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game.mts
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game.mts
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/// <reference path="types/phaser.d.ts"/>
import * as consts from "consts";
import { GameBoard, BoardListener } from "gameboard";
import { Rand } from "chaindrop";
export class TargetTotals {
cell1 = 0;
cell2 = 0;
cell3 = 0;
}
export interface GameSettings {
level: integer;
speed: number;
}
export interface GameThingies {
gameSettings: GameSettings;
rand: Rand;
targetTotals: TargetTotals;
controlsEvents: Phaser.Events.EventEmitter;
boardEvents: Phaser.Events.EventEmitter;
}
export interface Level {
numTargets: integer;
highestRow: integer;
}
export const LEVELS: Level[] = [
{ numTargets: 4, highestRow: 10 },
{ numTargets: 8, highestRow: 10 },
{ numTargets: 12, highestRow: 10 },
{ numTargets: 16, highestRow: 10 },
{ numTargets: 20, highestRow: 10 },
{ numTargets: 24, highestRow: 10 },
{ numTargets: 28, highestRow: 10 },
{ numTargets: 32, highestRow: 10 },
{ numTargets: 36, highestRow: 10 },
{ numTargets: 40, highestRow: 10 },
{ numTargets: 44, highestRow: 10 },
{ numTargets: 48, highestRow: 10 },
{ numTargets: 52, highestRow: 10 },
{ numTargets: 56, highestRow: 10 },
{ numTargets: 60, highestRow: 10 },
{ numTargets: 64, highestRow: 11 },
{ numTargets: 68, highestRow: 11 },
{ numTargets: 72, highestRow: 12 },
{ numTargets: 76, highestRow: 12 },
{ numTargets: 80, highestRow: 13 },
{ numTargets: 84, highestRow: 13 },
];
export enum GameState {
Pregame = 1, // Game hasn't started yet (counting down, whatever)
Releasing, // The active cells are preparing into the grid
Active, // The player can control the active cells
Settle, // The active cells have been set, and possibly cleared and gravity needs to affect the board.
DoneLost, // The game is finished, the player lost.
DoneWon, // The game is finished, the player won.
}
export type ActionEvent = "noop" | "left" | "right" | "rotateCcw" | "rotateCw" | "shove";
export interface GameListener {
newNext(left: integer, right: integer): void;
moveActive(activeCells: integer[], row: number, col: number, rot: number): void;
updatedState(state: GameState): void;
}
export class SinglePlayerGame {
#tick: number = 0; // The current logical "frame" the game is at (not graphical frame)
// TODO: Make gameState be private #gameState and handle state logic within.
// TODO: Make the rest private as well.
gameState: GameState = GameState.Pregame;
board: GameBoard;
rand: Rand;
#listener: GameListener;
level = 0;
startRow = 15;
startCol = 3;
activePosRow = 0;
activePosCol = 0;
activeRotation = 0;
#cellsActive: integer[] = Array();
cellsNext: integer[] = Array();
#dropCounter = 0;
#dropRate = 40;
targetTotals: TargetTotals;
#releaseCounter = 0;
#settleCounter = 0;
#actionEvents: ActionEvent[] = Array();
constructor(rand: Rand, targetTotals: TargetTotals, level: number, listener: GameListener) {
this.rand = rand;
this.gameState = GameState.Pregame;
this.board = new GameBoard(17, 8);
this.targetTotals = targetTotals;
this.level = level;
this.#listener = listener;
this.cellsNext.length = 0;
this.cellsNext.push(consts.CELL_TYPES[this.rand.next_int_bounded(consts.CELL_TYPES.length)]);
this.cellsNext.push(consts.CELL_TYPES[this.rand.next_int_bounded(consts.CELL_TYPES.length)]);
// Init the active cells
this.activePosRow = this.startRow;
this.activePosCol = this.startCol;
this.activeRotation = 0;
}
setBoardListener(listener: BoardListener) {
this.board.setListener(listener);
}
setupBoard(numTargets: number, maxRow: number) {
this.#listener.newNext(this.cellsNext[0], this.cellsNext[1]);
// Add some targets on the board
for (let i = 0; i < numTargets; ++i) {
let row = Math.floor(this.rand.next_int_bounded(maxRow));
let col = Math.floor(this.rand.next_int_bounded(this.board.gridCols));
let target = consts.CELL_TYPES[this.rand.next_int_bounded(consts.CELL_TYPES.length)] | consts.CELL_TARGET;
for (let attempts = 0; attempts < maxRow * this.board.gridCols; ++attempts) {
if (this.board.canPlaceTarget(row, col, target)) {
this.board.gridSet(row, col, target);
if ((target & consts.CELL_TYPE_MASK) == consts.CELL_1) {
++this.targetTotals.cell1;
} else if ((target & consts.CELL_TYPE_MASK) == consts.CELL_2) {
++this.targetTotals.cell2;
} else if ((target & consts.CELL_TYPE_MASK) == consts.CELL_3) {
++this.targetTotals.cell3;
}
break;
}
++col;
if (col >= this.board.gridCols) {
col = 0;
--row;
if (row < 0) {
row = maxRow - 1;
}
}
}
}
}
cellActiveGetPosAbsolute(row: integer, col: integer, rotation: integer, index: number, cellValue: integer): [integer, integer, integer] {
// In 0th rotation, first cell is at the row and col, second cell is to the right.
let join1 = 0;
let join2 = 0;
if (rotation == 0) {
col += index;
join1 = consts.CELL_JOINED_RIGHT;
join2 = consts.CELL_JOINED_LEFT;
} else if (rotation == 1) {
// In 1st rotation, first cell is above, second cell is at row and col.
row += 1 - index;
join1 = consts.CELL_JOINED_BOTTOM;
join2 = consts.CELL_JOINED_TOP;
} else if (rotation == 2) {
// In 2nd rotation, first cell is to the right, second cell is at row and col.
col += 1 - index;
join1 = consts.CELL_JOINED_LEFT;
join2 = consts.CELL_JOINED_RIGHT;
} else if (rotation == 3) {
// In 3rd rotation, first cell is at row and col, second cell is above.
row += index;
join1 = consts.CELL_JOINED_TOP;
join2 = consts.CELL_JOINED_BOTTOM;
}
// Use the correct join depending on which active cell we're looking at
cellValue &= consts.CELL_TYPE_MASK;
if (index == 0) {
cellValue |= join1;
} else {
cellValue |= join2;
}
return [row, col, cellValue];
}
#activeSet(): void {
this.#cellsActive.forEach((cell, index) => {
let abs = this.cellActiveGetPosAbsolute(this.activePosRow, this.activePosCol, this.activeRotation, index, cell);
this.board.gridSet(abs[0], abs[1], abs[2]);
});
// Clear the grid's topmost row of cells, as cells shouldn't be set there
for (let col = 0; col < this.board.numGridCols(); ++col) {
this.board.gridDelete(false, this.board.numGridRows() - 1, col);
this.board.gridDelete(false, this.board.numGridRows() - 1, col);
}
}
// Pushes an action event to the current tick's queue. Multiple actions can
// be performed per tick, but only a maximum of one per action (so, you can
// shove down, and move left, but you can shove down 5 times and move left
// 3 times in a single tick.)
// If an action can't be performed (either because the game state doesn't
// allow it, like currently waiting for the cells to settle, or because the
// move is blocked, like can't move left because piece is at edge already)
// then the action is dropped. No actions carry over to the next tick.
pushActionEvent(actionEvent: ActionEvent): void {
if (!this.#actionEvents.includes(actionEvent)) {
this.#actionEvents.push(actionEvent);
}
}
#rotate(amount: integer): void {
// Can only rotate when active cell is in play
if (this.gameState != GameState.Active) {
return;
}
// If the proposed rotation will not clobber a filled cell, then allow it, but if rotating
// from a vertical position to a horizontal one and it would clobber a filled cell,
// try kicking left one col. If no clobbers, then go with that.
let rotation = 3 - ((3 - ((this.activeRotation + amount) % 4)) % 4)
let posCol = this.activePosCol;
if (!this.board.cellsActiveCanMove(this.activePosRow, posCol, rotation) && (rotation % 2) == 0) {
--posCol;
}
if (this.board.cellsActiveCanMove(this.activePosRow, posCol, rotation)) {
this.activeRotation = rotation;
this.activePosCol = posCol;
this.#listener.moveActive(this.#cellsActive, this.activePosRow, this.activePosCol, this.activeRotation);
}
}
// Drop (by one) all cells that are not settled.
#dropDanglingCells(): boolean {
let dropped = false; // if at least one cell dropped by gravity, the function will need to run again.
let dropline = new Array<boolean>(this.board.numGridCols()); // Calculate drops for an entire line before dropping.
// Work from the bottom up (well, not the bottom-most row though)
for (let row = 1; row < this.board.numGridRows(); ++row) {
for (let col = 0; col < this.board.numGridCols(); ++col) {
let nodrop = false; // If nodrop is true, do not drop the cell.
let cell = this.board.gridGet(row, col);
// If the cell is empty, do not drop.
nodrop ||= cell == consts.CELL_EMPTY;
// If the cell is a target, do not drop
nodrop ||= (cell & consts.CELL_TARGET) > 0;
// If the cell below this cell is occupied, do not drop this cell.
nodrop ||= (this.board.gridGet(row - 1, col) != consts.CELL_EMPTY);
// If the cell is joined right, and the cell below that is occupied, don't drop.
nodrop ||= ((cell & consts.CELL_JOINED_RIGHT) != 0 && this.board.gridGet(row - 1, col + 1) != consts.CELL_EMPTY);
// If the cell is joined left, and the cell below that is occupied, don't drop.
nodrop ||= ((cell & consts.CELL_JOINED_LEFT) != 0 && this.board.gridGet(row - 1, col - 1) != consts.CELL_EMPTY);
dropline[col] = !nodrop;
}
// Now that each column has been calculated to drop or not, drop the correct parts of the line
for (let col = 0; col < this.board.numGridCols(); ++col) {
let shouldDrop = dropline[col];
dropped ||= shouldDrop;
if (shouldDrop) {
this.board.gridMove(row, col, -1, 0);
}
}
}
return dropped;
}
#activeStateUpdate(): void {
++this.#dropCounter;
let changed = false;
let shouldSettle = false;
this.#actionEvents.forEach((actionEvent) => {
switch (actionEvent) {
case "noop":
// Do nothing.
break;
case "left":
// If the active cells can go left, then go.
if (this.board.cellsActiveCanMove(this.activePosRow, this.activePosCol - 1, this.activeRotation)) {
--this.activePosCol;
changed = true;
}
break;
case "right":
if (this.board.cellsActiveCanMove(this.activePosRow, this.activePosCol + 1, this.activeRotation)) {
++this.activePosCol;
changed = true;
}
break;
case "rotateCcw":
this.#rotate(-1);
break;
case "rotateCw":
this.#rotate(1);
break;
case "shove":
if (this.board.cellsActiveCanMove(this.activePosRow - 1, this.activePosCol, this.activeRotation)) {
--this.activePosRow;
changed = true;
this.#dropCounter = 0;
} else {
shouldSettle = true;
}
break;
default:
console.log(`Unknown action=${actionEvent}`);
}
});
// All requested actions completed, so clean the queue for the next tick.
this.#actionEvents.length = 0;
if (this.#dropCounter >= this.#dropRate) {
this.#dropCounter = 0;
if (this.board.cellsActiveCanMove(this.activePosRow - 1, this.activePosCol, this.activeRotation)) {
--this.activePosRow;
} else {
shouldSettle = true;
}
changed = true;
}
if (shouldSettle) {
this.#activeSet();
this.gameState = GameState.Settle;
changed = true;
}
// Update the positions of the active cells if anything changed
if (changed && this.gameState == GameState.Active) {
this.#listener.moveActive(this.#cellsActive, this.activePosRow, this.activePosCol, this.activeRotation);
}
}
update() {
++this.#tick;
const currentState = this.gameState;
switch (currentState) {
case GameState.Pregame: {
// This is normally used to set up the board, but it kinda already is,
// so we do nothing but start the game... for now.
this.gameState = GameState.Releasing;
break;
}
case GameState.Releasing: {
if (this.#releaseCounter == 0) {
// TODO Find better place for getting next cell colors.
this.#cellsActive.length = 0;
this.#cellsActive.push(this.cellsNext[0], this.cellsNext[1]);
this.cellsNext.length = 0;
this.cellsNext.push(consts.CELL_TYPES[this.rand.next_int_bounded(consts.CELL_TYPES.length)]);
this.cellsNext.push(consts.CELL_TYPES[this.rand.next_int_bounded(consts.CELL_TYPES.length)]);
this.#listener.newNext(this.cellsNext[0], this.cellsNext[1]);
}
if (this.#releaseCounter < 45) {
++this.#releaseCounter;
} else {
this.#releaseCounter = 0;
// If any of the cells where the active cells are placed is filled, then game over.
// (still place the active cells anyway, to show why)
let start1 = this.board.gridGet(this.startRow, this.startCol);
let start2 = this.board.gridGet(this.startRow, this.startCol + 1);
this.gameState = GameState.Active;
// position and display the active cells
this.activePosRow = this.startRow;
this.activePosCol = this.startCol;
this.activeRotation = 0;
this.#listener.moveActive(this.#cellsActive, this.activePosRow, this.activePosCol, this.activeRotation);
if (start1 != consts.CELL_EMPTY || start2 != consts.CELL_EMPTY) {
this.#activeSet();
this.gameState = GameState.DoneLost;
}
}
break;
}
case GameState.Active: {
// Some systems may have so much lag that it can't keep up with a full 60 fps,
// and we must process 2 or more ticks in an update (that is, if we expect 60
// fps but are only getting 15, then we're doing 4 loop iterations every
// update to keep the speed correct.)
this.#activeStateUpdate();
break;
}
case GameState.Settle: {
++this.#settleCounter;
if (this.#settleCounter % 15 == 0) {
if (!this.#dropDanglingCells()) {
// TODO: This should not be instant.
let seriesToClear = this.board.getCellsToClear();
seriesToClear.forEach(series => series.forEach(cell => {
let deleted = this.board.gridDelete(true, ...cell);
// Decrement the counter corresponding to the target cleared.
if ((deleted & consts.CELL_TARGET) != 0) {
let deletedType = deleted & consts.CELL_TYPE_MASK;
if (deletedType == consts.CELL_1) {
--this.targetTotals.cell1;
} else if (deletedType == consts.CELL_2) {
--this.targetTotals.cell2;
} else if (deletedType == consts.CELL_3) {
--this.targetTotals.cell3;
}
}
}));
// If all the targets are gone, then the level is cleared.
if (this.targetTotals.cell1 + this.targetTotals.cell2 + this.targetTotals.cell3 < 1) {
this.gameState = GameState.DoneWon;
}
// If nothing was cleared, then release the next active piece.
if (seriesToClear.length == 0) {
this.#settleCounter = 0;
this.gameState = GameState.Releasing;
}
}
}
break;
}
case GameState.DoneLost: {
// Nothing to do.
break;
}
case GameState.DoneWon: {
// Nothing to do.
break;
}
}
// Some game states must ignore player actions, so discard any queued actions.
this.#actionEvents.length = 0;
if (currentState != this.gameState) {
this.#listener.updatedState(this.gameState);
}
}
}