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@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>

Downloads

7

Readme

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',
};