A 2D HTML Grid for Creating Web Games
or other things that could use a 2D Matrix
- Create a 2D grid in memory capable of handling coordinates and interactions
- Define a set of interactions that are baked in and allow for augmentation
- Optional rendering for the physical grid.
- TypeScript support
- Have fun with it!
GameGrid
is a class that you instantiate to create a 2D grid in memory, with optional rendering of the grid.
// All code examples are written in Typescript
const grid : GameGrid = new GameGrid(config: IConfig, element: HTMLElement);
export interface IConfig {
options?: IOptions;
matrix: ICell[][];
state?: IState;
}
export interface IOptions {
id?: string;
arrowControls?: boolean;
wasdControls?: boolean;
infiniteX?: boolean;
infiniteY?: boolean;
clickable?: boolean;
rewindLimit?: number;
middlewares?: {
pre: ((gamegridInstance: IGameGrid, newState: any) => void)[];
post: ((gamegridInstance: IGameGrid, newState: any) => void)[];
};
// TODO: Utilize these options to add additional supported cell types
blockOnType?: string[];
collideOnType?: string[];
moveOnType?: string[];
// TODO: Add support for this
// render options
activeClass?: string;
containerClass?: string;
rowClass?: string;
}
The default options are as follows:
{
activeClass: classesEnum.ACTIVE_CELL,
arrowControls: true,
wasdControls: true,
infiniteX: true,
infiniteY: true,
clickable: true,
rewindLimit: 20,
blockOnType: [cellTypeEnum.BARRIER],
collideOnType: [cellTypeEnum.INTERACTIVE],
moveOnType: [cellTypeEnum.OPEN],
}
The Matrix is a great movie. It's also a 2D representation of the game grid you're making.
ICell[][]
The Cell is a really inferior movie.* It's also an object representing a single point in the grid.
The State is a really funny TV show. It's also an object representing the current state of the grid.
export interface IState {
activeCoords: number[];
prevCoords: number[];
nextCoords: number[];
moves: number[][];
currentDirection?: string;
rendered?: boolean;
}
State has to have preceeding attributes to be valid. But when you setStateSync
you can add whatever else you want. You can also do a partial state update and it will work.
The default state is
export const INITIAL_STATE: IState = {
activeCoords: [0, 0],
prevCoords: [0, 0],
nextCoords: [],
currentDirection: '',
rendered: false,
moves: [[0, 0]],
};
The pre
middleware is called everytime before the state is updated. It receives the gamegridInstance
and the newState
as arguments. You can modify the newState
object and it will be used to update the state. You can also access the gamegridInstance
to get the current state.
These functions execute in the order in which they are registered.
The post
middleware is called everytime after the state is updated. It receives the gamegridInstance
and the newState
as arguments. These functions execute in the order in which they are registered.
Refs are... I'm not gonna continue with the bit.
The GameGrid instance has a refs
object that contains references to the optional HTML elements of the grid
export interface IRefs {
container: HTMLElement | null;
rows: HTMLDivElement[];
cells: HTMLDivElement[][];
}
export interface IGameGrid {
refs: IRefs;
options: IOptions;
root?: HTMLElement;
renderGrid(container: HTMLElement): void;
getOptions(): IOptions;
setOptions(newOptions: IOptions): void;
destroy(): void;
getState(): IState;
moveLeft(): void;
moveUp(): void;
moveRight(): void;
moveDown(): void;
setMatrix(m: ICell[][]): void;
getMatrix(): ICell[][];
setStateSync(obj: IState): void;
getActiveCell(): IRenderedCell;
getPreviousCell(): IRenderedCell;
}
GameGrid emits the following custom events from the window
object. Each event has a detail
object with the gameGridInstance
containing all of the above.
gamegrid:grid:rendered
gamegrid:move:left
gamegrid:move:right
gamegrid:move:up
gamegrid:move:down
gamegrid:move:blocked
gamegrid:move:collide
gamegrid:move:dettach
gamegrid:move:land
gamegrid:limit
gamegrid:limit:x
gamegrid:limit:y
gamegrid:wrap
gamegrid:wrap:x
gamegrid:wrap:y
... coming soon ...
import GameGrid from "@tamb/gamegrid";
const config = // my config settings
const gg : GameGrid = new GameGrid(config, rootElement);
// optionally render the grid
gg.render();
// create moves like so
gg.moveLeft();
gg.moveRight();
The following enums are available for use in your code and are named exports of the package.
export enum classesEnum {
GRID = 'gamegrid',
ROW = 'gamegrid__row',
CELL = 'gamegrid__cell',
ACTIVE_CELL = 'gamegrid__cell--active',
}
export enum cellTypeEnum {
OPEN = 'open',
BARRIER = 'barrier',
INTERACTIVE = 'interactive',
}
export const gridEventsEnum = {
RENDERED: 'gamegrid:grid:rendered',
CREATED: 'gamegrid:grid:created',
DESTROYED: 'gamegrid:grid:destroyed',
MOVE_LEFT: 'gamegrid:move:left',
MOVE_RIGHT: 'gamegrid:move:right',
MOVE_UP: 'gamegrid:move:up',
MOVE_DOWN: 'gamegrid:move:down',
MOVE_BLOCKED: 'gamegrid:move:blocked', // hits a wall
MOVE_COLLISION: 'gamegrid:move:collide', // overlaps another entity
MOVE_DETTACH: 'gamegrid:move:dettach', // leaves overlapping an entity
MOVE_LAND: 'gamegrid:move:land', // move finished
LIMIT: 'gamegrid:move:limit',
LIMIT_X: 'gamegrid:move:limit:x',
LIMIT_Y: 'gamegrid:move:limit:y',
WRAP: 'gamegrid:move:wrap',
WRAP_X: 'gamegrid:move:wrap:x',
WRAP_Y: 'gamegrid:move:wrap:y',
};