added extra demo classes and implemented pathfinding groundwork

This commit is contained in:
Joe Weaver 2020-10-28 14:55:32 -04:00
parent 19028a9a58
commit 1047e31c70
27 changed files with 379 additions and 50 deletions

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@ -5,6 +5,7 @@ import Color from "./Utils/Color";
import Boid from "./_DemoClasses/Boids/Boid";
import FlockBehavior from "./_DemoClasses/Boids/FlockBehavior";
import Player from "./_DemoClasses/Player/Player";
import PlayerController from "./_DemoClasses/Player/PlayerController";
/**
* This demo emphasizes an ai system for the game engine with component architecture
@ -27,7 +28,9 @@ export default class BoidDemo extends Scene {
// Add the player
let player = this.add.graphic(Player, layer, new Vec2(0, 0));
player.addPhysics();
let ai = new PlayerController(player, "topdown");
player.update = (deltaT: number) => {ai.update(deltaT)}
this.viewport.follow(player);
this.viewport.enableZoom();

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@ -0,0 +1,55 @@
export const MAX_V = 100;
export default class Graph {
edges: Array<EdgeNode>;
degree: Array<number>;
numVertices: number;
numEdges: number;
directed: boolean;
weighted: boolean;
constructor(directed: boolean = false){
this.directed = directed;
this.weighted = false;
this.numVertices = 0;
this.numEdges = 0;
this.edges = new Array(MAX_V);
this.degree = new Array(MAX_V);
}
addNode(): number {
this.numVertices++;
return this.numVertices;
}
addEdge(x: number, y: number, weight?: number){
let edge = new EdgeNode(y, weight);
edge.next = this.edges[x];
this.edges[x] = edge;
this.numEdges += 1;
}
getEdges(x: number): EdgeNode {
return this.edges[x];
}
getDegree(x: number): number {
return this.degree[x];
}
}
export class EdgeNode {
y: number;
next: EdgeNode;
weight: number;
constructor(index: number, weight?: number){
this.y = index;
this.next = null;
this.weight = weight ? weight : 1;
}
}

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@ -0,0 +1,33 @@
import Graph, { MAX_V } from "./Graph";
import Vec2 from "../Vec2";
import { Debug_Renderable } from "../Interfaces/Descriptors";
export default class PositionGraph extends Graph implements Debug_Renderable{
positions: Array<Vec2>;
constructor(directed: boolean = false){
super(directed);
this.positions = new Array(MAX_V);
}
setNodePosition(index: number, position: Vec2): void {
this.positions[index] = position;
}
addEdge(x: number, y: number): void {
if(!this.positions[x] || !this.positions[y]){
throw "Can't add edge to un-positioned node!";
}
// Weight is the distance between the nodes
let weight = this.positions[x].distanceSqTo(this.positions[y]);
super.addEdge(x, y, weight);
}
debug_render(ctx: CanvasRenderingContext2D, origin: Vec2, zoom: number): void {
for(let point of this.positions){
ctx.fillRect((point.x - origin.x - 4)*zoom, (point.y - origin.y - 4)*zoom, 8, 8);
}
}
}

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@ -75,6 +75,8 @@ export interface Physical {
/** The rectangle swept by the movement of this object, if dynamic */
sweptRect: AABB;
isPlayer: boolean;
/*---------- FUNCTIONS ----------*/
/**
@ -117,5 +119,5 @@ export interface Renderable {
export interface Debug_Renderable {
/** Renders the debugging infor for this object. */
debug_render: (ctx: CanvasRenderingContext2D) => void;
debug_render: (ctx: CanvasRenderingContext2D, origin: Vec2, zoom: number) => void;
}

27
src/DataTypes/Navmesh.ts Normal file
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@ -0,0 +1,27 @@
import PositionGraph from "./Graphs/PositionGraph"
import Vec2 from "./Vec2";
export default class Navmesh {
protected graph: PositionGraph;
getNavigationPath(fromPosition: Vec2, toPosition: Vec2): Array<number> {
return [];
}
getClosestNode(position: Vec2): number {
let n = this.graph.numVertices;
let i = 1;
let index = 0;
let dist = position.distanceSqTo(this.graph.positions[0]);
while(i < n){
let d = position.distanceSqTo(this.graph.positions[i]);
if(d < dist){
dist = d;
index = i;
}
i++;
}
return index;
}
}

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@ -30,6 +30,7 @@ export default abstract class Shape {
private static getTimeOfCollision_AABB_AABB(A: AABB, velA: Vec2, B: Shape, velB: Vec2): [Vec2, Vec2, boolean, boolean] {
let posSmaller = A.center;
let posLarger = B.center;
let sizeSmaller = A.halfSize;
let sizeLarger = B.halfSize;

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@ -87,7 +87,7 @@ export default class Tileset {
* @param origin The viewport origin in the current layer
* @param scale The scale of the tilemap
*/
renderTile(ctx: CanvasRenderingContext2D, tileIndex: number, dataIndex: number, worldSize: Vec2, origin: Vec2, scale: Vec2): void {
renderTile(ctx: CanvasRenderingContext2D, tileIndex: number, dataIndex: number, worldSize: Vec2, origin: Vec2, scale: Vec2, zoom: number): void {
let image = ResourceManager.getInstance().getImage(this.imageKey);
// Get the true index
@ -104,6 +104,6 @@ export default class Tileset {
// Calculate the position in the world to render the tile
let x = Math.floor((dataIndex % worldSize.x) * width * scale.x);
let y = Math.floor(Math.floor(dataIndex / worldSize.x) * height * scale.y);
ctx.drawImage(image, left, top, width, height, x - origin.x, y - origin.y, width * scale.x, height * scale.y);
ctx.drawImage(image, left, top, width, height, Math.floor((x - origin.x)*zoom), Math.floor((y - origin.y)*zoom), Math.ceil(width * scale.x * zoom), Math.ceil(height * scale.y * zoom));
}
}

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@ -9,6 +9,7 @@ import Shape from "../DataTypes/Shapes/Shape";
import GameEvent from "../Events/GameEvent";
import Map from "../DataTypes/Map";
import AABB from "../DataTypes/Shapes/AABB";
import Debug from "../Debug/Debug";
/**
* The representation of an object in the game world
@ -35,6 +36,7 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
triggers: Map<string>;
_velocity: Vec2;
sweptRect: AABB;
isPlayer: boolean;
protected input: InputReceiver;
protected receiver: Receiver;
@ -104,7 +106,7 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
this.moving = false;
this.onGround = false;
this.onWall = false;
this.onCeiling= false;
this.onCeiling = false;
this.active = true;
this.isCollidable = isCollidable;
this.isStatic = isStatic;

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@ -86,6 +86,7 @@ export default class OrthogonalTilemap extends Tilemap {
ctx.globalAlpha = this.getLayer().getAlpha();
let origin = this.getViewportOriginWithParallax();
let zoom = this.getViewportScale();
if(this.visible){
for(let i = 0; i < this.data.length; i++){
@ -93,7 +94,7 @@ export default class OrthogonalTilemap extends Tilemap {
for(let tileset of this.tilesets){
if(tileset.hasTile(tileIndex)){
tileset.renderTile(ctx, tileIndex, i, this.size, origin, this.scale);
tileset.renderTile(ctx, tileIndex, i, this.size, origin, this.scale, zoom);
}
}
}

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@ -75,14 +75,16 @@ export default class BasicPhysicsManager extends PhysicsManager {
// TODO - This is problematic if a collision happens, but it is later learned that another collision happens before it
if(node1.triggers.has(group2)){
// Node1 should send an event
console.log("Trigger")
let eventType = node1.triggers.get(group2);
this.emitter.fireEvent(eventType, {node: node1, other: node2});
this.emitter.fireEvent(eventType, {node: node1, other: node2, collision: {firstContact: firstContact}});
}
if(node2.triggers.has(group1)){
// Node2 should send an event
console.log("Trigger")
let eventType = node2.triggers.get(group1);
this.emitter.fireEvent(eventType, {node: node2, other: node1});
this.emitter.fireEvent(eventType, {node: node2, other: node1, collision: {firstContact: firstContact}});
}
if(collidingX && collidingY){
@ -93,6 +95,9 @@ export default class BasicPhysicsManager extends PhysicsManager {
// Get the amount to scale x and y based on their initial collision times
let xScale = MathUtils.clamp(firstContact.x, 0, 1);
let yScale = MathUtils.clamp(firstContact.y, 0, 1);
MathUtils.floorToPlace(xScale, 4);
MathUtils.floorToPlace(yScale, 4);
// Handle special case of stickiness on perfect corner to corner collisions
if(xScale === yScale){
@ -111,8 +116,8 @@ export default class BasicPhysicsManager extends PhysicsManager {
}
if(!node2.isStatic && node2.moving){
node1.onGround = !node1onTop;
node1.onCeiling = node1onTop;
node2.onGround = !node1onTop;
node2.onCeiling = node1onTop;
}
}
@ -129,13 +134,9 @@ export default class BasicPhysicsManager extends PhysicsManager {
}
// Scale velocity for either node if it is moving
if(!node1.isStatic && node1.moving){
node1._velocity.scale(xScale, yScale);
}
node1._velocity.scale(xScale, yScale);
if(!node2.isStatic && node2.moving){
node2._velocity.scale(xScale, yScale);
}
node2._velocity.scale(xScale, yScale);
}
}
}
@ -274,6 +275,18 @@ export default class BasicPhysicsManager extends PhysicsManager {
// Get Collision (which may or may not happen)
let [firstContact, lastContact, collidingX, collidingY] = Shape.getTimeOfCollision(node1.collisionShape, node1._velocity, node2.collisionShape, node2._velocity);
if(collidingX && collidingY){
console.log("overlapping")
}
if(node1.isPlayer){
if(firstContact.x !== Infinity || firstContact.y !== Infinity)
Debug.log("playercol", "First Contact: " + firstContact.toFixed(4))
} else if(node2.isPlayer) {
if(firstContact.x !== Infinity || firstContact.y !== Infinity)
Debug.log("playercol", "First Contact: " + firstContact.toFixed(4))
}
this.resolveCollision(node1, node2, firstContact, lastContact, collidingX, collidingY);
}

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@ -29,7 +29,7 @@ export default class SweepAndPrune extends BroadPhase {
let node = this.xList[i];
let index = 1;
while(i + index < this.xList.length && node.sweptRect.right > this.xList[i + index].sweptRect.left){
while(i + index < this.xList.length && node.sweptRect.right >= this.xList[i + index].sweptRect.left){
// Colliding pair in x-axis
xCollisions.push([node, this.xList[i + index]]);
index++;
@ -44,7 +44,7 @@ export default class SweepAndPrune extends BroadPhase {
let node = this.yList[i];
let index = 1;
while(i + index < this.yList.length && node.sweptRect.bottom > this.yList[i + index].sweptRect.top){
while(i + index < this.yList.length && node.sweptRect.bottom >= this.yList[i + index].sweptRect.top){
// Colliding pair in y-axis
yCollisions.push([node, this.yList[i + index]]);
index++;

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@ -1,7 +1,6 @@
import Scene from "../Scene";
import CanvasNodeFactory from "./CanvasNodeFactory";
import TilemapFactory from "./TilemapFactory";
import PhysicsManager from "../../Physics/PhysicsManager";
import Tilemap from "../../Nodes/Tilemap";
export default class FactoryManager {
@ -10,9 +9,9 @@ export default class FactoryManager {
private canvasNodeFactory: CanvasNodeFactory = new CanvasNodeFactory();
private tilemapFactory: TilemapFactory = new TilemapFactory();
constructor(scene: Scene, physicsManager: PhysicsManager, tilemaps: Array<Tilemap>){
constructor(scene: Scene, tilemaps: Array<Tilemap>){
this.canvasNodeFactory.init(scene);
this.tilemapFactory.init(scene, tilemaps, physicsManager);
this.tilemapFactory.init(scene, tilemaps);
}
// Expose all of the factories through the factory manager

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@ -12,13 +12,11 @@ import Sprite from "../../Nodes/Sprites/Sprite";
export default class TilemapFactory {
private scene: Scene;
private tilemaps: Array<Tilemap>;
private physicsManager: PhysicsManager;
private resourceManager: ResourceManager;
init(scene: Scene, tilemaps: Array<Tilemap>, physicsManager: PhysicsManager): void {
init(scene: Scene, tilemaps: Array<Tilemap>): void {
this.scene = scene;
this.tilemaps = tilemaps;
this.physicsManager = physicsManager;
this.resourceManager = ResourceManager.getInstance();
}
@ -83,15 +81,39 @@ export default class TilemapFactory {
tilemap.addPhysics();
}
} else {
let isNavmeshPoints = false
if(layer.properties){
for(let prop of layer.properties){
if(prop.name === "NavmeshPoints"){
isNavmeshPoints = true;
}
}
}
if(isNavmeshPoints){
console.log("Parsing NavmeshPoints")
continue;
}
// Layer is an object layer, so add each object as a sprite to a new layer
for(let obj of layer.objects){
// Check if obj is collidable
let collidable = false;
let isCollidable = false;
let hasPhysics = false;
let isStatic = true;
let group = "";
if(obj.properties){
for(let prop of obj.properties){
if(prop.name === "Collidable"){
collidable = prop.value;
isCollidable = prop.value;
} else if(prop.name === "Static"){
isStatic = prop.value;
} else if(prop.name === "hasPhysics"){
hasPhysics = prop.value;
} else if(prop.name === "Group"){
group = prop.value;
}
}
}
@ -126,8 +148,9 @@ export default class TilemapFactory {
}
// Now we have sprite. Associate it with our physics object if there is one
if(collidable){
sprite.addPhysics();
if(hasPhysics){
sprite.addPhysics(sprite.boundary.clone(), isCollidable, isStatic);
sprite.group = group;
}
}
}

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@ -13,6 +13,7 @@ import SceneManager from "./SceneManager";
import Receiver from "../Events/Receiver";
import Emitter from "../Events/Emitter";
import { Renderable, Updateable } from "../DataTypes/Interfaces/Descriptors";
import Navmesh from "../DataTypes/Navmesh";
export default class Scene implements Updateable, Renderable {
/** The size of the game world. */
@ -49,6 +50,8 @@ export default class Scene implements Updateable, Renderable {
/** An interface that allows the loading of different files for use in the scene */
public load: ResourceManager;
protected navmeshes: Array<Navmesh>;
constructor(viewport: Viewport, sceneManager: SceneManager, game: GameLoop){
this.worldSize = new Vec2(500, 500);
this.viewport = viewport;
@ -63,7 +66,7 @@ export default class Scene implements Updateable, Renderable {
this.sceneGraph = new SceneGraphArray(this.viewport, this);
this.physicsManager = new BasicPhysicsManager();
this.add = new FactoryManager(this, this.physicsManager, this.tilemaps);
this.add = new FactoryManager(this, this.tilemaps);
this.load = ResourceManager.getInstance();
}

21
src/Utils/GraphUtils.ts Normal file
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@ -0,0 +1,21 @@
import Graph, { EdgeNode } from "../DataTypes/Graphs/Graph";
export default class GraphUtils {
static djikstra(g: Graph, start: number): void {
let i: number; // Counter
let p: EdgeNode; // Pointer to edgenode
let inTree: Array<boolean>
let distance: number;
let v: number; // Current vertex to process
let w: number; // Candidate for next vertex
let weight: number; // Edge weight
let dist; // Best current distance from start
for(i = 0; i < g.numVertices; i++){
inTree[i] = false;
distance[i] = Infinity;
// parent[i] = -1;
}
}
}

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@ -45,7 +45,27 @@ export default class MathUtils {
*/
static lerp(a: number, b: number, x: number){
return a + x * (b - a);
}
}
/**
* Cuts off decimal points of a number after a specified place
* @param num The number to floor
* @param place The last decimal place of the new number
*/
static floorToPlace(num: number, place: number): number {
if(place === 0){
return Math.floor(num);
}
let factor = 10;
while(place > 1){
factor != 10;
place--;
}
return Math.floor(num*factor)/factor;
}
/**
* Returns the number as a hexadecimal

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@ -0,0 +1,31 @@
import GameEvent from "../../Events/GameEvent";
import MathUtils from "../../Utils/MathUtils";
import { CustomGameEventType } from "../CustomGameEventType";
import { GoombaStates } from "./GoombaController";
import OnGround from "./OnGround";
export default class Afraid extends OnGround {
onEnter(): void {}
handleInput(event: GameEvent): void {
if(event.type === CustomGameEventType.PLAYER_MOVE){
let pos = event.data.get("position");
this.parent.direction.x = MathUtils.sign(this.owner.position.x - pos.x);
} else if(event.type === "playerHitCoinBlock") {
if(event.data.get("collision").firstContact.y < 1 && event.data.get("node").collisionShape.center.y > event.data.get("other").collisionShape.center.y){
this.finished("previous");
}
}
}
update(deltaT: number): void {
super.update(deltaT);
this.parent.velocity.x = this.parent.direction.x * this.parent.speed * 1.2;
this.owner.move(this.parent.velocity.scaled(deltaT));
}
onExit(): void {}
}

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@ -3,6 +3,7 @@ import { CustomGameEventType } from "../CustomGameEventType";
import Idle from "../Enemies/Idle";
import Jump from "../Enemies/Jump";
import Walk from "../Enemies/Walk";
import Afraid from "../Enemies/Afraid";
import Debug from "../../Debug/Debug";
import GameNode from "../../Nodes/GameNode";
import Vec2 from "../../DataTypes/Vec2";
@ -11,7 +12,8 @@ export enum GoombaStates {
IDLE = "idle",
WALK = "walk",
JUMP = "jump",
PREVIOUS = "previous"
PREVIOUS = "previous",
AFRAID = "afraid"
}
export default class GoombaController extends StateMachine {
@ -28,6 +30,7 @@ export default class GoombaController extends StateMachine {
this.jumpy = jumpy;
this.receiver.subscribe(CustomGameEventType.PLAYER_MOVE);
this.receiver.subscribe("playerHitCoinBlock");
if(this.jumpy){
this.receiver.subscribe(CustomGameEventType.PLAYER_JUMP);
}
@ -38,11 +41,13 @@ export default class GoombaController extends StateMachine {
this.addState(GoombaStates.WALK, walk);
let jump = new Jump(this, owner);
this.addState(GoombaStates.JUMP, jump);
let afraid = new Afraid(this, owner);
this.addState(GoombaStates.AFRAID, afraid);
}
changeState(stateName: string): void {
if(stateName === GoombaStates.JUMP){
if(stateName === GoombaStates.JUMP || stateName === GoombaStates.AFRAID){
this.stack.push(this.stateMap.get(stateName));
}
super.changeState(stateName);

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@ -1,7 +1,8 @@
import State from "../../DataTypes/State/State";
import StateMachine from "../../DataTypes/State/StateMachine";
import GameEvent from "../../Events/GameEvent";
import GameNode from "../../Nodes/GameNode";
import GoombaController from "./GoombaController";
import GoombaController, { GoombaStates } from "./GoombaController";
export default abstract class GoombaState extends State {
owner: GameNode;
@ -14,6 +15,14 @@ export default abstract class GoombaState extends State {
this.owner = owner;
}
handleInput(event: GameEvent): void {
if(event.type === "playerHitCoinBlock") {
if(event.data.get("collision").firstContact.y < 1 && event.data.get("node").collisionShape.center.y > event.data.get("other").collisionShape.center.y){
this.finished(GoombaStates.AFRAID);
}
}
}
update(deltaT: number): void {
// Do gravity
this.parent.velocity.y += this.gravity*deltaT;

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@ -16,7 +16,6 @@ export default class Idle extends OnGround {
this.finished(GoombaStates.WALK);
}
}
super.handleInput(event);
}
update(deltaT: number): void {

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@ -6,8 +6,6 @@ export default class Jump extends GoombaState {
onEnter(): void {}
handleInput(event: GameEvent): void {}
update(deltaT: number): void {
super.update(deltaT);

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@ -11,6 +11,8 @@ export default class OnGround extends GoombaState {
this.finished(GoombaStates.JUMP);
this.parent.velocity.y = -2000;
}
super.handleInput(event);
}
update(deltaT: number): void {

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@ -5,6 +5,7 @@ import Color from "../../Utils/Color";
import PlayerController from "../Player/PlayerStates/Platformer/PlayerController";
import { PlayerStates } from "../Player/PlayerStates/Platformer/PlayerController";
import GoombaController from "../Enemies/GoombaController";
import InputReceiver from "../../Input/InputReceiver";
export default class MarioClone extends Scene {
@ -20,7 +21,7 @@ export default class MarioClone extends Scene {
let player = this.add.graphic(Rect, layer, new Vec2(0, 0), new Vec2(64, 64));
player.setColor(Color.BLUE);
player.addPhysics();
player.isPlayer = true;
this.viewport.follow(player);
this.viewport.setBounds(0, 0, 5120, 1280);
@ -28,6 +29,8 @@ export default class MarioClone extends Scene {
ai.initialize(PlayerStates.IDLE);
player.update = (deltaT: number) => {ai.update(deltaT)};
player.addTrigger("CoinBlock", "playerHitCoinBlock");
for(let xPos of [14, 20, 25, 30, 33, 37, 49, 55, 58, 70, 74]){
let goomba = this.add.sprite("goomba", layer);
let ai = new GoombaController(goomba, false);

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@ -0,0 +1,26 @@
import Scene from "../../Scene/Scene";
import Rect from "../../Nodes/Graphics/Rect";
import Vec2 from "../../DataTypes/Vec2";
import PlayerController from "../Player/PlayerController";
export default class PathfindingScene extends Scene {
loadScene(){
this.load.tilemap("interior", "/assets/tilemaps/Interior.json");
}
startScene(){
this.add.tilemap("interior");
let layer = this.addLayer();
let player = this.add.graphic(Rect, layer, new Vec2(500, 500), new Vec2(64, 64));
player.addPhysics();
let ai = new PlayerController(player, "topdown");
ai.speed = 400;
player.update = (deltaT: number) => {ai.update(deltaT)}
this.viewport.setBounds(0, 0, 40*64, 40*64);
this.viewport.follow(player);
this.viewport.enableZoom();
}
}

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@ -1,7 +1,13 @@
import StateMachine from "../../DataTypes/State/StateMachine";
import CanvasNode from "../../Nodes/CanvasNode";
import Vec2 from "../../DataTypes/Vec2";
import Debug from "../../Debug/Debug";
import GameNode from "../../Nodes/GameNode";
import IdleTopDown from "./PlayerStates/IdleTopDown";
import MoveTopDown from "./PlayerStates/MoveTopDown";
import Idle from "./PlayerStates/Platformer/Idle";
import Jump from "./PlayerStates/Platformer/Jump";
import Run from "./PlayerStates/Platformer/Run";
import Walk from "./PlayerStates/Platformer/Walk";
export enum PlayerType {
PLATFORMER = "platformer",
@ -9,20 +15,31 @@ export enum PlayerType {
}
export enum PlayerStates {
IDLE = "idle",
MOVE = "move",
IDLE = "idle"
WALK = "walk",
RUN = "run",
JUMP = "jump",
PREVIOUS = "previous"
}
export default class PlayerController extends StateMachine {
protected owner: CanvasNode;
protected owner: GameNode;
velocity: Vec2 = Vec2.ZERO;
speed: number;
MIN_SPEED: number = 400;
MAX_SPEED: number = 1000;
constructor(owner: CanvasNode, playerType: string){
constructor(owner: GameNode, playerType: string){
super();
this.owner = owner;
if(playerType === PlayerType.TOPDOWN){
this.initializeTopDown();
} else {
this.initializePlatformer();
}
}
@ -33,13 +50,32 @@ export default class PlayerController extends StateMachine {
let idle = new IdleTopDown(this);
let move = new MoveTopDown(this, this.owner);
this.speed = 150;
this.addState(PlayerStates.IDLE, idle);
this.addState(PlayerStates.MOVE, move);
this.initialize(PlayerStates.IDLE);
}
initializePlatformer(): void {
this.speed = 400;
let idle = new Idle(this, this.owner);
this.addState(PlayerStates.IDLE, idle);
let walk = new Walk(this, this.owner);
this.addState(PlayerStates.WALK, walk);
let run = new Run(this, this.owner);
this.addState(PlayerStates.RUN, run);
let jump = new Jump(this, this.owner);
this.addState(PlayerStates.JUMP, jump);
}
changeState(stateName: string): void {
if(stateName === PlayerStates.JUMP){
this.stack.push(this.stateMap.get(stateName));
}
if(stateName === PlayerStates.MOVE){
// If move, push to the stack
this.stack.push(this.stateMap.get(stateName));
@ -47,4 +83,22 @@ export default class PlayerController extends StateMachine {
super.changeState(stateName);
}
update(deltaT: number): void {
super.update(deltaT);
if(this.currentState instanceof Jump){
Debug.log("playerstate", "Player State: Jump");
} else if (this.currentState instanceof Walk){
Debug.log("playerstate", "Player State: Walk");
} else if (this.currentState instanceof Run){
Debug.log("playerstate", "Player State: Run");
} else if (this.currentState instanceof Idle){
Debug.log("playerstate", "Player State: Idle");
} else if (this.currentState instanceof IdleTopDown){
Debug.log("playerstate", "Player State: Idle");
} else if (this.currentState instanceof MoveTopDown){
Debug.log("playerstate", "Player State: Move");
}
}
}

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@ -3,16 +3,17 @@ import StateMachine from "../../../DataTypes/State/StateMachine";
import Vec2 from "../../../DataTypes/Vec2";
import GameEvent from "../../../Events/GameEvent";
import InputReceiver from "../../../Input/InputReceiver";
import CanvasNode from "../../../Nodes/CanvasNode";
import GameNode from "../../../Nodes/GameNode";
import { CustomGameEventType } from "../../CustomGameEventType";
import PlayerController from "../PlayerController";
export default class MoveTopDown extends State {
direction: Vec2 = Vec2.ZERO;
speed: number = 0;
input: InputReceiver = InputReceiver.getInstance();
owner: CanvasNode;
owner: GameNode;
parent: PlayerController
constructor(parent: StateMachine, owner: CanvasNode) {
constructor(parent: StateMachine, owner: GameNode) {
super(parent);
this.owner = owner;
}
@ -20,7 +21,6 @@ export default class MoveTopDown extends State {
onEnter(): void {
// Initialize or reset the direction and speed
this.direction.zero();
this.speed = 100;
}
handleInput(event: GameEvent): void {
@ -38,7 +38,7 @@ export default class MoveTopDown extends State {
}
// Otherwise, we are still moving, so update position
let velocity = this.direction.normalize().scale(this.speed);
let velocity = this.direction.normalize().scale(this.parent.speed);
this.owner.move(velocity.scale(deltaT));
// Emit an event to tell the world we are moving

View File

@ -1,16 +1,15 @@
import GameLoop from "./Loop/GameLoop";
import {} from "./index";
import MainScene from "./MainScene"
import QuadTreeScene from "./QuadTreeScene";
import BoidDemo from "./BoidDemo";
import MarioClone from "./_DemoClasses/MarioClone/MarioClone";
import PathfindingScene from "./_DemoClasses/Pathfinding/PathfindingScene";
function main(){
// Create the game object
let game = new GameLoop({canvasSize: {x: 800, y: 600}});
game.start();
let sm = game.getSceneManager();
sm.addScene(MarioClone);
sm.addScene(PathfindingScene);
}
CanvasRenderingContext2D.prototype.roundedRect = function(x: number, y: number, w: number, h: number, r: number): void {