added extra demo classes and implemented pathfinding groundwork
This commit is contained in:
parent
19028a9a58
commit
1047e31c70
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@ -5,6 +5,7 @@ import Color from "./Utils/Color";
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import Boid from "./_DemoClasses/Boids/Boid";
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import FlockBehavior from "./_DemoClasses/Boids/FlockBehavior";
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import Player from "./_DemoClasses/Player/Player";
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import PlayerController from "./_DemoClasses/Player/PlayerController";
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/**
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* This demo emphasizes an ai system for the game engine with component architecture
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@ -27,7 +28,9 @@ export default class BoidDemo extends Scene {
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// Add the player
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let player = this.add.graphic(Player, layer, new Vec2(0, 0));
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player.addPhysics();
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let ai = new PlayerController(player, "topdown");
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player.update = (deltaT: number) => {ai.update(deltaT)}
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this.viewport.follow(player);
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this.viewport.enableZoom();
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55
src/DataTypes/Graphs/Graph.ts
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55
src/DataTypes/Graphs/Graph.ts
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@ -0,0 +1,55 @@
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export const MAX_V = 100;
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export default class Graph {
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edges: Array<EdgeNode>;
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degree: Array<number>;
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numVertices: number;
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numEdges: number;
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directed: boolean;
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weighted: boolean;
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constructor(directed: boolean = false){
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this.directed = directed;
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this.weighted = false;
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this.numVertices = 0;
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this.numEdges = 0;
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this.edges = new Array(MAX_V);
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this.degree = new Array(MAX_V);
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}
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addNode(): number {
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this.numVertices++;
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return this.numVertices;
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}
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addEdge(x: number, y: number, weight?: number){
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let edge = new EdgeNode(y, weight);
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edge.next = this.edges[x];
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this.edges[x] = edge;
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this.numEdges += 1;
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}
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getEdges(x: number): EdgeNode {
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return this.edges[x];
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}
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getDegree(x: number): number {
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return this.degree[x];
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}
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}
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export class EdgeNode {
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y: number;
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next: EdgeNode;
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weight: number;
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constructor(index: number, weight?: number){
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this.y = index;
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this.next = null;
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this.weight = weight ? weight : 1;
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}
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}
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33
src/DataTypes/Graphs/PositionGraph.ts
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33
src/DataTypes/Graphs/PositionGraph.ts
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@ -0,0 +1,33 @@
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import Graph, { MAX_V } from "./Graph";
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import Vec2 from "../Vec2";
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import { Debug_Renderable } from "../Interfaces/Descriptors";
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export default class PositionGraph extends Graph implements Debug_Renderable{
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positions: Array<Vec2>;
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constructor(directed: boolean = false){
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super(directed);
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this.positions = new Array(MAX_V);
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}
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setNodePosition(index: number, position: Vec2): void {
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this.positions[index] = position;
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}
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addEdge(x: number, y: number): void {
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if(!this.positions[x] || !this.positions[y]){
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throw "Can't add edge to un-positioned node!";
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}
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// Weight is the distance between the nodes
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let weight = this.positions[x].distanceSqTo(this.positions[y]);
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super.addEdge(x, y, weight);
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}
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debug_render(ctx: CanvasRenderingContext2D, origin: Vec2, zoom: number): void {
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for(let point of this.positions){
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ctx.fillRect((point.x - origin.x - 4)*zoom, (point.y - origin.y - 4)*zoom, 8, 8);
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}
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}
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}
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@ -75,6 +75,8 @@ export interface Physical {
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/** The rectangle swept by the movement of this object, if dynamic */
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sweptRect: AABB;
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isPlayer: boolean;
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/*---------- FUNCTIONS ----------*/
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/**
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@ -117,5 +119,5 @@ export interface Renderable {
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export interface Debug_Renderable {
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/** Renders the debugging infor for this object. */
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debug_render: (ctx: CanvasRenderingContext2D) => void;
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debug_render: (ctx: CanvasRenderingContext2D, origin: Vec2, zoom: number) => void;
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}
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27
src/DataTypes/Navmesh.ts
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27
src/DataTypes/Navmesh.ts
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@ -0,0 +1,27 @@
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import PositionGraph from "./Graphs/PositionGraph"
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import Vec2 from "./Vec2";
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export default class Navmesh {
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protected graph: PositionGraph;
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getNavigationPath(fromPosition: Vec2, toPosition: Vec2): Array<number> {
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return [];
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}
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getClosestNode(position: Vec2): number {
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let n = this.graph.numVertices;
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let i = 1;
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let index = 0;
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let dist = position.distanceSqTo(this.graph.positions[0]);
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while(i < n){
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let d = position.distanceSqTo(this.graph.positions[i]);
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if(d < dist){
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dist = d;
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index = i;
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}
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i++;
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}
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return index;
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}
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}
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@ -30,6 +30,7 @@ export default abstract class Shape {
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private static getTimeOfCollision_AABB_AABB(A: AABB, velA: Vec2, B: Shape, velB: Vec2): [Vec2, Vec2, boolean, boolean] {
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let posSmaller = A.center;
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let posLarger = B.center;
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let sizeSmaller = A.halfSize;
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let sizeLarger = B.halfSize;
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@ -87,7 +87,7 @@ export default class Tileset {
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* @param origin The viewport origin in the current layer
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* @param scale The scale of the tilemap
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*/
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renderTile(ctx: CanvasRenderingContext2D, tileIndex: number, dataIndex: number, worldSize: Vec2, origin: Vec2, scale: Vec2): void {
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renderTile(ctx: CanvasRenderingContext2D, tileIndex: number, dataIndex: number, worldSize: Vec2, origin: Vec2, scale: Vec2, zoom: number): void {
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let image = ResourceManager.getInstance().getImage(this.imageKey);
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// Get the true index
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@ -104,6 +104,6 @@ export default class Tileset {
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// Calculate the position in the world to render the tile
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let x = Math.floor((dataIndex % worldSize.x) * width * scale.x);
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let y = Math.floor(Math.floor(dataIndex / worldSize.x) * height * scale.y);
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ctx.drawImage(image, left, top, width, height, x - origin.x, y - origin.y, width * scale.x, height * scale.y);
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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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}
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}
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@ -9,6 +9,7 @@ import Shape from "../DataTypes/Shapes/Shape";
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import GameEvent from "../Events/GameEvent";
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import Map from "../DataTypes/Map";
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import AABB from "../DataTypes/Shapes/AABB";
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import Debug from "../Debug/Debug";
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/**
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* The representation of an object in the game world
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@ -35,6 +36,7 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
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triggers: Map<string>;
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_velocity: Vec2;
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sweptRect: AABB;
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isPlayer: boolean;
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protected input: InputReceiver;
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protected receiver: Receiver;
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@ -86,6 +86,7 @@ export default class OrthogonalTilemap extends Tilemap {
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ctx.globalAlpha = this.getLayer().getAlpha();
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let origin = this.getViewportOriginWithParallax();
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let zoom = this.getViewportScale();
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if(this.visible){
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for(let i = 0; i < this.data.length; i++){
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@ -93,7 +94,7 @@ export default class OrthogonalTilemap extends Tilemap {
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for(let tileset of this.tilesets){
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if(tileset.hasTile(tileIndex)){
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tileset.renderTile(ctx, tileIndex, i, this.size, origin, this.scale);
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tileset.renderTile(ctx, tileIndex, i, this.size, origin, this.scale, zoom);
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}
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}
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}
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@ -75,14 +75,16 @@ export default class BasicPhysicsManager extends PhysicsManager {
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// TODO - This is problematic if a collision happens, but it is later learned that another collision happens before it
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if(node1.triggers.has(group2)){
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// Node1 should send an event
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console.log("Trigger")
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let eventType = node1.triggers.get(group2);
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this.emitter.fireEvent(eventType, {node: node1, other: node2});
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this.emitter.fireEvent(eventType, {node: node1, other: node2, collision: {firstContact: firstContact}});
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}
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if(node2.triggers.has(group1)){
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// Node2 should send an event
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console.log("Trigger")
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let eventType = node2.triggers.get(group1);
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this.emitter.fireEvent(eventType, {node: node2, other: node1});
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this.emitter.fireEvent(eventType, {node: node2, other: node1, collision: {firstContact: firstContact}});
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}
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if(collidingX && collidingY){
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@ -94,6 +96,9 @@ export default class BasicPhysicsManager extends PhysicsManager {
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let xScale = MathUtils.clamp(firstContact.x, 0, 1);
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let yScale = MathUtils.clamp(firstContact.y, 0, 1);
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MathUtils.floorToPlace(xScale, 4);
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MathUtils.floorToPlace(yScale, 4);
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// Handle special case of stickiness on perfect corner to corner collisions
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if(xScale === yScale){
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xScale = 1;
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@ -111,8 +116,8 @@ export default class BasicPhysicsManager extends PhysicsManager {
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}
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if(!node2.isStatic && node2.moving){
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node1.onGround = !node1onTop;
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node1.onCeiling = node1onTop;
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node2.onGround = !node1onTop;
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node2.onCeiling = node1onTop;
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}
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}
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@ -129,16 +134,12 @@ export default class BasicPhysicsManager extends PhysicsManager {
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}
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// Scale velocity for either node if it is moving
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if(!node1.isStatic && node1.moving){
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node1._velocity.scale(xScale, yScale);
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}
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if(!node2.isStatic && node2.moving){
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node2._velocity.scale(xScale, yScale);
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}
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}
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}
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}
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collideWithTilemap(node: Physical, tilemap: Tilemap, velocity: Vec2): void {
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if(tilemap instanceof OrthogonalTilemap){
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// Get Collision (which may or may not happen)
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let [firstContact, lastContact, collidingX, collidingY] = Shape.getTimeOfCollision(node1.collisionShape, node1._velocity, node2.collisionShape, node2._velocity);
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if(collidingX && collidingY){
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console.log("overlapping")
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}
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if(node1.isPlayer){
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if(firstContact.x !== Infinity || firstContact.y !== Infinity)
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Debug.log("playercol", "First Contact: " + firstContact.toFixed(4))
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} else if(node2.isPlayer) {
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if(firstContact.x !== Infinity || firstContact.y !== Infinity)
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Debug.log("playercol", "First Contact: " + firstContact.toFixed(4))
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}
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this.resolveCollision(node1, node2, firstContact, lastContact, collidingX, collidingY);
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}
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@ -29,7 +29,7 @@ export default class SweepAndPrune extends BroadPhase {
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let node = this.xList[i];
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let index = 1;
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while(i + index < this.xList.length && node.sweptRect.right > this.xList[i + index].sweptRect.left){
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while(i + index < this.xList.length && node.sweptRect.right >= this.xList[i + index].sweptRect.left){
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// Colliding pair in x-axis
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xCollisions.push([node, this.xList[i + index]]);
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index++;
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let node = this.yList[i];
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let index = 1;
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while(i + index < this.yList.length && node.sweptRect.bottom > this.yList[i + index].sweptRect.top){
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while(i + index < this.yList.length && node.sweptRect.bottom >= this.yList[i + index].sweptRect.top){
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// Colliding pair in y-axis
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yCollisions.push([node, this.yList[i + index]]);
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index++;
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@ -1,7 +1,6 @@
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import Scene from "../Scene";
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import CanvasNodeFactory from "./CanvasNodeFactory";
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import TilemapFactory from "./TilemapFactory";
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import PhysicsManager from "../../Physics/PhysicsManager";
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import Tilemap from "../../Nodes/Tilemap";
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export default class FactoryManager {
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private canvasNodeFactory: CanvasNodeFactory = new CanvasNodeFactory();
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private tilemapFactory: TilemapFactory = new TilemapFactory();
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constructor(scene: Scene, physicsManager: PhysicsManager, tilemaps: Array<Tilemap>){
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constructor(scene: Scene, tilemaps: Array<Tilemap>){
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this.canvasNodeFactory.init(scene);
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this.tilemapFactory.init(scene, tilemaps, physicsManager);
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this.tilemapFactory.init(scene, tilemaps);
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}
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// Expose all of the factories through the factory manager
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@ -12,13 +12,11 @@ import Sprite from "../../Nodes/Sprites/Sprite";
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export default class TilemapFactory {
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private scene: Scene;
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private tilemaps: Array<Tilemap>;
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private physicsManager: PhysicsManager;
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private resourceManager: ResourceManager;
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init(scene: Scene, tilemaps: Array<Tilemap>, physicsManager: PhysicsManager): void {
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init(scene: Scene, tilemaps: Array<Tilemap>): void {
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this.scene = scene;
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this.tilemaps = tilemaps;
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this.physicsManager = physicsManager;
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this.resourceManager = ResourceManager.getInstance();
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}
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tilemap.addPhysics();
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}
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} else {
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let isNavmeshPoints = false
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if(layer.properties){
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for(let prop of layer.properties){
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if(prop.name === "NavmeshPoints"){
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isNavmeshPoints = true;
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}
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}
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}
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if(isNavmeshPoints){
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console.log("Parsing NavmeshPoints")
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continue;
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}
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// Layer is an object layer, so add each object as a sprite to a new layer
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for(let obj of layer.objects){
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// Check if obj is collidable
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let collidable = false;
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let isCollidable = false;
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let hasPhysics = false;
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let isStatic = true;
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let group = "";
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if(obj.properties){
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for(let prop of obj.properties){
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if(prop.name === "Collidable"){
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collidable = prop.value;
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isCollidable = prop.value;
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} else if(prop.name === "Static"){
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isStatic = prop.value;
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} else if(prop.name === "hasPhysics"){
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hasPhysics = prop.value;
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} else if(prop.name === "Group"){
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group = prop.value;
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}
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}
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}
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}
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// Now we have sprite. Associate it with our physics object if there is one
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if(collidable){
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sprite.addPhysics();
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if(hasPhysics){
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sprite.addPhysics(sprite.boundary.clone(), isCollidable, isStatic);
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sprite.group = group;
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}
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}
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}
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@ -13,6 +13,7 @@ import SceneManager from "./SceneManager";
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import Receiver from "../Events/Receiver";
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import Emitter from "../Events/Emitter";
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import { Renderable, Updateable } from "../DataTypes/Interfaces/Descriptors";
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import Navmesh from "../DataTypes/Navmesh";
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export default class Scene implements Updateable, Renderable {
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/** The size of the game world. */
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@ -49,6 +50,8 @@ export default class Scene implements Updateable, Renderable {
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/** An interface that allows the loading of different files for use in the scene */
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public load: ResourceManager;
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protected navmeshes: Array<Navmesh>;
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constructor(viewport: Viewport, sceneManager: SceneManager, game: GameLoop){
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this.worldSize = new Vec2(500, 500);
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this.viewport = viewport;
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@ -63,7 +66,7 @@ export default class Scene implements Updateable, Renderable {
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this.sceneGraph = new SceneGraphArray(this.viewport, this);
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this.physicsManager = new BasicPhysicsManager();
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this.add = new FactoryManager(this, this.physicsManager, this.tilemaps);
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this.add = new FactoryManager(this, this.tilemaps);
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this.load = ResourceManager.getInstance();
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}
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21
src/Utils/GraphUtils.ts
Normal file
21
src/Utils/GraphUtils.ts
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import Graph, { EdgeNode } from "../DataTypes/Graphs/Graph";
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export default class GraphUtils {
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static djikstra(g: Graph, start: number): void {
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let i: number; // Counter
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let p: EdgeNode; // Pointer to edgenode
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let inTree: Array<boolean>
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let distance: number;
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let v: number; // Current vertex to process
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let w: number; // Candidate for next vertex
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let weight: number; // Edge weight
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let dist; // Best current distance from start
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for(i = 0; i < g.numVertices; i++){
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inTree[i] = false;
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distance[i] = Infinity;
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// parent[i] = -1;
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}
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}
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}
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@ -47,6 +47,26 @@ export default class MathUtils {
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return a + x * (b - a);
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}
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/**
|
||||
* 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
|
||||
* @param num The number to convert to hex
|
||||
|
|
31
src/_DemoClasses/Enemies/Afraid.ts
Normal file
31
src/_DemoClasses/Enemies/Afraid.ts
Normal file
|
@ -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 {}
|
||||
}
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -16,7 +16,6 @@ export default class Idle extends OnGround {
|
|||
this.finished(GoombaStates.WALK);
|
||||
}
|
||||
}
|
||||
super.handleInput(event);
|
||||
}
|
||||
|
||||
update(deltaT: number): void {
|
||||
|
|
|
@ -6,8 +6,6 @@ export default class Jump extends GoombaState {
|
|||
|
||||
onEnter(): void {}
|
||||
|
||||
handleInput(event: GameEvent): void {}
|
||||
|
||||
update(deltaT: number): void {
|
||||
super.update(deltaT);
|
||||
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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);
|
||||
|
|
26
src/_DemoClasses/Pathfinding/PathfindingScene.ts
Normal file
26
src/_DemoClasses/Pathfinding/PathfindingScene.ts
Normal file
|
@ -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();
|
||||
}
|
||||
}
|
|
@ -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");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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
|
||||
|
|
|
@ -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 {
|
||||
|
|
Loading…
Reference in New Issue
Block a user