refactor(drop-and-fusion): some refactors
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@ -852,7 +852,7 @@ function attachGameEvents() {
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if (!isGameOver.value) {
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if (!isGameOver.value) {
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dropReady.value = true;
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dropReady.value = true;
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}
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}
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}, game.DROP_INTERVAL);
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}, game.frameToMs(game.DROP_COOLTIME));
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});
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});
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game.addListener('fusioned', (x, y, nextMono, scoreDelta) => {
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game.addListener('fusioned', (x, y, nextMono, scoreDelta) => {
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@ -295,7 +295,7 @@ export class DropAndFusionGame extends EventEmitter<{
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public readonly GAME_VERSION = 2;
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public readonly GAME_VERSION = 2;
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public readonly GAME_WIDTH = 450;
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public readonly GAME_WIDTH = 450;
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public readonly GAME_HEIGHT = 600;
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public readonly GAME_HEIGHT = 600;
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public readonly DROP_INTERVAL = 500;
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public readonly DROP_COOLTIME = 30; // frame
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public readonly PLAYAREA_MARGIN = 25;
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public readonly PLAYAREA_MARGIN = 25;
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private STOCK_MAX = 4;
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private STOCK_MAX = 4;
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private TICK_DELTA = 1000 / 60; // 60fps
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private TICK_DELTA = 1000 / 60; // 60fps
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@ -323,7 +323,7 @@ export class DropAndFusionGame extends EventEmitter<{
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*/
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*/
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private fusionReservedPairs: { bodyA: Matter.Body; bodyB: Matter.Body }[] = [];
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private fusionReservedPairs: { bodyA: Matter.Body; bodyB: Matter.Body }[] = [];
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private latestDroppedAt = 0;
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private latestDroppedAt = 0; // frame
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private latestFusionedAt = 0; // frame
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private latestFusionedAt = 0; // frame
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private stock: { id: string; mono: Mono }[] = [];
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private stock: { id: string; mono: Mono }[] = [];
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private holding: { id: string; mono: Mono } | null = null;
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private holding: { id: string; mono: Mono } | null = null;
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@ -426,10 +426,14 @@ export class DropAndFusionGame extends EventEmitter<{
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Matter.Composite.add(this.engine.world, this.overflowCollider);
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Matter.Composite.add(this.engine.world, this.overflowCollider);
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}
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}
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private msToFrame(ms: number) {
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public msToFrame(ms: number) {
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return Math.round(ms / this.TICK_DELTA);
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return Math.round(ms / this.TICK_DELTA);
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}
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}
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public frameToMs(frame: number) {
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return frame * this.TICK_DELTA;
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}
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private createBody(mono: Mono, x: number, y: number) {
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private createBody(mono: Mono, x: number, y: number) {
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const options: Matter.IBodyDefinition = {
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const options: Matter.IBodyDefinition = {
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label: mono.id,
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label: mono.id,
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@ -461,7 +465,6 @@ export class DropAndFusionGame extends EventEmitter<{
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}
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}
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this.latestFusionedAt = this.frame;
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this.latestFusionedAt = this.frame;
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// TODO: 単に位置だけでなくそれぞれの動きベクトルも融合する?
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const newX = (bodyA.position.x + bodyB.position.x) / 2;
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const newX = (bodyA.position.x + bodyB.position.x) / 2;
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const newY = (bodyA.position.y + bodyB.position.y) / 2;
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const newY = (bodyA.position.y + bodyB.position.y) / 2;
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@ -608,8 +611,7 @@ export class DropAndFusionGame extends EventEmitter<{
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public drop(_x: number) {
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public drop(_x: number) {
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if (this.isGameOver) return;
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if (this.isGameOver) return;
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// TODO: フレームで計算するようにすればリプレイかどうかのチェックは不要になる
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if (this.frame - this.latestDroppedAt < this.DROP_COOLTIME) return;
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if (!this.replaying && (Date.now() - this.latestDroppedAt < this.DROP_INTERVAL)) return;
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const head = this.stock.shift()!;
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const head = this.stock.shift()!;
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this.stock.push({
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this.stock.push({
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@ -629,7 +631,7 @@ export class DropAndFusionGame extends EventEmitter<{
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Matter.Composite.add(this.engine.world, body);
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Matter.Composite.add(this.engine.world, body);
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this.fusionReadyBodyIds.push(body.id);
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this.fusionReadyBodyIds.push(body.id);
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this.latestDroppedAt = Date.now();
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this.latestDroppedAt = this.frame;
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this.emit('dropped', x);
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this.emit('dropped', x);
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this.emit('monoAdded', head.mono);
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this.emit('monoAdded', head.mono);
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