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objDef.ts
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import { addClass, constructors } from './lib/juego/constructors.js'
import { empty as juegoEmpty } from './lib/juego/objDef.js'
import { Bullet, PlayerBullet, Gutter } from './Bullet.js'
import { CenteredEntity } from './CenteredEntity.js'
import { Coin } from './Coin.js'
import { Explosion } from './Explosion.js'
import { Level, LevelGrid } from './Level.js'
import { Player } from './Player.js'
import { Orbiter, Blocker, Elevator, Tumbler, Door} from './TutorialEntity.js'
import { RoomManager } from './RoomManager.js'
import { Attack } from './boss/Attack.js'
import { RollBoss, Gun, Barrier, Balloon, Roller } from './boss/RollBoss.js'
import { LockBoss, LockBossBarrier, LockWall,
LockJaw, LockBarrage, LockRing } from './boss/LockBoss.js'
import { Switch } from './boss/Switch.js'
import { constructors as ShellBossConstructors } from './boss/ShellBoss.js'
import { constructors as SwitchBossConstructors } from './boss/SwitchBoss.js'
import { constructors as SnakeBossConstructors } from './boss/SnakeBoss.js'
import { constructors as CarrierBossConstructors } from './boss/CarrierBoss.js'
import { constructors as DoorConstructors } from './Door.js'
import { constructors as EntityConstructors } from './TutorialEntity.js'
let juegoEmpty2 = juegoEmpty;
export let empty = 0; // export so that webpack doesn't ignore the file
addClass( 'Level', Level );
addClass( 'Player', Player );
addClass( 'Coin', Coin );
addClass( 'CenteredEntity', CenteredEntity );
addClass( 'RollBoss', RollBoss ); // could have loops if I decide to set .parent for Entities
addClass( 'Gun', Gun );
addClass( 'Bullet', Bullet );
addClass( 'Explosion', Explosion );
addClass( 'Barrier', Barrier );
addClass( 'Gutter', Gutter );
addClass( 'LockBoss', LockBoss );
addClass( 'LockBossBarrier', LockBossBarrier );
addClass( 'LockWall', LockWall );
addClass( 'Switch', Switch );
addClass( 'LockJaw', LockJaw );
addClass( 'LockBarrage', LockBarrage );
addClass( 'LockRing', LockRing );
addClass( 'Balloon', Balloon );
addClass( 'Roller', Roller );
addClass( 'Attack', Attack );
addClass( 'Orbiter', Orbiter );
addClass( 'Blocker', Blocker );
addClass( 'Elevator', Elevator );
addClass( 'Tumbler', Tumbler );
addClass( 'Door', Door );
addClass( 'PlayerBullet', PlayerBullet );
addClass( 'RoomManager', RoomManager );
addClass( 'LevelGrid', LevelGrid );
for ( let name in ShellBossConstructors ) { addClass( name, ShellBossConstructors[name] ) };
for ( let name in SwitchBossConstructors ) { addClass( name, SwitchBossConstructors[name] ) };
for ( let name in SnakeBossConstructors ) { addClass( name, SnakeBossConstructors[name] ) };
for ( let name in CarrierBossConstructors ) { addClass( name, CarrierBossConstructors[name] ) };
for ( let name in DoorConstructors ) { addClass( name, DoorConstructors[name] ) };
for ( let name in EntityConstructors ) { addClass( name, EntityConstructors[name] ) };
// define special constructors here
// constructors[className] = () => new Class( false );