2019-05-29 04:24:48 +00:00
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---
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title: "Putting It All Together"
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date: 2019-05-28T21:22:44-07:00
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2019-05-29 18:31:39 +00:00
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weight: 1000
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2019-05-29 04:24:48 +00:00
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---
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2019-05-29 18:31:39 +00:00
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Finally, we need to set up our initial game state with our spawn messages, and make sure we added and initialized all of our required Engines.
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Our load method in **game/game.ts** should look something like this:
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```ts
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public load() {
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this.canvas = love.graphics.newCanvas();
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const collision_world = CollisionWorld.newWorld(32);
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const world_builder = new WorldBuilder();
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// ADD YOUR ENGINES HERE...
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world_builder.add_engine(BallSpawner).initialize(collision_world);
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world_builder.add_engine(GameBoundarySpawner).initialize(collision_world);
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world_builder.add_engine(PaddleSpawner).initialize(collision_world);
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world_builder.add_engine(InputEngine);
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world_builder.add_engine(PaddleMovementEngine);
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world_builder.add_engine(MotionEngine);
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world_builder.add_engine(VelocityEngine);
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world_builder.add_engine(CollisionCheckEngine).initialize(collision_world);
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world_builder.add_engine(CollisionDispatchEngine);
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world_builder.add_engine(BallWallCollisionEngine);
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world_builder.add_engine(BallPaddleCollisionEngine);
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world_builder.add_engine(UpdatePositionEngine);
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world_builder.add_engine(UpdateVelocityEngine);
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// ADD YOUR RENDERERS HERE...
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world_builder.add_renderer(CanvasRenderer);
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// ADD YOUR STARTING ENTITIES HERE...
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const play_area_width = 1280;
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const play_area_height = 720;
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const boundary_width = 30;
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const paddle_width = 20;
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const paddle_height = 120;
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const paddle_spacing = 40;
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const paddle_speed = 400;
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const ball_size = 16;
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const paddle_spawn_message = world_builder.emit_message(PaddleSpawnMessage);
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paddle_spawn_message.x = paddle_spacing;
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paddle_spawn_message.y = play_area_height * 0.5;
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paddle_spawn_message.width = paddle_width;
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paddle_spawn_message.height = paddle_height;
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paddle_spawn_message.move_speed = paddle_speed;
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const ball_spawn_message = world_builder.emit_message(BallSpawnMessage);
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ball_spawn_message.x = play_area_width * 0.5;
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ball_spawn_message.y = play_area_height * 0.5;
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ball_spawn_message.size = ball_size;
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ball_spawn_message.x_velocity = 200;
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ball_spawn_message.y_velocity = -400;
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const top_wall_spawn_message = world_builder.emit_message(GameBoundarySpawnMessage);
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top_wall_spawn_message.x = play_area_width * 0.5;
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top_wall_spawn_message.y = -boundary_width * 0.5;
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top_wall_spawn_message.width = play_area_width;
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top_wall_spawn_message.height = boundary_width;
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const right_wall_spawn_message = world_builder.emit_message(GameBoundarySpawnMessage);
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right_wall_spawn_message.x = play_area_width + boundary_width * 0.5;
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right_wall_spawn_message.y = play_area_height * 0.5;
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right_wall_spawn_message.width = boundary_width;
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right_wall_spawn_message.height = play_area_height;
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const bottom_wall_spawn_message = world_builder.emit_message(GameBoundarySpawnMessage);
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bottom_wall_spawn_message.x = play_area_width * 0.5;
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bottom_wall_spawn_message.y = boundary_width * 0.5 + play_area_height;
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bottom_wall_spawn_message.width = play_area_width;
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bottom_wall_spawn_message.height = boundary_width;
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const left_wall_spawn_message = world_builder.emit_message(GameBoundarySpawnMessage);
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left_wall_spawn_message.x = -boundary_width * 0.5;
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left_wall_spawn_message.y = play_area_height * 0.5;
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left_wall_spawn_message.width = boundary_width;
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left_wall_spawn_message.height = play_area_height;
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this.world = world_builder.build();
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}
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```
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Let's try it!
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```sh
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npm run love
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```
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2019-06-05 00:59:56 +00:00
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<video width="75%" height="360" autoplay="autoplay" muted="muted" loop="loop" style="display: block; margin: 0 auto;">
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2019-05-29 18:31:39 +00:00
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<source src="/images/bouncing.webm" type="video/webm">
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</video>
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All our hard work paid off. Look at that! *chef kiss*
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