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The code is running, but nothing is visible on screen. I suspect the camera is not looking at the right place. Please help me debug this by temporarily modifying the RenderSystem.update method. After you get the transform and sprite for the entity inside the loop, please add this line to center the game's camera on the sprite: game.camera.centerOn(sprite); The loop should now look something like this: // ... inside the RenderSystem update loop ... var sprite = this.displayObjects[entityId]; // ... sprite.x = transform.x; sprite.y = transform.y; sprite.visible = render.is_visible; // Add this debug line: game.camera.centerOn(sprite);
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The RenderSystem logic is now complete. Let's connect it to the game and give our test enemy a visual representation. Please make two changes to the Game.GameplayState: In the update() method: Add a call to the new system's update function, so it runs every frame. The method should now look like this: Generated javascript update: function () { Game.Systems.MovementSystem.update(); Game.Systems.RenderSystem.update(); }, In the enter() method: When you create the test enemy, please add a RenderComponent to it. The enemy creation block should now look like this: Generated javascript // Create a test enemy var enemyId = Game.EntityManager.createEntity(); var transform = Game.Components.TransformComponent(0 * 64, 30 * 64); var movement = Game.Components.MovementComponent(2, 0); // Increased speed slightly var render = Game.Components.RenderComponent('enemy', 1, 1.0, true); Game.EntityManager.addComponent(enemyId, transform); Game.EntityManager.addComponent(enemyId, movement); Game.EntityManager.addComponent(enemyId, render); I've also slightly increased the movement speed in the example code so we can see it move more clearly.
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The ECS engine and the MovementSystem are perfect. The logic for handling when an enemy reaches the end of the path is an excellent addition. For the final step of building our game's foundation, let's activate the systems and spawn a test enemy. 1. Update the GameplayState: Find the Game.GameplayState object. In its update() method, add a call to run our new system: Game.Systems.MovementSystem.update(); In its enter() method, after all the init() calls, add a call to recalculate the initial path: Game.PathManager.recalculatePath({ x: 0, y: 30 }, { x: 39, y: 30 }); 2. Create a Test Enemy: Still inside the GameplayState.enter() method, let's spawn a single test enemy. Create a new entity ID: const enemyId = Game.EntityManager.createEntity(); Create its components: const transform = Game.Components.TransformComponent(0, 0); // We'll need to adjust x/y later const movement = Game.Components.MovementComponent(0.05, 0); // A very slow speed for testing Important: Set the starting transform.x and transform.y to match the pixel coordinates of the first waypoint in the path. Since our grid is 40x60 and we haven't defined a tile size, let's assume a tile size of 64 for now. The first waypoint is {x:0, y:30}. So, set transform.x = 0 * 64 and transform.y = 30 * 64. Attach the components to the entity: Game.EntityManager.addComponent(enemyId, transform); Game.EntityManager.addComponent(enemyId, movement); 3. Convert Path Coordinates: The MovementSystem expects pixel coordinates, but the PathManager returns grid coordinates. We need to convert them. Find the Game.PathManager.recalculatePath method. After this.currentPath = this.findPath(start, end);, add a check: if (this.currentPath). Inside the if block, loop through this.currentPath and multiply each x and y coordinate by a tile size of 64. This will convert the path from grid coordinates to world/pixel coordinates for the MovementSystem.
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Step 7: The First "System" and Path Following According to the ECS pattern, "Systems" are where the game's logic lives. They operate on entities that have a certain set of components. It's time to create our first real system: the MovementSystem. But first, we have a small problem to solve. Our ECS is still just scaffolding. We can create entities and define components, but there's no way to attach a component to an entity or for a system to find all entities with a specific component. We need to build this part of the ECS engine first. Copy and paste this new, two-part prompt to Ava: This A* implementation is perfect. We now have our core pathfinding. Next, we need to complete our ECS engine so we can create systems that act on entities. Then we will create our first system, the MovementSystem. Part 1: Complete the ECS Engine In the Game.EntityManager object, we need to add component storage and query functions. Add Component Storage: Add a new property: componentStores: {}. Add addComponent Method: Create a method addComponent(entityId, component). The component object will have a name property (e.g., 'TransformComponent'). If this.componentStores[component.name] doesn't exist, create it as an empty object. Store the component at this.componentStores[component.name][entityId] = component;. Modify Components: Add a name property to each of the component factory functions in Game.Components. For example, TransformComponent should return { name: 'TransformComponent', x: x, ... }. Add getEntitiesWithComponents Method: Create a method getEntitiesWithComponents(componentNames). This is the query function. It takes an array of component names (e.g., ['TransformComponent', 'MovementComponent']). It should loop through all activeEntities and return a new array containing only the IDs of entities that have all of the required components. Part 2: Create the MovementSystem Now, create our first system. In the Game.Systems object, create a new object called MovementSystem. Give it an update() method. Inside update(), get all movable entities by calling Game.EntityManager.getEntitiesWithComponents(['TransformComponent', 'MovementComponent']). Loop through each entity ID found. For each entity: Retrieve its TransformComponent and MovementComponent from the EntityManager's stores. Look up the target waypoint in Game.PathManager.currentPath using the entity's path_index. Calculate the movement towards the target waypoint based on the entity's speed and update the x and y values in its TransformComponent. If the entity reaches the waypoint, increment its path_index.
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The GridManager is perfect. The bounds checking in isBuildable was an excellent addition. Now, let's implement the core pathfinding logic. We will create a new PathManager that will be responsible for calculating and holding the enemy path using the A* algorithm. 1. Create a PathManager: Under the // === SECTION: GLOBAL MANAGERS ===, create a new object named Game.PathManager. 2. Define PathManager Properties and Methods: Give the Game.PathManager the following: currentPath: [] (An array to store the latest calculated path). init(): An init method to set up event listeners. onTowerPlaced(event): A handler for when a tower is placed. recalculatePath(start, end): The main method to trigger a path recalculation. 3. Implement the A Pathfinding Function:* This is the most important part. Add a new method to Game.PathManager named findPath(start, end). This function is complex. It must implement the A* search algorithm. Signature: It takes a start object {x, y} and an end object {x, y}. Behavior: It should search the Game.GridManager.grid. Cost Function: Tiles marked BLOCKED or TOWER in Game.GridManager are impassable (infinite cost). Movement to adjacent orthogonal tiles (up, down, left, right) has a cost of 1. Movement to adjacent diagonal tiles has a cost of 1.4. Return Value: If a path is found, it must return an array of coordinate objects [{x, y}, {x, y}, ...]. If no path is found, it must return null. 4. Connect with the Event Bus: In the PathManager's recalculatePath(start, end) method, it should call this.findPath(start, end) and store the result in this.currentPath. The onTowerPlaced(event) handler should call this.recalculatePath(). You can use temporary hard-coded start/end points for now, like {x:0, y:30} and {x:39, y:30}. In the PathManager's init() method, subscribe to the TowerPlacedEvent: Game.EventBus.subscribe('TowerPlaced', this.onTowerPlaced.bind(this)); 5. Update GameplayState: In the Game.GameplayState's enter() method, add a call to initialize the new manager: Game.PathManager.init();
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Fantastic, the ResourceManager is fully functional. Now, let's create the foundational grid system for the battlefield as described in Section 3 of the blueprint. We will create a new manager to handle all grid-related data and logic. 1. Create a GridManager: Under the // === SECTION: GLOBAL MANAGERS ===, create a new object named Game.GridManager. 2. Define Grid Properties: Give the Game.GridManager the following properties: grid: [] (an empty array to hold the grid data). CELL_STATES: { EMPTY: 0, PATH: 1, BLOCKED: 2, TOWER: 3 } (an enumeration for cell states). 3. Create Grid Methods: Give the Game.GridManager the following methods: init(width, height): This method will create the grid. It should initialize the this.grid property as a 2D array of the given width and height. It should loop through every cell and set its initial value to this.CELL_STATES.EMPTY. isBuildable(x, y): This function should take grid coordinates x and y as input. It must return true if this.grid[x][y] is equal to this.CELL_STATES.EMPTY, and false otherwise. 4. Initialize the Grid in GameplayState: Now we need to connect this to our game state. Find the Game.GameplayState class. Modify its enter() method. Inside enter(), add a call to initialize the grid: Game.GridManager.init(40, 60);. Also in the enter() method, call the init method for our resource manager: Game.ResourceManager.init();. This ensures it starts listening for events when the game starts.
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Perfect. The EventBus and Events are exactly right. Now, let's make the Game.ResourceManager functional. We will implement its methods and subscribe it to events so it can manage the player's economy. 1. Implement ResourceManager Methods: In the Game.ResourceManager object, fill in the logic for its methods: addGold(amount): Should increase this.gold by the amount. spendGold(amount): Should check if this.gold >= amount. If true, it should subtract the amount from this.gold and return true. Otherwise, it should return false. loseLife(amount): Should decrease this.lives by the amount. Afterwards, if this.lives <= 0, it should publish a new GameOverEvent. 2. Create ResourceManager Handlers: Add two new methods to the Game.ResourceManager to handle specific events: onEnemyKilled(event): This method should call this.addGold(event.gold_value). onWaveCompleted(event): This method should call this.addGold(50). (We'll use a fixed bonus of 50 gold for now). 3. Add an init Method for Subscriptions: Add a new method to Game.ResourceManager called init(). Inside this init method, it should subscribe its handlers to the EventBus: Game.EventBus.subscribe('EnemyKilled', this.onEnemyKilled.bind(this)); Game.EventBus.subscribe('WaveCompleted', this.onWaveCompleted.bind(this)); 4. Define the GameOverEvent: In the Game.Events object, add one more event factory: GameOverEvent: function() { return { type: 'GameOver' }; }
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Excellent work. The ResourceManager and Components are implemented perfectly. Now, let's implement the logic for the Game.EventBus so our systems can communicate. We will also define the initial event data structures. 1. Implement Event Bus Logic: Find the Game.EventBus object and modify it as follows: Add a listeners property, initializing it as an empty object: listeners: {}. Implement subscribe(eventType, listener): If eventType doesn't exist in listeners, create it as an empty array. Then, push the listener function into the this.listeners[eventType] array. Implement publish(event): This method should take an event object which must have a type property. Find the array of listeners at this.listeners[event.type]. If it exists, loop through all the listener functions in that array and call each one, passing the full event object to it. Implement unsubscribe(eventType, listener): Find the array of listeners for the eventType. If it exists, find the specified listener in that array and remove it. 2. Define Initial Event Types: For better organization, first create a new empty object Game.Events = {};. Then, inside Game.Events, define the following event structures. Like the components, these should be simple functions that create data objects. EnemyReachedEndEvent { type: 'EnemyReachedEnd', enemy_id: int } EnemyKilledEvent { type: 'EnemyKilled', enemy_id: int, gold_value: int } TowerPlacedEvent { type: 'TowerPlaced', tower_id: int, cost: int, position_x: int, position_y: int } TowerSoldEvent { type: 'TowerSold', tower_id: int, refund_value: int } PowerStatusChangedEvent { type: 'PowerStatusChanged', new_status: string } WaveCompletedEvent { type: 'WaveCompleted', wave_number: int } Each event object must have a type property corresponding to its name.
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Please fix the bug: 'Cannot set properties of undefined (setting 'ResourceManager')' in or related to this line: 'Game.ResourceManager = {' Line Number: 12
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This is the perfect architectural foundation. Great job. Now, let's add the first layer of game-specific data, following a strict data-oriented approach. We will implement the base Component structures and the ResourceManager. 1. Base Component Structures: In the Game.Components object, define the following data structures. They must be simple functions or objects that hold data only, with no methods or logic. TransformComponent { x: float, y: float, rotation: float } RenderComponent { sprite_id: string, layer: int, scale: float, is_visible: bool } HealthComponent { current_hp: float, max_hp: float } AttackComponent { damage: float, range: float, attack_speed: float, last_attack_time: float, projectile_id: string, target_id: int } MovementComponent { speed: float, path_index: int } 2. Global Resource Manager: Under the // === SECTION: GLOBAL MANAGERS === comment (create one if needed), create a Game.ResourceManager object. It should act as the single source of truth for the player's economy. Managed Variables: Give it the following properties with the specified initial values from the blueprint: gold: 100 lives: 20 powerProduction: 0 powerConsumption: 0 powerAvailable: 0 Core Functions: Give it the following empty methods. We will implement their logic later. addGold(amount) spendGold(amount) loseLife(amount) updatePower()
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Hello Ava. Let's restart. The previous code was a good example of a simple game, but for the complex game we are building, we need to create a very specific, modular architecture first. Please clear the previous code and start fresh with only the following instructions. Important: Do NOT add any specific gameplay logic yet. We are only building the empty scaffolding. There should be no towers, enemies, gold, or power in this first step. We will add those later. Please implement the following architectural skeleton: 1. Global Namespace: Create a single global object: const Game = {}; 2. Entity-Component-System (ECS) Scaffolding: Create a Game.EntityManager object. It needs a method createEntity() that returns a new, unique integer ID, and an array to track all active entities. Create empty placeholder objects: Game.Components = {}; and Game.Systems = {}; 3. Global Event Bus: Create a Game.EventBus object. It must have three methods with empty function bodies for now: subscribe(eventType, listener), unsubscribe(eventType, listener), and publish(event). 4. Stack-Based Game State Manager: Create a Game.GameStateManager class. It must manage a stack (an array) of game states. It needs push(state), pop(), and getCurrentState() methods. Define a base Game.IGameState class. It must have the following empty methods: enter(), exit(), update(), and render(). Create three empty state classes that inherit from Game.IGameState: Game.MainMenuState, Game.GameplayState, and Game.PausedState. 5. Main Game Loop: Create a main gameLoop function. Inside, it should call the update() and render() methods of the current state provided by the GameStateManager. Create an instance of the GameStateManager, push a new MainMenuState onto it, and start the gameLoop. Finally, please use prominent comments to delineate these five sections to keep the code organized.
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Aetherium Grid Defense
Initial prompt
Hello, Ava! We are going to build a 2D tower defense game called Aetherium Grid Defense. The game's core mechanic is managing two resources: transactional Gold and a capacity-based Power grid. To start, please set up the foundational architecture for the game in a single file. This architecture must be highly modular to make adding features easy later. Please implement the following core structures: A Global Namespace: Create a single global object called Game to hold all our game-related code. This will keepthe global scope clean. Entity-Component-System (ECS) Foundation: Create a Game.EntityManager object. It should be responsible for creating unique integer IDs for entities and tracking them. Create empty placeholder objects within the Game namespace for Game.Components, Game.Systems, and Game.Entities. We will add to these later. A Global Event Bus: Create a Game.EventBus object. It must have three methods:subscribe(eventType, listener), unsubscribe(eventType, listener), and publish(event). A Stack-Based Game State Manager: Create a Game.GameStateManager class. It should manage a stack of game states. It needs methods to push a state onto the stack, pop a state off, and get the current state (the one on top). Define a base IGameState interface or class with enter(), exit(), update(), andrender() methods. Create empty placeholder classes for MainMenuState, GameplayState, and PausedState that inherit from IGameState. The Main Game Loop: Create a mainGameLoop function that will be driven by requestAnimationFrame. Inside the loop, it should call the update() and render() methods of the current active state from the GameStateManager.Finally, please use prominent comments to delineate the major sections of the code (e.g., // === SECTION: GLOBAL MANAGERS ===, // === SECTION: GAME STATES ===, etc.) to keep the single file organized and readable.
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // === SECTION: ASSETS === // === SECTION: GLOBAL NAMESPACE === var Game = {}; // === SECTION: GLOBAL MANAGERS === Game.ResourceManager = { gold: 100, lives: 20, powerProduction: 0, powerConsumption: 0, powerAvailable: 0, addGold: function addGold(amount) { this.gold += amount; }, spendGold: function spendGold(amount) { if (this.gold >= amount) { this.gold -= amount; return true; } return false; }, loseLife: function loseLife(amount) { this.lives -= amount; if (this.lives <= 0) { Game.EventBus.publish(Game.Events.GameOverEvent()); } }, updatePower: function updatePower() { // Empty method - to be implemented later }, onEnemyKilled: function onEnemyKilled(event) { this.addGold(event.gold_value); }, onWaveCompleted: function onWaveCompleted(event) { this.addGold(50); }, init: function init() { Game.EventBus.subscribe('EnemyKilled', this.onEnemyKilled.bind(this)); Game.EventBus.subscribe('WaveCompleted', this.onWaveCompleted.bind(this)); } }; Game.GridManager = { grid: [], CELL_STATES: { EMPTY: 0, PATH: 1, BLOCKED: 2, TOWER: 3 }, init: function init(width, height) { this.grid = []; for (var x = 0; x < width; x++) { this.grid[x] = []; for (var y = 0; y < height; y++) { this.grid[x][y] = this.CELL_STATES.EMPTY; } } }, isBuildable: function isBuildable(x, y) { if (x >= 0 && x < this.grid.length && y >= 0 && y < this.grid[x].length) { return this.grid[x][y] === this.CELL_STATES.EMPTY; } return false; } }; Game.PathManager = { currentPath: [], init: function init() { Game.EventBus.subscribe('TowerPlaced', this.onTowerPlaced.bind(this)); }, onTowerPlaced: function onTowerPlaced(event) { this.recalculatePath({ x: 0, y: 30 }, { x: 39, y: 30 }); }, recalculatePath: function recalculatePath(start, end) { this.currentPath = this.findPath(start, end); if (this.currentPath) { for (var i = 0; i < this.currentPath.length; i++) { this.currentPath[i].x = this.currentPath[i].x * 64; this.currentPath[i].y = this.currentPath[i].y * 64; } } }, findPath: function findPath(start, end) { var openSet = []; var closedSet = []; var grid = Game.GridManager.grid; var gridWidth = grid.length; var gridHeight = grid[0].length; // Helper function to calculate heuristic (Manhattan distance) function heuristic(a, b) { return Math.abs(a.x - b.x) + Math.abs(a.y - b.y); } // Helper function to get neighbors function getNeighbors(node) { var neighbors = []; var directions = [{ x: -1, y: 0, cost: 1 }, { x: 1, y: 0, cost: 1 }, { x: 0, y: -1, cost: 1 }, { x: 0, y: 1, cost: 1 }, { x: -1, y: -1, cost: 1.4 }, { x: 1, y: -1, cost: 1.4 }, { x: -1, y: 1, cost: 1.4 }, { x: 1, y: 1, cost: 1.4 }]; for (var i = 0; i < directions.length; i++) { var dir = directions[i]; var newX = node.x + dir.x; var newY = node.y + dir.y; if (newX >= 0 && newX < gridWidth && newY >= 0 && newY < gridHeight) { var cellState = grid[newX][newY]; if (cellState !== Game.GridManager.CELL_STATES.BLOCKED && cellState !== Game.GridManager.CELL_STATES.TOWER) { neighbors.push({ x: newX, y: newY, cost: dir.cost }); } } } return neighbors; } // Helper function to find node in array function findNodeInArray(array, node) { for (var i = 0; i < array.length; i++) { if (array[i].x === node.x && array[i].y === node.y) { return array[i]; } } return null; } // Helper function to reconstruct path function reconstructPath(cameFrom, current) { var path = []; while (current) { path.unshift({ x: current.x, y: current.y }); current = cameFrom[current.x + '_' + current.y]; } return path; } // Initialize start node var startNode = { x: start.x, y: start.y, g: 0, h: heuristic(start, end), f: 0 }; startNode.f = startNode.g + startNode.h; openSet.push(startNode); var cameFrom = {}; while (openSet.length > 0) { // Find node with lowest f score var current = openSet[0]; var currentIndex = 0; for (var i = 1; i < openSet.length; i++) { if (openSet[i].f < current.f) { current = openSet[i]; currentIndex = i; } } // Remove current from openSet openSet.splice(currentIndex, 1); closedSet.push(current); // Check if we reached the goal if (current.x === end.x && current.y === end.y) { return reconstructPath(cameFrom, current); } // Check neighbors var neighbors = getNeighbors(current); for (var i = 0; i < neighbors.length; i++) { var neighbor = neighbors[i]; // Skip if in closed set if (findNodeInArray(closedSet, neighbor)) { continue; } var tentativeG = current.g + neighbor.cost; var existingNode = findNodeInArray(openSet, neighbor); if (!existingNode) { // New node var newNode = { x: neighbor.x, y: neighbor.y, g: tentativeG, h: heuristic(neighbor, end), f: 0 }; newNode.f = newNode.g + newNode.h; openSet.push(newNode); cameFrom[neighbor.x + '_' + neighbor.y] = current; } else if (tentativeG < existingNode.g) { // Better path found existingNode.g = tentativeG; existingNode.f = existingNode.g + existingNode.h; cameFrom[neighbor.x + '_' + neighbor.y] = current; } } } // No path found return null; } }; // === SECTION: ENTITY-COMPONENT-SYSTEM SCAFFOLDING === Game.EntityManager = { nextEntityId: 1, activeEntities: [], componentStores: {}, createEntity: function createEntity() { var entityId = this.nextEntityId++; this.activeEntities.push(entityId); return entityId; }, addComponent: function addComponent(entityId, component) { if (!this.componentStores[component.name]) { this.componentStores[component.name] = {}; } this.componentStores[component.name][entityId] = component; }, getEntitiesWithComponents: function getEntitiesWithComponents(componentNames) { var result = []; for (var i = 0; i < this.activeEntities.length; i++) { var entityId = this.activeEntities[i]; var hasAllComponents = true; for (var j = 0; j < componentNames.length; j++) { var componentName = componentNames[j]; if (!this.componentStores[componentName] || !this.componentStores[componentName][entityId]) { hasAllComponents = false; break; } } if (hasAllComponents) { result.push(entityId); } } return result; } }; Game.Components = { TransformComponent: function TransformComponent(x, y, rotation) { return { name: 'TransformComponent', x: x || 0, y: y || 0, rotation: rotation || 0 }; }, RenderComponent: function RenderComponent(sprite_id, layer, scale, is_visible) { return { name: 'RenderComponent', sprite_id: sprite_id || '', layer: layer || 0, scale: scale || 1.0, is_visible: is_visible !== undefined ? is_visible : true }; }, HealthComponent: function HealthComponent(current_hp, max_hp) { return { name: 'HealthComponent', current_hp: current_hp || 100, max_hp: max_hp || 100 }; }, AttackComponent: function AttackComponent(damage, range, attack_speed, last_attack_time, projectile_id, target_id) { return { name: 'AttackComponent', damage: damage || 10, range: range || 100, attack_speed: attack_speed || 1.0, last_attack_time: last_attack_time || 0, projectile_id: projectile_id || '', target_id: target_id || -1 }; }, MovementComponent: function MovementComponent(speed, path_index) { return { name: 'MovementComponent', speed: speed || 50, path_index: path_index || 0 }; } }; Game.Systems = { MovementSystem: { update: function update() { var movableEntities = Game.EntityManager.getEntitiesWithComponents(['TransformComponent', 'MovementComponent']); for (var i = 0; i < movableEntities.length; i++) { var entityId = movableEntities[i]; var transformComponent = Game.EntityManager.componentStores['TransformComponent'][entityId]; var movementComponent = Game.EntityManager.componentStores['MovementComponent'][entityId]; if (Game.PathManager.currentPath && Game.PathManager.currentPath.length > 0) { var targetWaypoint = Game.PathManager.currentPath[movementComponent.path_index]; if (targetWaypoint) { var dx = targetWaypoint.x - transformComponent.x; var dy = targetWaypoint.y - transformComponent.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { var moveX = dx / distance * movementComponent.speed; var moveY = dy / distance * movementComponent.speed; transformComponent.x += moveX; transformComponent.y += moveY; } else { movementComponent.path_index++; if (movementComponent.path_index >= Game.PathManager.currentPath.length) { Game.EventBus.publish(Game.Events.EnemyReachedEndEvent(entityId)); } } } } } } } }; // === SECTION: GLOBAL EVENT BUS === Game.EventBus = { listeners: {}, subscribe: function subscribe(eventType, listener) { if (!this.listeners[eventType]) { this.listeners[eventType] = []; } this.listeners[eventType].push(listener); }, unsubscribe: function unsubscribe(eventType, listener) { if (this.listeners[eventType]) { var index = this.listeners[eventType].indexOf(listener); if (index !== -1) { this.listeners[eventType].splice(index, 1); } } }, publish: function publish(event) { if (this.listeners[event.type]) { for (var i = 0; i < this.listeners[event.type].length; i++) { this.listeners[event.type][i](event); } } } }; Game.Events = { EnemyReachedEndEvent: function EnemyReachedEndEvent(enemy_id) { return { type: 'EnemyReachedEnd', enemy_id: enemy_id }; }, EnemyKilledEvent: function EnemyKilledEvent(enemy_id, gold_value) { return { type: 'EnemyKilled', enemy_id: enemy_id, gold_value: gold_value }; }, TowerPlacedEvent: function TowerPlacedEvent(tower_id, cost, position_x, position_y) { return { type: 'TowerPlaced', tower_id: tower_id, cost: cost, position_x: position_x, position_y: position_y }; }, TowerSoldEvent: function TowerSoldEvent(tower_id, refund_value) { return { type: 'TowerSold', tower_id: tower_id, refund_value: refund_value }; }, PowerStatusChangedEvent: function PowerStatusChangedEvent(new_status) { return { type: 'PowerStatusChanged', new_status: new_status }; }, WaveCompletedEvent: function WaveCompletedEvent(wave_number) { return { type: 'WaveCompleted', wave_number: wave_number }; }, GameOverEvent: function GameOverEvent() { return { type: 'GameOver' }; } }; // === SECTION: STACK-BASED GAME STATE MANAGER === Game.IGameState = Container.expand(function () { var self = Container.call(this); self.enter = function () { // Empty method - to be implemented by subclasses }; self.exit = function () { // Empty method - to be implemented by subclasses }; self.update = function () { // Empty method - to be implemented by subclasses }; self.render = function () { // Empty method - to be implemented by subclasses }; return self; }); Game.GameStateManager = { stateStack: [], push: function push(state) { this.stateStack.push(state); }, pop: function pop() { return this.stateStack.pop(); }, getCurrentState: function getCurrentState() { if (this.stateStack.length > 0) { return this.stateStack[this.stateStack.length - 1]; } return null; } }; Game.MainMenuState = Game.IGameState.expand(function () { var self = Game.IGameState.call(this); self.enter = function () { // Empty method - to be implemented later }; self.exit = function () { // Empty method - to be implemented later }; self.update = function () { // Empty method - to be implemented later }; self.render = function () { // Empty method - to be implemented later }; return self; }); Game.GameplayState = Game.IGameState.expand(function () { var self = Game.IGameState.call(this); self.enter = function () { Game.GridManager.init(40, 60); Game.ResourceManager.init(); Game.PathManager.init(); Game.PathManager.recalculatePath({ x: 0, y: 30 }, { x: 39, y: 30 }); // Create a test enemy var enemyId = Game.EntityManager.createEntity(); var transform = Game.Components.TransformComponent(0 * 64, 30 * 64); // Convert grid to pixel coordinates var movement = Game.Components.MovementComponent(0.05, 0); // Very slow speed for testing Game.EntityManager.addComponent(enemyId, transform); Game.EntityManager.addComponent(enemyId, movement); }; self.exit = function () { // Empty method - to be implemented later }; self.update = function () { Game.Systems.MovementSystem.update(); }; self.render = function () { // Empty method - to be implemented later }; return self; }); Game.PausedState = Game.IGameState.expand(function () { var self = Game.IGameState.call(this); self.enter = function () { // Empty method - to be implemented later }; self.exit = function () { // Empty method - to be implemented later }; self.update = function () { // Empty method - to be implemented later }; self.render = function () { // Empty method - to be implemented later }; return self; }); // === SECTION: MAIN GAME LOOP === var gameStateManager = Game.GameStateManager; function gameLoop() { var currentState = gameStateManager.getCurrentState(); if (currentState) { currentState.update(); currentState.render(); } } // Initialize with MainMenuState gameStateManager.push(new Game.MainMenuState()); // Start the main game loop game.update = gameLoop;
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--- original.js
+++ change.js
@@ -7,8 +7,9 @@
/****
* Game Code
****/
+// === SECTION: ASSETS ===
// === SECTION: GLOBAL NAMESPACE ===
var Game = {};
// === SECTION: GLOBAL MANAGERS ===
Game.ResourceManager = {