TicTacTicTac c'est un TicTacToe 😄

Signed-off-by: Avior <florian.bouillon@delta-wings.net>
This commit is contained in:
Florian Bouillon 2021-06-02 01:35:08 +02:00
parent 095dfddfb8
commit 7384ffc5b7
Signed by: Florian Bouillon
GPG Key ID: 50BD648F12C86AB6
8 changed files with 424 additions and 0 deletions

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src/GameEngine.ts Normal file
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/* eslint-disable max-classes-per-file */
export default class GameEngine {
public ctx: CanvasRenderingContext2D
public canvas: HTMLCanvasElement
public caseSize: [number, number] = [1, 1]
public cursor: {
x: number
y: number
isDown: boolean
wasDown: boolean
} = {
x: 0,
y: 0,
isDown: false,
wasDown: false
}
private currentScene?: Scene
private isRunning = false
public constructor(
private id: string,
private options?: {
caseCount?: number | [number, number]
background?: string
}
) {
const canvas = document.querySelector<HTMLCanvasElement>(id)
if (!canvas) {
throw new Error('Error, canvas not found!')
}
this.canvas = canvas
if (this.options?.caseCount) {
this.caseSize = [
// @ts-expect-error idc
this.canvas.width / ((typeof this.options.caseCount) !== 'number' ? this.options.caseCount[0] : this.options.caseCount ),
// @ts-expect-error idc2 lol
this.canvas.height / ((typeof this.options.caseCount) !== 'number' ? this.options.caseCount[1] : this.options.caseCount)
]
}
const ctx = canvas.getContext('2d')
if (!ctx) {
throw new Error('Error, Context could not get found!')
}
ctx.imageSmoothingEnabled = false
this.ctx = ctx
}
public start() {
if (this.isRunning) {
console.warn('Game is already running')
return
}
this.isRunning = true
requestAnimationFrame(() => {
this.update()
})
document.addEventListener('mousemove', (ev) => {
this.cursor.x = ev.clientX
this.cursor.y = ev.clientY
if (this.cursor.isDown) {
this.cursor.wasDown = true
}
})
document.addEventListener('mousedown', () => {
this.cursor.isDown = true
})
document.addEventListener('mouseup', () => {
this.cursor.isDown = false
this.cursor.wasDown = false
})
}
public pause() {
this.isRunning = false
}
public setScene(scene: Scene | string) {
this.currentScene = typeof scene === 'string' ? Scene.scenes[scene] : scene
this.currentScene.setGameEngine(this)
}
private update() {
if (!this.isRunning) {
return
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
if (this.options?.background) {
this.ctx.fillStyle = this.options.background
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height)
}
this.currentScene?.update()
setTimeout(() => {
this.update()
}, 0)
}
}
export class SoundManager {
private audio: HTMLAudioElement
public constructor(path: string) {
this.audio = new Audio(path)
this.audio.load()
this.audio.volume = .8
}
public play() {
this.audio.play()
}
public end() {
this.audio.pause()
}
}
export class AssetsManager {
public static assets: Record<string, AssetsManager> = {}
public isLoaded = false
private image: HTMLImageElement
private constructor(
private path: string
) {
this.image = new Image()
}
public static init(path: string) {
if (!this.assets[path]) {
this.assets[path] = new AssetsManager(path)
}
return this.assets[path]
}
public async load() {
return new Promise<void>((res, rej) => {
this.image.src = this.path
this.image.onload = () => {
this.isLoaded = true
res()
}
})
}
public async get() {
if (!this.isLoaded) {
await this.load()
}
return this.image
}
}
export class Scene {
public static scenes: Record<string, Scene> = {}
public background?: string
private components: Array<Component2D> = []
private ge!: GameEngine
public constructor(sceneId: string) {
Scene.scenes[sceneId] = this
}
public addComponent(...cp: Array<Component2D>) {
return this.components.push(...cp)
}
public setGameEngine(ge: GameEngine) {
this.ge = ge
}
public async init() {
this.components.forEach((v) => {
if (v.init) {
v.init()
}
})
}
public async update() {
this.components.forEach(async (v) => {
const state: Partial<ComponentState> = {}
const width = (v.size?.width ?? 1) * this.ge.caseSize[0]
const height = (v.size?.height ?? 1) * this.ge.caseSize[1]
if (v.pos) {
const ax = v.pos.x * this.ge.caseSize[0]
const ay = v.pos.y * this.ge.caseSize[1]
state.mouseHovering =
this.ge.cursor.x >= ax && this.ge.cursor.x < (ax + width) &&
this.ge.cursor.y >= ay && this.ge.cursor.y < (ay + height)
state.mouseClicking = state.mouseHovering && this.ge.cursor.isDown
state.mouseClicked = state.mouseClicking && !this.ge.cursor.wasDown
}
if (v.display && v.pos) {
const ax = v.pos.x * this.ge.caseSize[0]
const ay = v.pos.y * this.ge.caseSize[1]
if (v.display.type === 'color') {
this.ge.ctx.fillStyle = v.display.source
this.ge.ctx.fillRect(
ax,
ay,
width,
height
)
} else if (v.display.type === 'image') {
this.ge.ctx.drawImage(
await AssetsManager.init(v.display.source).get(),
ax,
ay,
width,
height
)
}
}
if (v.update) {
v.update(state as ComponentState)
}
})
}
}
export interface ComponentState {
mouseHovering: boolean
mouseClicking: boolean
mouseClicked: boolean
}
export abstract class Component2D {
public id?: number
public display?: {
type: 'image' | 'color'
source: string
}
public pos?: {x: number, y: number, z?: number, rotation?: number}
public size?: {width: number, height: number}
public init?(): Promise<void> | void
public update?(state: ComponentState): Promise<void> | void
}

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@ -9,6 +9,9 @@ export default class Index extends React.Component {
<Text> <Text>
<Link href="/pokemon-shuffle">Pokémon Shuffle</Link> <Link href="/pokemon-shuffle">Pokémon Shuffle</Link>
</Text> </Text>
<Text>
<Link href="/tictactoe">TicTacToe mais ou il y a eu beaucoup trop de temps de passé sur le jeux</Link>
</Text>
</main> </main>
) )
} }

161
src/pages/tictactoe/Game.ts Normal file
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/* eslint-disable max-classes-per-file */
import GameEngine, { Component2D, ComponentState, Scene, SoundManager } from 'GameEngine'
const globalState: {
playerTurn: 'X' | 'O'
gameState: [
[string, string, string],
[string, string, string],
[string, string, string],
]
} = {
playerTurn: 'X',
gameState: [
['', '', ''],
['', '', ''],
['', '', '']
]
}
class Item extends Component2D {
public size = {
width: .9,
height: .9
}
private x: number
private y: number
public constructor(index: number) {
super()
this.x = Math.trunc(index % 3)
this.y = Math.trunc(index / 3)
this.pos = {
x: this.x + this.x * .05,
y: this.y + this.y * .05
}
console.log(this.pos, index)
}
public init() {
console.log('item initialized')
}
public update(state: ComponentState) {
// console.log(state)
const value: '' | 'X' | 'O' = globalState.gameState[this.x][this.y] as '' | 'X' | 'O'
if (state.mouseClicked && value === '') {
// console.log('hovering')
this.onClick()
}
if (value === 'X') {
this.display = {
type: 'image',
source: '/assets/tictactoe/X.png'
}
} else if(value === 'O') {
this.display = {
type: 'image',
source: '/assets/tictactoe/O.png'
}
}
}
private onClick() {
const clickSound = new SoundManager('/assets/tictactoe/bip.wav')
clickSound.play()
globalState.gameState[this.x][this.y] = globalState.playerTurn
console.log(this.checkVictory())
if (this.checkVictory()) {
new SoundManager('/assets/tictactoe/victory.wav').play()
// globalState.gameState = [
// ['', '', ''],
// ['', '', ''],
// ['', '', '']
// ]
}
globalState.playerTurn = globalState.playerTurn === 'X' ? 'O' : 'X'
}
// uh MAYBE refactor lol
private checkVictory() {
if(globalState.gameState[0][0] === globalState.playerTurn) {
if(globalState.gameState[1][0] === globalState.playerTurn) {
if(globalState.gameState[2][0] === globalState.playerTurn) {
return true
}
}
if(globalState.gameState[0][1] === globalState.playerTurn) {
if(globalState.gameState[0][2] === globalState.playerTurn) {
return true
}
}
if(globalState.gameState[1][1] === globalState.playerTurn) {
if(globalState.gameState[2][2] === globalState.playerTurn) {
return true
}
}
}
if(globalState.gameState[2][2] === globalState.playerTurn) {
if(globalState.gameState[2][1] === globalState.playerTurn) {
if(globalState.gameState[2][0] === globalState.playerTurn) {
return true
}
}
if(globalState.gameState[1][2] === globalState.playerTurn) {
if(globalState.gameState[0][2] === globalState.playerTurn) {
return true
}
}
}
if(globalState.gameState[1][1] === globalState.playerTurn) {
if(globalState.gameState[0][1] === globalState.playerTurn) {
if(globalState.gameState[2][1] === globalState.playerTurn) {
return true
}
}
if(globalState.gameState[1][0] === globalState.playerTurn) {
if(globalState.gameState[1][2] === globalState.playerTurn) {
return true
}
}
}
return false
}
}
class Line extends Component2D {
public constructor(direction: number, index: number) {
super()
this.display = {
type: 'color',
source: 'orange'
}
this.pos = {
x: direction ? index ? 1.95 : .9 : 0,
y: direction ? 0 : index ? .9 : 1.95
}
this.size = {
width: direction ? .15 : 3,
height: direction ? 3 : .15
}
}
}
const ge = new GameEngine('#test', {
caseCount: 3,
background: 'blue'
})
const scene = new Scene('TicTacToe')
scene.addComponent(
...Array.from(new Array(2)).map((_, index) => new Line(0, index)),
...Array.from(new Array(2)).map((_, index) => new Line(1, index)),
...Array.from(new Array(9)).map((_, index) => new Item(index)),
)
ge.start()
ge.setScene(scene)

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@ -0,0 +1,15 @@
import { Text, Link } from '@dzeio/components'
import React from 'react'
export default class Snake extends React.PureComponent {
public async componentDidMount() {
await import('./Game')
}
public render = () => (
<>
<canvas id="test" width="300" height="300"></canvas>
<Text>Bienvenue sur le TicTacToe le plus Overengineered du monde xd<br /> Avec un moteur de jeux complètement fait maison et bien plus encore en préparation ! (vieille version en 75 lignes, nouvelle en plus de 200 lol)</Text>
<Text>Version faites il y a 4 ans encore disponible sur Github lol <Link href="https://github.com/Aviortheking/TicTacToe">https://github.com/Aviortheking/TicTacToe</Link></Text>
</>
)
}