1.1.5 • Published 3 years ago

node-cli-character-matrix v1.1.5

Weekly downloads
-
License
MIT
Repository
github
Last release
3 years ago

node-cli-character-matrix

A simple cli tool for drawing matrix based games.

Notes:

  • Emoji are not supported at this stage.

Data Types

Char

export type Char = string | {
	char: string; 
	color?: string; 
	backgroundColor?: string; 
}

Functions

startMatrixApplication(options)

Options object

  • nRows - Number of rows the matrix is to have
  • nColumns - Number of columns the matrix is to have.
  • interval - Time in ms between ticks
  • onTick a function of the signature: <T,>(matrix: Matrix, tickCount: number, exit: (message:string) => void, keyPress: KeyPress, oldState:T) => {newMatrix: Matrix, newState: T}
  • initialState The value that the state is initially set as.

That is:

Each tick the onTick function will be called with matrix as it currently is, the state as it currently is, the tick count number, the most recent key press (if any) and a function to be called to stop the application running. That function can take an exit message.

The value returned from this onTick function is what will be displayed on the matrix next, as well as any new state to be passed back. This allows for a functional style of programming.

createMatrix(rows, columns)

Create a blank matrix of nRows rows and nColumns columns.

Returns: the blank matrix

setCell(matrix, rowNum, cellNum, char)

For the given matrix, set the cell at rowNum/cellNum as the given character

Returns: the new matrix

clearMatrix(matrix)

Create a blank matrix of the same size as the given one.

Returns: the blank matrix

Sample application:

The following application will draw an X starting at the top left corner, moving to the bottom right corner.

It stops after 20 ticks.

State is not used in this example.

import { startMatrixApplication, clearMatrix, setCell } from "node-cli-character-matrix";

const N_ROWS = 5;
const N_COLUMNS = 5;
const INTERVAL_MS = 100;

startMatrixApplication({
	nRows: N_ROWS,
	nColumns: N_COLUMNS,
	intervalTime: INTERVAL_MS,
	onTick: (matrix, tickCount, exit) => {
		const clearedMatrix = clearMatrix(matrix);
		const newMatrix = setCell(clearedMatrix, tickCount % N_ROWS, tickCount % N_COLUMNS, 'X');

		if (tickCount > 20) {
			exit("Thank you for playing!");
		}
		return {newMatrix, newState: null};
	},
	initialState: null,
});

Sample Application with Key Presses

This application will move the X around with the keyboard arrow keys.

State is not used in this example.

let currentX = 0;
let currentY = 0;

startMatrixApplication({
	nRows: N_ROWS,
	nColumns: N_COLUMNS,
	intervalTime: INTERVAL_MS,
	initialState: null,
	onTick: (matrix, tickCount, exit, keyPress) => {
		const clearedMatrix = clearMatrix(matrix);

		if (keyPress) {

			switch (keyPress.name) {
				case "down": {
					currentY = (currentY + 1 + N_ROWS) % N_ROWS;
					break;
				}
				case "up": {
					currentY = (currentY - 1 + N_ROWS) % N_ROWS;
					break;
				}

				case "left": {
					currentX = (currentX - 1 + N_COLUMNS) % N_COLUMNS;
					break;
				}

				case "right": {
					currentX = (currentX + 1 + N_COLUMNS) % N_COLUMNS;
					break;
				}

				default: {

				}
			}
		}

		const newMatrix = setCell(clearedMatrix, currentY, currentX, 'X');

		if (tickCount > 100) {
			exit("Thank you for playing!");
		}
		return {newMatrix, newState: null,};
	}
});

Sample application with key presses - folding function

This demonstrate is like the above one - but demonstrates the more functional 'folding' style of code:

startMatrixApplication({
	nRows: N_ROWS,
	nColumns: N_COLUMNS,
	intervalTime: INTERVAL_MS,
	initialState: {
		x: 0,
		y: 0,
	},
	onTick: (matrix, tickCount, exit, keyPress, oldState) => {
		const clearedMatrix = clearMatrix(matrix);

		function getVector(keyPress: KeyPress | null) : {
			x: number; 
			y: number;
		} {
			if (keyPress) {

				switch (keyPress.name) {
					case "down": {
						return {
							x: 0,
							y: 1,
						}
					}
					case "up": {
						return {
							x: 0,
							y: -1,
						}
					}

					case "left": {
						return {
							x: -1,
							y: 0,
						}
					}

					case "right": {
						return {
							x: 1,
							y: 0,
						}
					}

					default: {
						return {
							x: 0,
							y: 0,
						}
					}
				}
			}

			return {
				x: 0,
				y: 0,
			}
		}

		const vector = getVector(keyPress);

		const newState = {
			x: (oldState.x + N_COLUMNS + vector.x) % N_COLUMNS,
			y: (oldState.y + N_ROWS + vector.y) % N_ROWS
		}

		const newMatrix = setCell(clearedMatrix, newState.y, newState.x, 'X');

		if (tickCount > 100) {
			exit("Thank you for playing!");
		}
		return {
			newMatrix,
			newState
		}
	}
});
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