updated wolfie2d
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d19a52e184
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1f0764087a
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@ -247,7 +247,7 @@ export default class Input {
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* @returns True if the mouse was just pressed, false otherwise
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*/
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static isMouseJustPressed(mouseButton?: number): boolean {
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if (mouseButton) {
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if (mouseButton !== undefined) {
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return Input.mouseJustPressed && !Input.mouseDisabled && mouseButton == this.mouseButtonPressed;
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}
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return Input.mouseJustPressed && !Input.mouseDisabled;
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@ -260,7 +260,7 @@ export default class Input {
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* @returns True if the mouse is currently pressed, false otherwise
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*/
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static isMousePressed(mouseButton?: number): boolean {
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if (mouseButton) {
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if (mouseButton !== undefined) {
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return Input.mousePressed && !Input.mouseDisabled && mouseButton == this.mouseButtonPressed;
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}
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return Input.mousePressed && !Input.mouseDisabled;
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@ -299,14 +299,12 @@ export default class Input {
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return Input.mousePosition.clone().scale(1 / this.viewport.getZoomLevel()).add(Input.viewport.getOrigin());
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}
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// -- MODIFIED BY HENRY -> added a scaling
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/**
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* Gets the position of the last mouse press
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* @returns The mouse position stored as a Vec2
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*/
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static getMousePressPosition(): Vec2 {
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return Input.mousePressPosition.scaled(1 / this.viewport.getZoomLevel());
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return Input.getMousePosition();
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}
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/**
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@ -84,6 +84,7 @@ export default abstract class UIElement extends CanvasNode {
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let clickPos = Input.getMousePressPosition();
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if(this.contains(clickPos.x, clickPos.y) && this.visible && !this.layer.isHidden()){
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this.isClicked = true;
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if(this.onClick !== null){
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this.onClick();
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}
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@ -33,48 +33,9 @@ export default class UIElementRenderer {
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* @param label The label to render
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*/
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renderLabel(label: Label): void {
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// // If the size is unassigned (by the user or automatically) assign it
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// label.handleInitialSizing(this.ctx);
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// // Grab the global alpha so we can adjust it for this render
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// let previousAlpha = this.ctx.globalAlpha;
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// // Get the font and text position in label
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// this.ctx.font = label.getFontString();
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// let offset = label.calculateTextOffset(this.ctx);
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// // Stroke and fill a rounded rect and give it text
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// this.ctx.globalAlpha = label.backgroundColor.a;
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// this.ctx.fillStyle = label.calculateBackgroundColor().toStringRGBA();
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// this.ctx.fillRoundedRect(-label.size.x/2, -label.size.y/2,
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// label.size.x, label.size.y, label.borderRadius);
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// this.ctx.strokeStyle = label.calculateBorderColor().toStringRGBA();
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// this.ctx.globalAlpha = label.borderColor.a;
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// this.ctx.lineWidth = label.borderWidth;
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// this.ctx.strokeRoundedRect(-label.size.x/2, -label.size.y/2,
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// label.size.x, label.size.y, label.borderRadius);
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// this.ctx.fillStyle = label.calculateTextColor();
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// this.ctx.globalAlpha = label.textColor.a;
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// this.ctx.fillText(label.text, offset.x - label.size.x/2, offset.y - label.size.y/2);
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// this.ctx.globalAlpha = previousAlpha;
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// If the size is unassigned (by the user or automatically) assign it
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let lines = label.text.split('\n');
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let tempText = label.text;
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if (lines.length > 1) {
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let max = 0;
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let maxLengthIndex = 0;
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for (let i = 0; i < lines.length; i++) {
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if (lines[i].length > max) {
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max = lines[i].length;
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maxLengthIndex = i;
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}
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}
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label.text = lines[maxLengthIndex];
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}
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label.handleInitialSizing(this.ctx);
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// Grab the global alpha so we can adjust it for this render
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let previousAlpha = this.ctx.globalAlpha;
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@ -92,22 +53,13 @@ export default class UIElementRenderer {
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this.ctx.globalAlpha = label.borderColor.a;
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this.ctx.lineWidth = label.borderWidth;
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this.ctx.strokeRoundedRect(-label.size.x/2, -label.size.y/2,
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label.size.x, label.size.y + ((lines.length - 1) * label.fontSize), label.borderRadius);
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label.size.x, label.size.y, label.borderRadius);
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this.ctx.fillStyle = label.calculateTextColor();
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this.ctx.globalAlpha = label.textColor.a;
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if (lines.length === 1) {
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this.ctx.fillText(label.text, offset.x - label.size.x / 2, (offset.y - label.size.y / 2));
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} else {
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for (let i = 0; i < lines.length; i++) {
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let additionalY = i * (label.size.y / 2 + (label.fontSize === 40 ? 20 : 10));
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label.text = lines[i];
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offset = label.calculateTextOffset(this.ctx);
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this.ctx.fillText(lines[i], (offset.x - label.size.x / 2), (offset.y - label.size.y / 2 + additionalY));
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}
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}
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this.ctx.fillText(label.text, offset.x - label.size.x/2, offset.y - label.size.y/2);
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this.ctx.globalAlpha = previousAlpha;
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label.text = tempText;
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}
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/**
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@ -81,10 +81,6 @@ export default class ResourceManager {
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private loadonly_gl_ShaderProgramsToLoad: number;
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private loadonly_gl_ShaderLoadingQueue: Queue<KeyPath_Shader>;
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private loadonly_tilemapObjectToLoad: number;
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private loadonly_tilemapObjectLoaded: number;
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private loadonly_tilemapObjectLoadingQueue: Queue<KeyMapPair>;
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private gl_ShaderPrograms: Map<WebGLProgramType>;
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private gl_Textures: Map<number>;
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@ -141,10 +137,6 @@ export default class ResourceManager {
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this.resourcesToUnload = new Array();
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this.resourcesToKeep = new Array();
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this.loadonly_tilemapObjectToLoad = 0;
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this.loadonly_tilemapObjectToLoad = 0;
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this.loadonly_tilemapObjectLoadingQueue = new Queue();
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};
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/* ######################################## SINGLETON ########################################*/
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@ -198,9 +190,9 @@ export default class ResourceManager {
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*/
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public getImage(key: string): HTMLImageElement {
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let image = this.images.get(key);
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// if (image === undefined) {
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// throw `There is no image associated with key "${key}"`
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// }
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if(image === undefined){
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throw `There is no image associated with key "${key}"`
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}
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return image;
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}
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@ -319,9 +311,6 @@ export default class ResourceManager {
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this.loading = true;
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// Load everything in the queues. Tilemaps have to come before images because they will add new images to the queue
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this.loadTilemapObjectFromQueue(() => {
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console.log("Loaded TilemapObjects");
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this.loadTilemapsFromQueue(() => {
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console.log("Loaded Tilemaps");
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this.loadSpritesheetsFromQueue(() => {
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@ -346,7 +335,6 @@ export default class ResourceManager {
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});
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});
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});
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});
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}
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private finishLoading(callback: Function): void {
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@ -986,110 +974,6 @@ export default class ResourceManager {
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/ this.loadonly_typesToLoad;
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}
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// Customized funtions below
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// These funtions are NOT well tested!!!
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// Only used for shattered sword specific purpose!!!
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// Use them carefully!!!
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public tilemapFromObject(key: string, tilemap: TiledTilemapData): void {
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this.loadonly_tilemapObjectLoadingQueue.enqueue({ key: key, map: tilemap });
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}
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private loadTilemapObjectFromQueue(onFinishLoading: Function) {
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this.loadonly_tilemapObjectToLoad = this.loadonly_tilemapObjectLoadingQueue.getSize();
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this.loadonly_tilemapObjectLoaded = 0;
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// If no items to load, we're finished
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if (this.loadonly_tilemapObjectToLoad === 0) {
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onFinishLoading();
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return;
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}
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while (this.loadonly_tilemapObjectLoadingQueue.hasItems()) {
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let map = this.loadonly_tilemapObjectLoadingQueue.dequeue();
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this.loadTilemapFromObject(map.key, map.map, onFinishLoading);
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}
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}
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private loadTilemapFromObject(key: string, tiledMap: TiledTilemapData, callbackIfLast: Function): void {
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// We can parse the object later - it's much faster than loading
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this.tilemaps.add(key, tiledMap);
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let resource = new ResourceReference(key, ResourceType.TILEMAP);
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// Grab the tileset images we need to load and add them to the imageloading queue
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for (let tileset of tiledMap.tilesets) {
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if (tileset.image) {
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let key = tileset.image;
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let path = key;
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this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path, isDependency: true });
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// Add this image as a dependency to the tilemap
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resource.addDependency(new ResourceReference(key, ResourceType.IMAGE));
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}
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}
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// Add the resource reference to the list of resource to unload
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this.resourcesToUnload.push(resource);
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this.finishLoadingTilemapObject(callbackIfLast);
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}
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private finishLoadingTilemapObject(callback: Function): void {
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this.loadonly_tilemapObjectLoaded += 1;
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if (this.loadonly_tilemapObjectLoaded === this.loadonly_tilemapObjectToLoad) {
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// We're done loading tilemaps
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callback();
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}
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}
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public singleImage(key: string, path: string, callbackIfLast: Function): void {
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var image = new Image();
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image.onload = () => {
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// Add to loaded images
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this.images.add(key, image);
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this.resourcesToUnload.push(new ResourceReference(key, ResourceType.IMAGE));
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// If WebGL is active, create a texture
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if (this.gl_WebGLActive) {
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this.createWebGLTexture(key, image);
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}
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// Finish image load
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this.finishLoadingSingleObject(callbackIfLast);
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}
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image.src = path;
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}
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public singleAudio(key: string, path: string, callbackIfLast: Function): void {
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let audioCtx = AudioManager.getInstance().getAudioContext();
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let request = new XMLHttpRequest();
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request.open('GET', path, true);
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request.responseType = 'arraybuffer';
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request.onload = () => {
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audioCtx.decodeAudioData(request.response, (buffer) => {
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// Add to list of audio buffers
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this.audioBuffers.add(key, buffer);
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this.resourcesToUnload.push(new ResourceReference(key, ResourceType.AUDIO));
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// Finish loading sound
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this.finishLoadingSingleObject(callbackIfLast);
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}, (error) => {
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throw "Error loading sound";
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});
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}
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request.send();
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}
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private finishLoadingSingleObject(callback: Function): void {
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callback();
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}
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update(deltaT: number): void {
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if(this.loading){
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if(this.onLoadProgress){
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@ -1144,11 +1028,6 @@ class KeyPathPair {
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isDependency?: boolean = false;
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}
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class KeyMapPair {
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key: string;
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map: TiledTilemapData;
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}
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class KeyPath_Shader {
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key: string;
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vpath: string;
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