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

Creating the time handler


The time handler requires some more work. First, we import other types and functions.

import { State, Level, Object, Enemy, Wall, Movement, isOppositeMovement, onGrid, Difficulty } from "./model"; 
import { update, randomInt, chance, distance, isInt } from "./utils"; 

We define a step function so that we can add the menu later on.

export function step(state: State) {
 return stepLevel(state);
} 

In stepLevel, we can update the objects in the level. First, we update the location of the enemies. We use stepEnemy, which we define later on.

function stepLevel(state: State): State { 
  const level = state.level; 
   
  const enemies = level.enemies.map(enemy => stepEnemy(enemy, level.player, level.walls, level.difficulty)); 

We update the location of the player based on the current movement:

  const player = stepPlayer(level.player, level.currentMovement, level.walls); 

Dots that are near the player, are eaten by the player...