@tamb/gamegrid
v1.0.0-beta.16
Published
**A 2D HTML Grid for Creating Web Games** <br/> <small>or other things that could use a 2D Matrix</small>
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GameGrid
A 2D HTML Grid for Creating Web Games or other things that could use a 2D Matrix
Goals of this project
- Create a 2D grid in memory capable of handling coordinates and interactions
- Define a set of interactions that are baked in and allow for augmentation
- Optional rendering for the physical grid.
- TypeScript support
- Have fun with it!
The GameGrid class
GameGrid
is a class that you instantiate to create a 2D grid in memory, with optional rendering of the grid.
// All code examples are written in Typescript
const grid : GameGrid = new GameGrid(config: IConfig, element: HTMLElement);
config : IConfig
export interface IConfig {
options?: IOptions;
matrix: ICell[][];
state?: IState;
}
options : IOptions
export interface IOptions {
id?: string;
arrowControls?: boolean;
wasdControls?: boolean;
infiniteX?: boolean;
infiniteY?: boolean;
clickable?: boolean;
rewindLimit?: number;
middlewares?: {
pre: ((gamegridInstance: IGameGrid, newState: any) => void)[];
post: ((gamegridInstance: IGameGrid, newState: any) => void)[];
};
// TODO: Utilize these options to add additional supported cell types
blockOnType?: string[];
collideOnType?: string[];
moveOnType?: string[];
// TODO: Add support for this
// render options
activeClass?: string;
containerClass?: string;
rowClass?: string;
}
The default options are as follows:
{
activeClass: classesEnum.ACTIVE_CELL,
arrowControls: true,
wasdControls: true,
infiniteX: true,
infiniteY: true,
clickable: true,
rewindLimit: 20,
blockOnType: [cellTypeEnum.BARRIER],
collideOnType: [cellTypeEnum.INTERACTIVE],
moveOnType: [cellTypeEnum.OPEN],
}
matrix : ICell[][]
The Matrix is a great movie. It's also a 2D representation of the game grid you're making.
ICell[][]
cell : ICell
The Cell is a really inferior movie.* It's also an object representing a single point in the grid.
state : IState
The State is a really funny TV show. It's also an object representing the current state of the grid.
export interface IState {
activeCoords: number[];
prevCoords: number[];
nextCoords: number[];
moves: number[][];
currentDirection?: string;
rendered?: boolean;
}
State has to have preceeding attributes to be valid. But when you setStateSync
you can add whatever else you want. You can also do a partial state update and it will work.
The default state is
export const INITIAL_STATE: IState = {
activeCoords: [0, 0],
prevCoords: [0, 0],
nextCoords: [],
currentDirection: '',
rendered: false,
moves: [[0, 0]],
};
State Middleware
pre
The pre
middleware is called everytime before the state is updated. It receives the gamegridInstance
and the newState
as arguments. You can modify the newState
object and it will be used to update the state. You can also access the gamegridInstance
to get the current state.
These functions execute in the order in which they are registered.
post
The post
middleware is called everytime after the state is updated. It receives the gamegridInstance
and the newState
as arguments. These functions execute in the order in which they are registered.
Refs
Refs are... I'm not gonna continue with the bit.
The GameGrid instance has a refs
object that contains references to the optional HTML elements of the grid
export interface IRefs {
container: HTMLElement | null;
rows: HTMLDivElement[];
cells: HTMLDivElement[][];
}
GameGrid Instance
export interface IGameGrid {
refs: IRefs;
options: IOptions;
root?: HTMLElement;
renderGrid(container: HTMLElement): void;
getOptions(): IOptions;
setOptions(newOptions: IOptions): void;
destroy(): void;
getState(): IState;
moveLeft(): void;
moveUp(): void;
moveRight(): void;
moveDown(): void;
setMatrix(m: ICell[][]): void;
getMatrix(): ICell[][];
setStateSync(obj: IState): void;
getActiveCell(): IRenderedCell;
getPreviousCell(): IRenderedCell;
}
Events
GameGrid emits the following custom events from the window
object. Each event has a detail
object with the gameGridInstance
containing all of the above.
gamegrid:grid:rendered
gamegrid:move:left
gamegrid:move:right
gamegrid:move:up
gamegrid:move:down
gamegrid:move:blocked
gamegrid:move:collide
gamegrid:move:dettach
gamegrid:move:land
gamegrid:limit
gamegrid:limit:x
gamegrid:limit:y
gamegrid:wrap
gamegrid:wrap:x
gamegrid:wrap:y
User Defined Events
... coming soon ...
Instantiation
import GameGrid from "@tamb/gamegrid";
const config = // my config settings
const gg : GameGrid = new GameGrid(config, rootElement);
// optionally render the grid
gg.render();
// create moves like so
gg.moveLeft();
gg.moveRight();
Enums
The following enums are available for use in your code and are named exports of the package.
export enum classesEnum {
GRID = 'gamegrid',
ROW = 'gamegrid__row',
CELL = 'gamegrid__cell',
ACTIVE_CELL = 'gamegrid__cell--active',
}
export enum cellTypeEnum {
OPEN = 'open',
BARRIER = 'barrier',
INTERACTIVE = 'interactive',
}
export const gridEventsEnum = {
RENDERED: 'gamegrid:grid:rendered',
CREATED: 'gamegrid:grid:created',
DESTROYED: 'gamegrid:grid:destroyed',
MOVE_LEFT: 'gamegrid:move:left',
MOVE_RIGHT: 'gamegrid:move:right',
MOVE_UP: 'gamegrid:move:up',
MOVE_DOWN: 'gamegrid:move:down',
MOVE_BLOCKED: 'gamegrid:move:blocked', // hits a wall
MOVE_COLLISION: 'gamegrid:move:collide', // overlaps another entity
MOVE_DETTACH: 'gamegrid:move:dettach', // leaves overlapping an entity
MOVE_LAND: 'gamegrid:move:land', // move finished
LIMIT: 'gamegrid:move:limit',
LIMIT_X: 'gamegrid:move:limit:x',
LIMIT_Y: 'gamegrid:move:limit:y',
WRAP: 'gamegrid:move:wrap',
WRAP_X: 'gamegrid:move:wrap:x',
WRAP_Y: 'gamegrid:move:wrap:y',
};