-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathgame_state.dart
315 lines (249 loc) · 10.4 KB
/
game_state.dart
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
/*
* Copyright (c) 2019 by Gerrit Grunwald
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import 'dart:math';
import 'dart:ui';
import 'package:spacefl/game/actors/actor_utils.dart';
import 'package:spacefl/game/actors/asteroid.dart';
import 'package:spacefl/game/actors/asteroid_explosion.dart';
import 'package:spacefl/game/actors/crystal.dart';
import 'package:spacefl/game/actors/crystal_explosion.dart';
import 'package:spacefl/game/actors/enemy.dart';
import 'package:spacefl/game/actors/enemy_boss.dart';
import 'package:spacefl/game/actors/enemy_boss_explosion.dart';
import 'package:spacefl/game/actors/enemy_boss_hit.dart';
import 'package:spacefl/game/actors/enemy_boss_torpedo.dart';
import 'package:spacefl/game/actors/enemy_torpedo.dart';
import 'package:spacefl/game/actors/explosion.dart';
import 'package:spacefl/game/actors/hit.dart';
import 'package:spacefl/game/actors/player.dart';
import 'package:spacefl/game/actors/rocket.dart';
import 'package:spacefl/game/actors/rocket_explosion.dart';
import 'package:spacefl/game/actors/space_ship.dart';
import 'package:spacefl/game/actors/space_ship_explosion.dart';
import 'package:spacefl/game/actors/star.dart';
import 'package:spacefl/game/actors/torpedo.dart';
import 'package:spacefl/game/game.dart';
class GameState {
SpaceShip spaceShip;
SpaceShipExplosion spaceShipExplosion;
final stars = List<Star>(Game.starCount);
final asteroids = List<Asteroid>(Game.asteroidCount);
final enemies = List<Enemy>(Game.enemyCount);
final hallOfFame = <Player>[];
final hits = <Hit>[];
final hitsToRemove = <Hit>{};
final crystals = <Crystal>[];
final crystalsToRemove = <Crystal>{};
final rockets = <Rocket>[];
final rocketsToRemove = <Rocket>{};
final torpedoes = <Torpedo>[];
final torpedoesToRemove = <Torpedo>{};
final enemyBosses = <EnemyBoss>[];
final enemyBossesToRemove = <EnemyBoss>{};
final enemyTorpedoes = <EnemyTorpedo>[];
final enemyTorpedoesToRemove = <EnemyTorpedo>{};
final enemyBossHits = <EnemyBossHit>[];
final enemyBossHitsToRemove = <EnemyBossHit>{};
final enemyBossTorpedoes = <EnemyBossTorpedo>[];
final enemyBossTorpedoesToRemove = <EnemyBossTorpedo>{};
final rocketExplosions = <RocketExplosion>[];
final rocketExplosionsToRemove = <RocketExplosion>{};
final enemyBossExplosions = <EnemyBossExplosion>[];
final enemyBossExplosionsToRemove = <EnemyBossExplosion>{};
final explosions = <Explosion>[];
final explosionsToRemove = <Explosion>{};
final asteroidExplosions = <AsteroidExplosion>[];
final asteroidExplosionsToRemove = <AsteroidExplosion>{};
final crystalExplosions = <CrystalExplosion>[];
final crystalExplosionsToRemove = <CrystalExplosion>{};
Random random = Random();
Size boardSize = Size.zero;
Duration lastEnemyBossAttack = Duration.zero;
Duration lastCrystal = Duration.zero;
Duration lastTimerCall = Duration.zero;
Duration _deltaT = Duration.zero;
Duration _lastTimestamp = Duration.zero;
double scorePosX;
double scorePosY;
double backgroundViewportY = 2079; //backgroundImg.getHeight() - HEIGHT;
int score = 0;
int lifeCount = Game.lifeCount;
bool initialized = false;
bool running = false;
bool gameOverScreen = false;
bool hallOfFameScreen = false;
bool inputAllowed = false;
Duration get deltaT => _deltaT;
Duration get lastTimestamp => _lastTimestamp;
/// Initialize all actors and other game state
void init(Game game, Size size) {
if (boardSize == size) {
return;
}
boardSize = size;
if (initialized) {
return;
}
spaceShip = SpaceShip(game);
initActorList(stars, Game.starCount, () => Star(game));
initActorList(asteroids, Game.asteroidCount, () => Asteroid(game));
initActorList(enemies, Game.enemyCount, () => Enemy(game));
initialized = true;
}
/// Update the game's state.
void update(Game game, Duration timestamp) {
_frameReset(game);
_deltaT = _computeDeltaT(timestamp, _lastTimestamp);
_lastTimestamp = timestamp;
_updateActors(game, timestamp, deltaT);
_updateAutoSpawns(game, timestamp);
}
void resetSpaceShip(Game game) {
if (lifeCount == 0) {
// TODO notify that game is over, for now just reset lifeCount. Unlimited plays!!!
//gameOver();
//return;
lifeCount = Game.lifeCount;
}
spaceShip.reset(game);
}
void spawnAsteroidExplosion(Game game, double x, double y, double vX, double vY, double scale) {
asteroidExplosions.add(AsteroidExplosion(game, x, y, vX, vY, scale));
// TODO - play sound
}
void spawnCrystal(Game game) => crystals.add(Crystal(game));
void spawnCrystalExplosion(Game game, double x, double y, double vX, double vY) {
crystalExplosions.add(CrystalExplosion(game, x, y, vX, vY));
}
void spawnEnemyBoss(Game game) => enemyBosses.add(EnemyBoss(game));
void spawnEnemyBossExplosion(Game game, double centerX, double centerY, double vX, double vY) {
enemyBossExplosions.add(EnemyBossExplosion(game, centerX, centerY, vX, vY));
// TODO: play sound
}
void spawnEnemyBossHit(Game game, double x, double y, double vX, double vY) {
enemyBossHits.add(EnemyBossHit(game, x, y, vX, vY));
// TODO - play sound
}
void spawnEnemyBossTorpedo(Game game, double x, double y, double vX, double vY) {
double vFactor = Game.enemyTorpedoSpeed / vY;
enemyBossTorpedoes.add(EnemyBossTorpedo(game, x, y, vFactor * vX, vFactor * vY));
// TODO: play sound
// playSound(enemyLaserSound);
}
void spawnEnemyTorpedo(Game game, double x, double y, double vX, double vY) {
double vFactor = Game.enemyTorpedoSpeed / vY;
enemyTorpedoes.add(EnemyTorpedo(game, x, y, vFactor * vX, vFactor * vY));
// TODO: play sound
// playSound(enemyLaserSound);
}
void spawnExplosion(Game game, double x, double y, double vX, double vY, double scale) {
explosions.add(Explosion(game, x, y, vX, vY, scale));
// TODO - play sound
}
void spawnHit(Game game, double x, double y, double vX, double vY) {
hits.add(Hit(game, x, y, vX, vY));
// TODO - play sound
}
void spawnRocket(Game game, double x, double y) {
if (rockets.length < Game.maxRocketCount) {
rockets.add(Rocket(game, x, y));
}
// TODO: play sound
}
void spawnRocketExplosion(Game game, double x, double y, double vX, double vY, double scale) {
rocketExplosions.add(RocketExplosion(game, x, y, vX, vY, scale));
// TODO: play sound
}
void spawnTorpedo(Game game, double x, double y) {
torpedoes.add(Torpedo(game, x, y));
// TODO: play sound
}
void destroyAsteroidExplosion(AsteroidExplosion ae) => asteroidExplosionsToRemove.add(ae);
void destroyCrystal(Crystal c) => crystalsToRemove.add(c);
void destroyCrystalExplosion(CrystalExplosion ce) => crystalExplosionsToRemove.add(ce);
void destroyEnemyTorpedo(EnemyTorpedo t) => enemyTorpedoesToRemove.add(t);
void destroyEnemyBoss(EnemyBoss eb) => enemyBossesToRemove.add(eb);
void destroyEnemyBossExplosion(EnemyBossExplosion ebe) => enemyBossExplosionsToRemove.add(ebe);
void destroyEnemyBossTorpedo(EnemyBossTorpedo ebt) => enemyBossTorpedoesToRemove.add(ebt);
void destroyEnemyBossHit(EnemyBossHit ebh) => enemyBossHitsToRemove.add(ebh);
void destroyExplosion(Explosion e) => explosionsToRemove.add(e);
void destroyHit(Hit h) => hitsToRemove.add(h);
void destroyRocket(Rocket r) => rocketsToRemove.add(r);
void destroyRocketExplosion(RocketExplosion re) => rocketExplosionsToRemove.add(re);
void destroySpaceShip(Game game) {
// TODO: play sound
//playSound(spaceShipExplosionSound);
lifeCount--;
spaceShipExplosion = SpaceShipExplosion(game, spaceShip.x, spaceShip.y, spaceShip.vX * .1, spaceShip.vY * .1);
}
void destroyTorpedo(Torpedo t) => torpedoesToRemove.add(t);
void _frameReset(Game game) {
clearActors(rockets, rocketsToRemove);
clearActors(crystals, crystalsToRemove);
clearActors(torpedoes, torpedoesToRemove);
clearActors(enemyBosses, enemyBossesToRemove);
clearActors(enemyTorpedoes, enemyTorpedoesToRemove);
clearActors(enemyBossHits, enemyBossHitsToRemove);
clearActors(enemyBossTorpedoes, enemyBossTorpedoesToRemove);
clearActors(hits, hitsToRemove);
clearActors(enemyBossHits, enemyBossHitsToRemove);
clearActors(explosions, explosionsToRemove);
clearActors(rocketExplosions, rocketExplosionsToRemove);
clearActors(crystalExplosions, crystalExplosionsToRemove);
clearActors(asteroidExplosions, asteroidExplosionsToRemove);
clearActors(enemyBossExplosions, enemyBossExplosionsToRemove);
}
Duration _computeDeltaT(Duration now, Duration lastTimestamp) {
Duration delta = now - lastTimestamp;
if (lastTimestamp == Duration.zero) {
delta = Duration.zero;
}
return delta;
}
void _updateActors(Game game, Duration timestamp, Duration deltaT) {
updateActorList(stars, game, deltaT);
updateActorList(asteroids, game, deltaT);
updateActorList(crystals, game, deltaT);
updateActorList(enemies, game, deltaT);
updateActorList(enemyBosses, game, deltaT);
updateActorList(rockets, game, deltaT);
updateActorList(torpedoes, game, deltaT);
updateActorList(enemyTorpedoes, game, deltaT);
updateActorList(enemyBossTorpedoes, game, deltaT);
updateActorList(hits, game, deltaT);
updateActorList(enemyBossHits, game, deltaT);
updateActorList(asteroidExplosions, game, deltaT);
updateActorList(crystalExplosions, game, deltaT);
updateActorList(enemyBossExplosions, game, deltaT);
updateActorList(explosions, game, deltaT);
updateActorList(rocketExplosions, game, deltaT);
if (spaceShip.isAlive) {
spaceShip.update(game, deltaT);
} else {
spaceShipExplosion.update(game, deltaT);
}
}
void _updateAutoSpawns(Game game, Duration now) {
if (now > lastEnemyBossAttack + Game.enemyBossAttackInterval) {
spawnEnemyBoss(game);
lastEnemyBossAttack = now;
}
if (isTimeToSpawn(now, lastCrystal, Game.crystalSpawnInterval)) {
spawnCrystal(game);
lastCrystal = now;
}
}
}