadSprite(
assets.jugadorx,
65,
94,
(juego) => juego.canvas.height / 4
),
baldosa: loadSprite(
assets.baldosa,
72,
72,
(juego) => juego.canvas.height * 0.8
),
larreta: loadSprite(
assets.larreta,
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83,
131,
(juego) => juego.canvas.height / 4
),
millonarioMalo: loadSprite(
assets.millonarioMalo,
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50,
71,
(juego) => juego.canvas.height / 4
),
semilla: loadSprite(
assets.semilla,
72,
73,
(juego) => juego.canvas.height / 8
),
arbol1: loadSprite(
assets.arbol1,
72,
68,
(juego) => juego.canvas.height / 3
),
arbol2: loadSprite(
assets.arbol2,
72,
56,
(juego) => juego.canvas.height / 4
),
};
let juego: Juego<welcome.State> = {
canvas,
ctx,
assets,
sprites,
mouse: { x: 0, y: 0, down: false },
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touches: null,
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keyboard: { keys: {} },
state: {
current: "welcome",
},
};
(window as any).juego = juego;
juego.ctx.imageSmoothingEnabled = false;
canvas.addEventListener(
"mousemove",
(e) => {
juego.mouse.x = e.clientX;
juego.mouse.y = e.clientY;
},
false
);
canvas.addEventListener(
"mousedown",
() => {
juego.mouse.down = true;
},
false
);
canvas.addEventListener(
"mouseup",
() => {
juego.mouse.down = false;
},
false
);
window.addEventListener("keydown", (e) => {
juego.keyboard.keys[e.key] = true;
});
window.addEventListener("keyup", (e) => {
juego.keyboard.keys[e.key] = false;
});
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window.addEventListener("touchstart", (e) => touchListener(juego, e));
window.addEventListener("touchend", (e) => touchListener(juego, e));
window.addEventListener("touchcancel", (e) => touchListener(juego, e));
window.addEventListener("touchmove", (e) => touchListener(juego, e));
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let lastRender = 0;
const loop: FrameRequestCallback = (timestamp) => {
const progress = timestamp - lastRender;
update(juego, progress);
draw(juego, timestamp);
lastRender = timestamp;
window.requestAnimationFrame(loop);
};
window.requestAnimationFrame(loop);
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}
document.getElementById("full-screen")!.addEventListener("click", async () => {
document.documentElement.requestFullscreen &&
(await document.documentElement.requestFullscreen({
navigationUI: "hide",
}));
await screen.orientation.lock("landscape");
});
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initJuego();