ShatteredSword/src/default_scene.ts

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/* #################### IMPORTS #################### */
// Import from Wolfie2D or your own files here
import Vec2 from "./Wolfie2D/DataTypes/Vec2";
import Debug from "./Wolfie2D/Debug/Debug";
import Input from "./Wolfie2D/Input/Input";
import Graphic from "./Wolfie2D/Nodes/Graphic";
import { GraphicType } from "./Wolfie2D/Nodes/Graphics/GraphicTypes";
import Sprite from "./Wolfie2D/Nodes/Sprites/Sprite";
import Scene from "./Wolfie2D/Scene/Scene";
import Color from "./Wolfie2D/Utils/Color";
/* #################### CLASS DEFINITION #################### */
// Welcome to Wolfie2D!
// This is a simple sample scene so something displays when you run the game.
export default class default_scene extends Scene {
/* ########## MEMBER DEFINITIONS ##########*/
private logo: Sprite;
private player: Graphic;
/* ########## BUILT-IN FUNCTIONS ########## */
// The following are built-in abstract Scene functions you are meant to extend.
// They represent the lifecycle of a Scene, and thus allow you to load and start your scene
// loadScene() is where you should load initial assets needed for your scene.
// it is called strictly before startScene, so you are assured all assets will be loaded before
// the scene begins
loadScene(): void {
// Load any assets here. For example, to load an image (or a sprite):
// The first argument is the key of the sprite (you get to decide what it is).
// The second argument is the path to the actual image.
// Paths start in the "dist/" folder, so start building your path from there
this.load.image("logo", "assets/wolfie2d_text.png");
}
// startScene() is where you should build any game objects you wish to have in your scene,
// or where you should initialize any other things you will need in your scene
// Once again, this occurs strictly after loadScene(), so anything you loaded there will be available
startScene(): void {
// Create any game objects here. For example, to add the sprite we previously loaded:
// First, create a layer for it to go on
this.addLayer("primary");
// The first argument is the key we specified in "this.load.image"
// The second argument is the name of the layer
this.logo = this.add.sprite("logo", "primary");
// Now, let's make sure our logo is in a good position
let center = this.viewport.getCenter();
this.logo.position.set(center.x, center.y);
// We can also create game objects (such as graphics and UIElements) without using loaded assets
// Lets add a rectangle to use as the player object
// For some game objects, you have to specify an options object. In this case, position and size:
let options = {
size: new Vec2(50, 50),
position: new Vec2(center.x, center.y + 100)
}
// Create the rect
this.player = this.add.graphic(GraphicType.RECT, "primary", options);
// Now, let's change the color of our player
this.player.color = Color.ORANGE;
}
// updateScene() is where you can handle any frame by frame updates to your scene.
// For the most part, GameNode logic can be abstracted to AI, but there may be
// things you want to control for the whole scene, like player score.
// The argument to updateScene is the time step of the update frame
updateScene(deltaT: number): void {
// For our update, lets create a basic player controller
// First, lets handle the input
const direction = Vec2.ZERO;
// Sum the x-direction keys
direction.x = (Input.isKeyPressed("a") ? -1 : 0) + (Input.isKeyPressed("d") ? 1 : 0);
// Sum the y-direction keys
direction.y = (Input.isKeyPressed("w") ? -1 : 0) + (Input.isKeyPressed("s") ? 1 : 0);
// We don't want to move faster in diagonals, so normalize
direction.normalize();
// We want to move 100 units per second, not per frame, so multiply by deltaT when moving
const speed = 100 * deltaT;
// Scale our direction to speed
const velocity = direction.scale(speed);
// Finally, adjust the position of the player
this.player.position.add(velocity);
}
}