walk on click

main
koehr 6 years ago
parent 63cc49e1d4
commit efeab7138a

@ -1,5 +1,5 @@
<template>
<div class="field">
<div class="field" @click="handleClick">
<input v-keep-focussed type="text"
@keydown.down="goDown($event)"
@keydown.up="goUp($event)"
@ -8,9 +8,9 @@
@keydown.space="jump($event)"
/>
<div id="level-indicator">x:{{ x }}, y:{{ y }}</div>
<div id="player" :class="[player_direction]" />
<template v-for="row in rows">
<div v-for="block in row" class="block" :class="[block.type]" />
<div id="player" :class="[player_direction]" :data-x="player_x" :data-y="player_y" />
<template v-for="(row, y) in rows">
<div v-for="(block, x) in row" class="block" :class="[block.type]" :data-x="x" :data-y="y" />
</template>
</div>
</template>
@ -30,18 +30,19 @@ export default {
return {
x: 0,
y: 0,
player_x: 0,
player_y: 0,
player_direction: 'left'
player_x: PLAYER_X,
player_y: PLAYER_Y,
player_direction: 'left',
walk_steps_x: 0,
walk_steps_y: 0
}
},
mounted () {
this.findStartPos()
this.mindTheGap()
},
computed: {
rows () {
return level.grid(this.x, this.y, this.player_x, this.player_y)
return level.grid(this.x, this.y)
},
blockAtPlayer () {
return this.rows[PLAYER_Y][PLAYER_X]
@ -58,12 +59,12 @@ export default {
},
methods: {
goDown (ev) {
// TODO: this.player_direction = 'back'
// TODO: this.player_direction = 'down'
if (this.blockBelowPlayer.walkable) this.y++
this.mindTheGap()
},
goUp (ev) {
// TODO: this.player_direction = 'back'
// TODO: this.player_direction = 'up'
if (this.blockAtPlayer.climbable) this.y--
},
goRight (ev) {
@ -100,26 +101,37 @@ export default {
// just jump while facing the back
setTimeout(() => this.mindTheGap(), 100)
},
walkSteps () {
if (!this.walk_steps_x && !this.walk_steps_y) return
if (this.walk_steps_x > 0) {
this.goLeft()
this.walk_steps_x--
} else if (this.walk_steps_x < 0) {
this.goRight()
this.walk_steps_x++
} else if (this.walk_steps_y > 0) {
this.goUp()
this.walk_steps_y--
} else if (this.walk_steps_y < 0) {
this.goDown()
this.walk_steps_y++
}
setTimeout(() => this.walkSteps(), 100)
},
handleClick (ev) {
const coords = ev.target.dataset
this.walk_steps_x = this.player_x - parseInt(coords.x)
this.walk_steps_y = this.player_y - parseInt(coords.y)
this.walkSteps()
},
mindTheGap () {
const below = this.blockBelowPlayer
console.log('mindTheGap', below)
if (below.walkable && !below.climbable) {
this.y++
setTimeout(() => this.mindTheGap(), 50)
}
},
findStartPos () {
const x = parseInt(WIDTH / 2)
for (let y = HEIGHT - 1; y; y--) {
const block = this.rows[y][x]
if (block.walkable) {
this.player_x = x
this.player_y = y
break
}
}
},
}
}
}
</script>
@ -151,7 +163,10 @@ export default {
top: calc(32px * 16);
background-image: url(./assets/dwarf_right.png);
}
#player.right { background-image: url(./assets/dwarf_right.png); }
#player.left { background-image: url(./assets/dwarf_left.png); }
#player.up { background-image: url(./assets/dwarf_back.png); }
#player.down { background-image: url(./assets/dwarf_back.png); }
#player, .block {
flex: 0 0 auto;
width: 32px;

@ -0,0 +1 @@
dwarf_left.png
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