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witcase

A Javascript MVC Game engine.

install

npm install witcase

Take a look to examples at /examples

Pong with Phaser

Circus

How to use with Phaser

// app.ts
import { Witcase } from 'witcase';
import { StartupController } from './controllers/startup_controller';
import { Container } from 'typescript-ioc';

/*
 * Bootstrap game with Phaser
 */
window.onload = () => {
  let witcase = Witcase.create<Phaser.Game>();

  witcase.start((baseEngine: BaseEngine)=> {
    const game = new Phaser.Game(
      1000,
      750,
      Phaser.CANVAS,
      'content',
      {
        preload: () => {
          game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
          game.physics.startSystem(Phaser.Physics.P2JS);
          game.physics.p2.gravity.y = 100

          //wait until Phaser is ready to create first controller
          witcase.defaultAction = Container.get(GameController).startGame;
          baseEngine.preload();
        },
        create: () => {
          baseEngine.create();
        },
        update: baseEngine.update,
        render: baseEngine.render
      }
    );

    return game;
  });
};
// controllers/startup_controller.ts
import { IViewMap } from 'witcase';
import { Controller } from 'witcase';
import { StartupView } from '../views/startup_view';

/**
 * Startup controller
 */
export class StartupController extends Controller<Phaser.Game> {
  private startupView: StartupView;

  constructor(){
    super();
    this.startupView = new StartupView(this);
    this.startupView.welcomeMessage = 'Hello world!';
  }

  public welcome = () => {
    this.startupView.show();
  }
}
// views/startup_view.ts
import { View } from 'witcase';
import { Controller, ViewComponentAdder } from 'witcase';

/**
 * Startup View
 */
export class StartupView extends View {
  public welcomeMessage: string;

  public create(_componentAdder: ViewComponentAdder<Phaser.Game>) {
    this.game.add.text(100,
                       100,
                       this.welcomeMessage,
                       { fill: '#fff' });
  }

Update view on model change:

  public create(_componentAdder: ViewComponentAdder<Phaser.Game>) {
    this.onChange<number>(() => this.cannon.angle).subscribe(this.rotateCannon);
  }

  private rotateCannon = (angle: number) => {
    this.cannonSprite.angle = angle;
  }

Subscrive controllers to views input events:

// view
import { View, ViewComponentAdder, ViewObservable } from 'witcase';

/**
 * Players Keys View
 */

export class PlayerKeysView extends View<Phaser.Game> {
  rotateCannon: ViewObservable<string> = new ViewObservable<string>();
  rotateCannonStop: ViewObservable<void> = new ViewObservable<void>();
  launchHuman: ViewObservable<void> = new ViewObservable<void>();

  public updateOnModelChange(watchFactory: WatchFactory){
    this.onChange<[boolean, boolean]>(() => [
      this.engine.input.keyboard.isDown(Phaser.Keyboard.LEFT),
      this.engine.input.keyboard.isDown(Phaser.Keyboard.RIGHT)
    ]).subscribe(this.moveCannon);
  }

  private moveCannon = (areKeysDown: [boolean, boolean]) => {
    if (areKeysDown[0]) this.rotateCannon.publish('clockwise');
    else if (areKeysDown[1]) this.rotateCannon.publish('counter-clockwise');
    else this.rotateCannonStop.publish();
  }
}
// Controller
    this.playerKeysView.rotateCannon.subscribe(this.rotateCannon);
    this.playerKeysView.rotateCannonStop.subscribe(this.rotateCannonStop);
    this.playerKeysView.launchHuman.subscribe(this.launchHuman);

License

MIT license; see LICENSE.

(c) 2017 by Hugo Freire