Book Image

TypeScript Blueprints

By : Ivo Gabe de Wolff
Book Image

TypeScript Blueprints

By: Ivo Gabe de Wolff

Overview of this book

TypeScript is the future of JavaScript. Having been designed for the development of large applications, it is now being widely incorporated in cutting-edge projects such as Angular 2. Adopting TypeScript results in more robust software - software that is more scalable and performant. It's scale and performance that lies at the heart of every project that features in this book. The lessons learned throughout this book will arm you with everything you need to build some truly amazing projects. You'll build a complete single page app with Angular 2, create a neat mobile app using NativeScript, and even build a Pac Man game with TypeScript. As if fun wasn't enough, you'll also find out how to migrate your legacy codebase from JavaScript to TypeScript. This book isn't just for developers who want to learn - it's for developers who want to develop. So dive in and get started on these TypeScript projects.
Table of Contents (16 chapters)
TypeScript Blueprints
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface

Drawing the view


In lib/game/view.ts, we will render the game. We start with importing types that we defined earlier:

import { State, Level, Object, Wall, Side, Menu } from "./model"; 
import { Picture, Pictures, Translate, Scale, Rotate, Rectangle, Line, Circle, Color, Text, Empty } from "../framework/picture"; 

We will store the font name in a variable, so we can easily change it later:

const font = "Arial"; 

In draw, we will render the game. For now, that means only drawing the level. Later on, we will add a menu to the game:

export function draw(state: State, width: number, height: number) { 
  drawLevel(state.level, width, height), 
} 

We render the level in drawLevel. We calculate the size of all objects with the size of the grid and the canvas:

function drawLevel(level: Level, width: number, height: number) { 
  const scale = Math.min(width / (level.width + 1), height / (level.height + 1)); 

We scale and center the whole level with this calculated...