4.0 KiB
4.0 KiB
title | date | weight |
---|---|---|
Putting It All Together | 2019-05-28T21:22:44-07:00 | 1000 |
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.
Our load method in game/game.ts should look something like this:
public load() {
this.canvas = love.graphics.newCanvas();
const collision_world = CollisionWorld.newWorld(32);
const world_builder = new WorldBuilder();
// ADD YOUR ENGINES HERE...
world_builder.add_engine(BallSpawner).initialize(collision_world);
world_builder.add_engine(GameBoundarySpawner).initialize(collision_world);
world_builder.add_engine(PaddleSpawner).initialize(collision_world);
world_builder.add_engine(InputEngine);
world_builder.add_engine(PaddleMovementEngine);
world_builder.add_engine(MotionEngine);
world_builder.add_engine(VelocityEngine);
world_builder.add_engine(CollisionCheckEngine).initialize(collision_world);
world_builder.add_engine(CollisionDispatchEngine);
world_builder.add_engine(BallWallCollisionEngine);
world_builder.add_engine(BallPaddleCollisionEngine);
world_builder.add_engine(UpdatePositionEngine);
world_builder.add_engine(UpdateVelocityEngine);
// ADD YOUR RENDERERS HERE...
world_builder.add_renderer(CanvasRenderer);
// ADD YOUR STARTING ENTITIES HERE...
const play_area_width = 1280;
const play_area_height = 720;
const boundary_width = 30;
const paddle_width = 20;
const paddle_height = 120;
const paddle_spacing = 40;
const paddle_speed = 400;
const ball_size = 16;
const paddle_spawn_message = world_builder.emit_message(PaddleSpawnMessage);
paddle_spawn_message.x = paddle_spacing;
paddle_spawn_message.y = play_area_height * 0.5;
paddle_spawn_message.width = paddle_width;
paddle_spawn_message.height = paddle_height;
paddle_spawn_message.move_speed = paddle_speed;
const ball_spawn_message = world_builder.emit_message(BallSpawnMessage);
ball_spawn_message.x = play_area_width * 0.5;
ball_spawn_message.y = play_area_height * 0.5;
ball_spawn_message.size = ball_size;
ball_spawn_message.x_velocity = 200;
ball_spawn_message.y_velocity = -400;
const top_wall_spawn_message = world_builder.emit_message(GameBoundarySpawnMessage);
top_wall_spawn_message.x = play_area_width * 0.5;
top_wall_spawn_message.y = -boundary_width * 0.5;
top_wall_spawn_message.width = play_area_width;
top_wall_spawn_message.height = boundary_width;
const right_wall_spawn_message = world_builder.emit_message(GameBoundarySpawnMessage);
right_wall_spawn_message.x = play_area_width + boundary_width * 0.5;
right_wall_spawn_message.y = play_area_height * 0.5;
right_wall_spawn_message.width = boundary_width;
right_wall_spawn_message.height = play_area_height;
const bottom_wall_spawn_message = world_builder.emit_message(GameBoundarySpawnMessage);
bottom_wall_spawn_message.x = play_area_width * 0.5;
bottom_wall_spawn_message.y = boundary_width * 0.5 + play_area_height;
bottom_wall_spawn_message.width = play_area_width;
bottom_wall_spawn_message.height = boundary_width;
const left_wall_spawn_message = world_builder.emit_message(GameBoundarySpawnMessage);
left_wall_spawn_message.x = -boundary_width * 0.5;
left_wall_spawn_message.y = play_area_height * 0.5;
left_wall_spawn_message.width = boundary_width;
left_wall_spawn_message.height = play_area_height;
this.world = world_builder.build();
}
Let's try it!
npm run love
All our hard work paid off. Look at that! chef kiss