"use strict";

Object.defineProperty(exports, "__esModule", {
  value: true
});
exports["default"] = void 0;

var _react = _interopRequireWildcard(require("react"));

var _phaser = _interopRequireDefault(require("phaser"));

var _BootScene = _interopRequireDefault(require("./scenes/BootScene"));

var _GameScene = _interopRequireDefault(require("./scenes/GameScene"));

var _StageSummaryScene = _interopRequireDefault(require("./scenes/StageSummaryScene"));

function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { "default": obj }; }

function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }

function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }

function _slicedToArray(arr, i) { return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _nonIterableRest(); }

function _nonIterableRest() { throw new TypeError("Invalid attempt to destructure non-iterable instance"); }

function _iterableToArrayLimit(arr, i) { if (!(Symbol.iterator in Object(arr) || Object.prototype.toString.call(arr) === "[object Arguments]")) { return; } var _arr = []; var _n = true; var _d = false; var _e = undefined; try { for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i["return"] != null) _i["return"](); } finally { if (_d) throw _e; } } return _arr; }

function _arrayWithHoles(arr) { if (Array.isArray(arr)) return arr; }

var config = {
  type: _phaser["default"].AUTO,
  // Which renderer to use
  scale: {
    mode: _phaser["default"].Scale.WIDTH_CONTROLS_HEIGHT,
    parent: 'gameview',
    pixelArt: true,
    // Grid
    autoCenter: _phaser["default"].Scale.CENTER_BOTH,
    width: 2560,
    height: 1920
  },
  scene: [_BootScene["default"], // decide which scence load in BootScence
  _GameScene["default"], _StageSummaryScene["default"] // EndScene,
  // InfoScene,
  ],
  physics: {
    "default": 'arcade',
    arcade: {
      // debug: true,
      gravity: {
        y: 0
      }
    }
  },
  zoom: 3,
  pixelArt: true
};

var SampleGame = function SampleGame(_ref, ref) {
  var _ref$onStageClear = _ref.onStageClear,
      onStageClear = _ref$onStageClear === void 0 ? function (v) {
    return console.info('onStageClear listener', v);
  } : _ref$onStageClear,
      _ref$onUpdateScore = _ref.onUpdateScore,
      onUpdateScore = _ref$onUpdateScore === void 0 ? function () {} : _ref$onUpdateScore,
      _ref$onMoveEnd = _ref.onMoveEnd,
      onMoveEnd = _ref$onMoveEnd === void 0 ? function () {} : _ref$onMoveEnd,
      _ref$onSetLevel = _ref.onSetLevel,
      onSetLevel = _ref$onSetLevel === void 0 ? function () {} : _ref$onSetLevel;

  var _useState = (0, _react.useState)(null),
      _useState2 = _slicedToArray(_useState, 2),
      game = _useState2[0],
      setgame = _useState2[1];

  (0, _react.useEffect)(function () {
    var _game = new _phaser["default"].Game(config);

    _game.events.on('stageClear', onStageClear);

    _game.events.on('updateScore', onUpdateScore);

    _game.events.on('moveEnd', onMoveEnd);

    _game.events.on('setLevel', onSetLevel);

    setgame(_game);
  }, [config]);
  (0, _react.useImperativeHandle)(ref, function () {
    return {
      complete: function complete() {
        game && game.scene.getScene('GameScene').complete();
      },
      setScore: function setScore(score) {
        game && game.scene.getScene('GameScene').setScore(score);
      },
      addScore: function addScore(score) {
        game && game.scene.getScene('GameScene').addScore(score);
      },
      player: {
        turnLeft: function turnLeft() {
          game && game.scene.getScene('GameScene').player.turnLeft();
        },
        turnRight: function turnRight() {
          game && game.scene.getScene('GameScene').player.turnRight();
        },
        moveForward: function moveForward() {
          game && game.scene.getScene('GameScene').player.moveForward();
        }
      },
      run: function run(code) {
        return game && game.scene.getScene('GameScene').player.runCode(code);
      }
    };
  });
  return _react["default"].createElement("div", null, _react["default"].createElement("div", {
    id: "gameview"
  }));
};

var _default = (0, _react.forwardRef)(SampleGame);

exports["default"] = _default;