/** * An actionable item represents an in-game object that can be activated using the space-bar. * It has coordinates and an "activation radius" */ import Sprite = Phaser.GameObjects.Sprite; import {OutlinePipeline} from "../Shaders/OutlinePipeline"; import {GameScene} from "../Game/GameScene"; type EventCallback = (state: unknown, parameters: unknown) => void; export class ActionableItem { private readonly activationRadiusSquared : number; private isSelectable: boolean = false; private callbacks: Map> = new Map>(); public constructor(private id: number, private sprite: Sprite, private eventHandler: GameScene, private activationRadius: number, private onActivateCallback: (item: ActionableItem) => void) { this.activationRadiusSquared = activationRadius * activationRadius; } public getId(): number { return this.id; } /** * Returns the square of the distance to the object center IF we are in item action range * OR null if we are out of range. */ public actionableDistance(x: number, y: number): number|null { const distanceSquared = (x - this.sprite.x)*(x - this.sprite.x) + (y - this.sprite.y)*(y - this.sprite.y); if (distanceSquared < this.activationRadiusSquared) { return distanceSquared; } else { return null; } } /** * Show the outline of the sprite. */ public selectable(): void { if (this.isSelectable) { return; } this.isSelectable = true; if (this.sprite.pipeline) { this.sprite.setPipeline(OutlinePipeline.KEY); this.sprite.pipeline.set2f('uTextureSize', this.sprite.texture.getSourceImage().width, this.sprite.texture.getSourceImage().height); } } /** * Hide the outline of the sprite */ public notSelectable(): void { if (!this.isSelectable) { return; } this.isSelectable = false; this.sprite.resetPipeline(); } /** * Triggered when the "space" key is pressed and the object is in range of being activated. */ public activate(): void { this.onActivateCallback(this); } public emit(eventName: string, state: unknown, parameters: unknown = null): void { this.eventHandler.emitActionableEvent(this.id, eventName, state, parameters); // Also, execute the action locally. this.fire(eventName, state, parameters); } public on(eventName: string, callback: EventCallback): void { let callbacksArray: Array|undefined = this.callbacks.get(eventName); if (callbacksArray === undefined) { callbacksArray = new Array(); this.callbacks.set(eventName, callbacksArray); } callbacksArray.push(callback); } public fire(eventName: string, state: unknown, parameters: unknown): void { const callbacksArray = this.callbacks.get(eventName); if (callbacksArray === undefined) { return; } for (const callback of callbacksArray) { callback(state, parameters); } } }