# 2인용 탱크 게임

_By_ [_adamlubek_](https://github.com/adamlubek)

This recipe demonstrates RxJS implementation of Tank Battle like game.

[![Ultimate RxJS](https://drive.google.com/uc?export=view\&id=1qq2-q-eVe-F_-d0eSvTyqaGRjpfLDdJz)](https://ultimatecourses.com/courses/rxjs?ref=4)

### Example Code

( [StackBlitz](https://stackblitz.com/edit/rxjs-tank-battle?file=index.ts) )

![Tank Battle](https://drive.google.com/uc?export=view\&id=1-QeeMZCtd9rp60m9C9yphMW5vs0jQxYW)

#### index.ts

```js
// RxJS v6+
import { fromEvent, combineLatest, interval } from 'rxjs';
import { scan, tap, startWith } from 'rxjs/operators';
import { gameSize, down, up, right, left, p1Color, p2Color } from './constants';
import { State } from './interfaces';
import {
  updatePlayer,
  addShots,
  updateShots,
  checkCollisions,
  initialState
} from './game';
import { paint } from './html-renderer';

combineLatest(
  interval(100),
  fromEvent(document, 'keydown').pipe(startWith({ key: '' }))
)
  .pipe(
    scan < [number, KeyboardEvent],
    State >
      ((state, [_, event]) => (
        updatePlayer(state.players[0], event.key, 'w', 's', 'a', 'd'),
        updatePlayer(state.players[1], event.key, 'i', 'k', 'j', 'l'),
        addShots(state, event.key),
        (state.shots = updateShots(state.shots)),
        checkCollisions(state),
        state
      ),
      initialState),
    tap(paint)
  )
  .subscribe();
```

#### game.ts

```js
import {
  gameSize,
  down,
  up,
  right,
  left,
  p1Color,
  p2Color,
  p1Shot,
  p2Shot
} from './constants';
import { GameObject, State } from './interfaces';

const gameObject = (x, y, g, c): GameObject => ({ x, y, g, s: 0, c: c });
const noop = (): void => {};

export const updatePlayer = (
  p: GameObject,
  key: string,
  u,
  d,
  l,
  r
): GameObject => (
  key === d
    ? ((p.x += p.x < gameSize - 1 ? 1 : 0), (p.g = down))
    : key === u
    ? ((p.x += p.x > 0 ? -1 : 0), (p.g = up))
    : noop,
  key === r
    ? ((p.y += p.y < gameSize - 1 ? 1 : 0), (p.g = right))
    : key === l
    ? ((p.y += p.y > 0 ? -1 : 0), (p.g = left))
    : noop,
  p
);

export const addShot = (player: GameObject): GameObject => ({
  x: player.x,
  y: player.y,
  g: player.g
});

export const addShots = (state: State, key: string): void =>
  state.shots.push(
    key === p1Shot
      ? addShot(state.players[0])
      : key === p2Shot
      ? addShot(state.players[1])
      : []
  );

export const updateShots = (shots: GameObject[]): GameObject[] =>
  shots
    .filter(s => s.x > 0 && s.x < gameSize - 1 && s.y > 0 && s.y < gameSize)
    .map(
      s => (
        s.g === down
          ? (s.x += 1)
          : s.g === up
          ? (s.x += -1)
          : s.g === right
          ? (s.y += 1)
          : s.g === left
          ? (s.y += -1)
          : () => {},
        s
      )
    );

export const initialState: State = {
  players: [
    gameObject(1, 1, right, p1Color),
    gameObject(gameSize - 2, gameSize - 2, left, p2Color)
  ],
  shots: []
};

export const checkCollisions = (state: State): void =>
  state.players.forEach((p, i) => {
    const collidingShotIndex = state.shots.findIndex(
      s => s.x === p.x && s.y === p.y
    );
    if (collidingShotIndex > -1) {
      if (i === 0) {
        state.players[1].s += 1;
      } else {
        state.players[0].s += 1;
      }
      state.shots.splice(collidingShotIndex, 1);
    }
  });
```

#### interfaces.ts

```js
export interface GameObject {
  x: number;
  y: number;
  g: string;
  s: number;
  c: string;
}

export interface State {
  players: GameObject[];
  shots: GameObject[];
}
```

#### constants.ts

```js
export const gameSize = 20;
export const up = '^';
export const down = 'v';
export const left = '<';
export const right = '>';
export const empty = 0;
export const p1Color = 'DarkViolet';
export const p2Color = 'CornflowerBlue';
export const p1Shot = 'c';
export const p2Shot = 'n';
```

#### html-renderer.ts

```js
import { gameSize, empty, p1Color, p2Color } from './constants';
import { State, GameObject } from './interfaces';

const createElem = (gameObject: GameObject) => {
  const elem = document.createElement('div');
  elem.style.display = 'inline-block';
  elem.style.marginLeft = '10px';
  elem.style.height = '6px';
  elem.style.width = '6px';
  elem.style.color = gameObject.c;
  elem.innerText = gameObject === empty ? ' ' : gameObject.g;

  return elem;
};

const paintPlayerScore = (score: number, color: string) => {
  const scoreElem = document.createElement('span');
  scoreElem.innerHTML = `P1: ${score} `;
  scoreElem.style.color = color;
  document.body.appendChild(scoreElem);
};

const paintScores = (state: State) => {
  document.body.innerHTML = 'Scores: ';
  paintPlayerScore(state.players[0].s, p1Color);
  paintPlayerScore(state.players[1].s, p2Color);
};

const painInfo = () => {
  document.body.innerHTML += 'This game requires 2 players :)';
  document.body.innerHTML += '<br/>';
  document.body.innerHTML += 'Player 1 controls: wsad, fire: c';
  document.body.innerHTML += '<br/>';
  document.body.innerHTML += 'Player 2 controls: ikjl, fire: n';
};

const emptyGame = () =>
  Array(gameSize)
    .fill(empty)
    .map(_ => Array(gameSize).fill(empty));
const paintGame = (state: State) => {
  const game = emptyGame();
  state.players.forEach(p => (game[p.x][p.y] = { g: p.g, c: p.c }));
  state.shots.forEach(s => (game[s.x][s.y] = { g: '*', c: 'black' }));

  game.forEach(row => {
    const rowContainer = document.createElement('div');
    row.forEach(col => rowContainer.appendChild(createElem(col)));
    document.body.appendChild(rowContainer);
  });
};

export const paint = (state: State) => {
  paintScores(state);
  document.body.innerHTML += '<br/>';
  paintGame(state);
  painInfo();
};
```

### Operators Used

* [combineLatest](../operators/combination/combinelatest)
* [fromEvent](../operators/creation/fromevent)
* [interval](../operators/creation/interval)
* [scan](../operators/transformation/scan)
* [startWith](../operators/combination/startwith)
* [tap](../operators/utility/do)
