can select map private game

This commit is contained in:
evanpelle
2024-10-12 20:54:18 -07:00
parent 3a2cd4e326
commit 5da1c2f620
7 changed files with 135 additions and 90 deletions
+22 -10
View File
@@ -1,39 +1,52 @@
import {Executor} from "../core/execution/ExecutionManager";
import {Cell, MutableGame, PlayerEvent, PlayerID, MutablePlayer, TileEvent, Player, Game, BoatEvent, Tile, PlayerType} from "../core/game/Game";
import {Cell, MutableGame, PlayerEvent, PlayerID, MutablePlayer, TileEvent, Player, Game, BoatEvent, Tile, PlayerType, GameMap} from "../core/game/Game";
import {createGame} from "../core/game/GameImpl";
import {EventBus} from "../core/EventBus";
import {Config} from "../core/configuration/Config";
import {Config, getConfig} from "../core/configuration/Config";
import {createRenderer, GameRenderer} from "./graphics/GameRenderer";
import {InputHandler, MouseUpEvent, ZoomEvent, DragEvent, MouseDownEvent} from "./InputHandler"
import {ClientID, ClientIntentMessageSchema, ClientJoinMessageSchema, ClientLeaveMessageSchema, ClientMessageSchema, GameID, Intent, ServerMessage, ServerMessageSchema, ServerSyncMessage, Turn} from "../core/Schemas";
import {TerrainMap} from "../core/game/TerrainMapLoader";
import {loadTerrainMap, TerrainMap} from "../core/game/TerrainMapLoader";
import {and, bfs, dist, manhattanDist} from "../core/Util";
import {TerrainLayer} from "./graphics/layers/TerrainLayer";
import {WinCheckExecution} from "../core/execution/WinCheckExecution";
import {SendAttackIntentEvent, SendSpawnIntentEvent, Transport} from "./Transport";
import {createCanvas} from "./graphics/Utils";
import {DisplayMessageEvent, MessageType} from "./graphics/layers/EventsDisplay";
import {v4 as uuidv4} from 'uuid';
export function createClientGame(isLocal: boolean, playerName: () => string, clientID: ClientID, playerID: PlayerID, ip: string | null, gameID: GameID, config: Config, terrainMap: TerrainMap): ClientGame {
export interface GameConfig {
isLocal: boolean
playerName: () => string
gameID: GameID
ip: string | null
map: GameMap
}
export async function createClientGame(gameConfig: GameConfig): Promise<ClientGame> {
let eventBus = new EventBus()
const config = getConfig()
const clientID = uuidv4()
const playerID = uuidv4()
const terrainMap = await loadTerrainMap(gameConfig.map)
let game = createGame(terrainMap, eventBus, config)
const canvas = createCanvas()
let gameRenderer = createRenderer(canvas, game, eventBus, clientID)
const transport = new Transport(isLocal, eventBus, gameID, clientID, playerID, config, playerName)
const transport = new Transport(gameConfig.isLocal, eventBus, gameConfig.gameID, clientID, playerID, config, gameConfig.playerName)
return new ClientGame(
clientID,
ip,
gameID,
gameConfig.ip,
eventBus,
game,
gameRenderer,
new InputHandler(canvas, eventBus),
new Executor(game, gameID),
new Executor(game, gameConfig.gameID),
transport,
)
}
@@ -52,7 +65,6 @@ export class ClientGame {
constructor(
private id: ClientID,
private clientIP: string | null,
private gameID: GameID,
private eventBus: EventBus,
private gs: Game,
private renderer: GameRenderer,