+silos, polishing, gfx
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298849c2fb
commit
dbea27ca39
8 changed files with 47 additions and 7 deletions
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public/images/progress.png
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public/images/progress.png
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@ -5,7 +5,7 @@ app = playground(
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smoothing: false,
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create: ->
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@loadImages "layers", "active", "selected", "entities", "hud"
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@loadImages "layers", "active", "progress", "selected", "entities", "hud"
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@currentHoveredTile = new Tile
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ready: ->
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9
src/entities/base.coffee
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9
src/entities/base.coffee
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@ -0,0 +1,9 @@
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class Base
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tick: (tile)->
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sprite: ->
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[0, 0, 8, 8]
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isMoveable: ->
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false
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@ -1,5 +1,9 @@
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class Miner
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tick: (tile) ->
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tick: (tile)->
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tile.click "left"
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sprite: [0, 16, 8, 8]
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sprite: ->
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[0, 16, 8, 8]
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isMoveable: ->
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true
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19
src/entities/silo.coffee
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19
src/entities/silo.coffee
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@ -0,0 +1,19 @@
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class Silo
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constructor: ->
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@frame = 0
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window.setInterval @changeAnimation, 500
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tick: (tile)->
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sprite: ->
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[@frame*8, 8, 8, 8]
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isMoveable: ->
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false
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changeAnimation: =>
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if @frame == 2
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@frame = 0
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else
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@frame += 1
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@ -2,12 +2,13 @@ app.game =
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start: ->
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for i in [0..20*15-1]
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@map[i] = new Tile
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@map[20*5+10].entity = new Base
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@currentHoveredTile = new Tile
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@currentSelectedTile = new Tile
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# Start the game tick
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window.setInterval(@tick, 1000)
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window.setInterval @tick, 1000
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@hud.start()
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@ -39,6 +40,7 @@ app.game =
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keyup: (event) ->
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switch event.key
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when "m" then @createMiner()
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when "s" then @createSilo()
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when "c" then @cheatah()
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when "space"
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@currentSelectedTile.deselect() if @currentSelectedTile
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@ -48,10 +50,14 @@ app.game =
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tile.tick() for tile in app.game.map
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createMiner: ->
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if @currentSelectedTile and @checkRessources 'lubinit', 30, true
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if @currentSelectedTile and @checkResource 'lubinit', 30, true
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@currentSelectedTile.entity = new Miner
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checkRessources: (type, amount, drain = false) ->
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createSilo: ->
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if @currentSelectedTile and @checkResource 'oxodum', 20, true
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@currentSelectedTile.entity = new Silo
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checkResource: (type, amount, drain = false) ->
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if @resources[type] >= amount
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@resources[type] -= amount if drain
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return true
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@ -42,9 +42,11 @@ class Tile
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app.layer.drawRegion app.images.layers, tileLayer.sprite, x*8, y*8
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if @entity
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app.layer.drawRegion app.images.entities, @entity.sprite, x*8, y*8
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app.layer.drawRegion app.images.entities, @entity.sprite(), x*8, y*8
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if (@entity and @entity.isMoveable())
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# Draw the status indicator.
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app.layer.drawImage app.images.progress, x*8, y*8
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numPercent = Math.floor((tileLayer.amount*6)/app.game.maxTileAmount)
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for i in [0..numPercent]
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color = ["#f00", "#a00", "#f60", "#aa0", "#0a0", "#0a0"][numPercent]
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