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types.ts
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types.ts
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import { defineScene } from "./defineScene";
import { UserHandlers, EventTypes } from "@use-gesture/vanilla";
import { Observable } from "rxjs";
import { createChunks } from "./createChunks";
import { createObjectPool } from "./createObjectPool";
import { AssetType, GameObjectClasses } from "./constants";
import { createCulling } from "./createCulling";
import { AnimatedTilemap, TileAnimation } from "./tilemap";
import { createInput } from "./createInput";
export type GestureState<T extends keyof UserHandlers<EventTypes>> = Parameters<UserHandlers<EventTypes>[T]>[0];
export type Camera = {
phaserCamera: Phaser.Cameras.Scene2D.Camera;
worldView$: Observable<Phaser.Cameras.Scene2D.Camera["worldView"]>;
zoom$: Observable<number>;
ignore: (objectPool: ObjectPool, ignore: boolean) => void;
dispose: () => void;
centerOnCoord: (tileCoord: Coord, tileWidth: number, tileHeight: number) => void;
centerOn: (x: number, y: number) => void;
setScroll: (x: number, y: number) => void;
setZoom: (zoom: number) => void;
};
export type GameObjectTypes = typeof GameObjectClasses;
export type GameObject<Type extends keyof GameObjectTypes> = InstanceType<GameObjectTypes[Type]>;
export type GameObjectFunction<Type extends keyof GameObjectTypes> = (
gameObject: GameObject<Type>
) => Promise<void> | void;
export type GameScene = ReturnType<typeof defineScene>;
/**
* @id: Unique id of the component to handle updating the same component
* @now: Use for things like visual effects that are only relevant in this moment
* @once: Use for setting parameters that should be set when initializing
* @update: Use for adding update functions that are called at 60 FPS
*/
export type GameObjectComponent<Type extends keyof GameObjectTypes> = {
id: string;
now?: GameObjectFunction<Type>;
once?: GameObjectFunction<Type>;
update?: GameObjectFunction<Type>;
};
export type Area = {
x: number;
y: number;
width: number;
height: number;
};
export type Coord = {
x: number;
y: number;
};
export type PixelCoord = Coord;
export type ChunkCoord = Coord;
export type WorldCoord = Coord;
export type Chunks = ReturnType<typeof createChunks>;
export type ObjectPool = ReturnType<typeof createObjectPool>;
export type Culling = ReturnType<typeof createCulling>;
export type Input = ReturnType<typeof createInput>;
export type EmbodiedEntity<Type extends keyof GameObjectTypes> = {
setComponent: (component: GameObjectComponent<Type>) => void;
hasComponent: (id: string) => boolean;
removeComponent: (id: string, stop?: boolean) => void;
spawn: () => void;
despawn: () => void;
position: Coord;
id: string;
setCameraFilter: (filter: number) => void;
type: Type;
};
export type Assets = {
[key: string]: Asset;
};
export type TilesetConfig<A extends Assets> = {
[key: string]: { assetKey: keyof A & string; tileWidth: number; tileHeight: number };
};
export type LayerConfig<A extends Assets, T extends TilesetConfig<A>> = {
[key: string]: { tilesets: (keyof T & string)[]; hasHueTintShader?: boolean };
};
export type MapConfig<A extends Assets, T extends TilesetConfig<A>, L extends LayerConfig<A, T>> = {
chunkSize: number;
tileWidth: number;
tileHeight: number;
layers: { layers: L; defaultLayer: keyof L & string };
backgroundTile: [number, ...number[]];
animationInterval: number;
tileAnimations?: { [key: string]: TileAnimation<number> };
};
type AnyMapConfig<A extends Assets, T extends TilesetConfig<A>> = MapConfig<A, T, LayerConfig<A, T>>;
type AnyTilesetConfig = TilesetConfig<Assets>;
type AnySceneConfig = SceneConfig<
Assets,
{ [key: string]: Sprite<Assets> },
AnyTilesetConfig,
MapsConfig<Assets, AnyTilesetConfig>,
Animation<Assets>[]
>;
export type MapsConfig<A extends Assets, T extends TilesetConfig<A>> = {
[key: string]: AnyMapConfig<A, T>;
};
export type Sprite<A extends Assets> = {
assetKey: keyof A & string;
frame?: string | number;
};
export type Animation<A extends Assets> = {
key: string;
assetKey: keyof A & string;
startFrame: number;
endFrame: number;
frameRate: number;
// Number of times to repeat the animation, -1 for infinity
repeat: number;
prefix?: string;
suffix?: string;
};
export type SceneConfig<
A extends Assets,
S extends { [key: string]: Sprite<Assets> },
T extends TilesetConfig<A>,
M extends MapsConfig<A, T>,
Ans extends Animation<A>[]
> = {
preload?: (scene: Phaser.Scene) => void;
create?: (scene: Phaser.Scene) => void;
update?: (scene: Phaser.Scene) => void;
assets: A;
sprites: S;
tilesets: T;
maps: M;
animations: Ans;
};
export type ScenesConfig = {
[key: string]: AnySceneConfig;
};
type Scene<C extends AnySceneConfig> = {
phaserScene: Phaser.Scene;
objectPool: ObjectPool;
camera: Camera;
culling: Culling;
maps: Maps<keyof C["maps"]>;
input: Input;
config: C;
};
export type Scenes<C extends ScenesConfig> = {
[key in keyof C]: Scene<C[key]>;
};
export type Maps<Keys extends string | number | symbol> = {
[key in Keys]: AnimatedTilemap<number, string, string>;
};
export type Tilesets<Keys extends string | number | symbol> = {
[key in Keys]: Phaser.Tilemaps.Tileset;
};
export type Asset =
| {
type: AssetType.Image;
key: string;
path: string;
}
| {
type: AssetType.SpriteSheet;
key: string;
path: string;
options: {
frameWidth: number;
frameHeight: number;
};
}
| {
type: AssetType.MultiAtlas;
key: string;
path: string;
options: {
imagePath: string;
};
};
export type CameraConfig = {
pinchSpeed: number;
wheelSpeed: number;
minZoom: number;
maxZoom: number;
};
export type PhaserEngineConfig<S extends ScenesConfig> = {
sceneConfig: S;
scale: Phaser.Types.Core.ScaleConfig;
cameraConfig: CameraConfig;
cullingChunkSize: number;
};