added basic collisions
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201e1624c4
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@ -1,6 +1,8 @@
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export class TiledTilemapData {
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height: number;
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width: number;
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tileheight: number;
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tilewidth: number;
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orientation: string;
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layers: TiledLayerData[];
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tilesets: TiledTilesetData[];
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@ -4,6 +4,8 @@ import Tilemap from "../../Nodes/Tilemap"
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import ResourceManager from "../../ResourceManager/ResourceManager";
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import { TiledTilemapData } from "../../DataTypes/Tilesets/TiledData";
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import StringUtils from "../../Utils/StringUtils";
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import StaticBody from "../../Physics/StaticBody";
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import Vec2 from "../../DataTypes/Vec2";
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export default class TilemapFactory {
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private scene: Scene;
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@ -25,6 +27,17 @@ export default class TilemapFactory {
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// Add to scene
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this.scene.addTilemap(tilemap);
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let worldSize = tilemap.getWorldSize();
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let tileSize = tilemap.getTileSize();
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tilemap.forEachTile((tileIndex: number, i: number) => {
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if(tileIndex !== 0){
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let x = (i % worldSize.x) * tileSize.x * 4;
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let y = Math.floor(i / worldSize.y) * tileSize.y * 4;
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this.scene.physics.add(StaticBody, new Vec2(x, y), new Vec2(tileSize.x * 4, tileSize.y * 4));
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}
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});
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// Load images for the tilesets
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tilemap.getTilesets().forEach(tileset => {
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let imagePath = StringUtils.getPathFromFilePath(path) + tileset.getImageUrl();
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@ -10,11 +10,13 @@ export default abstract class Tilemap extends GameNode {
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protected data: number[];
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protected tilesets: Tileset[];
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protected worldSize: Vec2;
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protected tileSize: Vec2;
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constructor(tilemapData: TiledTilemapData, layerData: TiledLayerData){
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super();
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this.tilesets = new Array<Tileset>();
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this.worldSize = new Vec2(0, 0);
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this.tileSize = new Vec2(0, 0);
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this.parseTilemapData(tilemapData, layerData);
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}
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@ -22,6 +24,14 @@ export default abstract class Tilemap extends GameNode {
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return this.tilesets;
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}
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getWorldSize(): Vec2 {
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return this.worldSize;
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}
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getTileSize(): Vec2 {
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return this.tileSize;
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}
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isReady(): boolean {
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if(this.tilesets.length !== 0){
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for(let tileset of this.tilesets){
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@ -33,6 +43,8 @@ export default abstract class Tilemap extends GameNode {
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return true;
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}
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abstract forEachTile(func: Function): void;
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/**
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* Sets up the tileset using the data loaded from file
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*/
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@ -7,10 +7,17 @@ import Tileset from "../../DataTypes/Tilesets/Tileset";
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export default class OrthogonalTilemap extends Tilemap {
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parseTilemapData(tilemapData: TiledTilemapData, layer: TiledLayerData): void {
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this.worldSize.set(tilemapData.width, tilemapData.height);
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this.tileSize.set(tilemapData.tilewidth, tilemapData.tileheight);
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this.data = layer.data;
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tilemapData.tilesets.forEach(tilesetData => this.tilesets.push(new Tileset(tilesetData)));
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}
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forEachTile(func: Function){
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for(let i = 0; i < this.data.length; i++){
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func(this.data[i], i);
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}
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}
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update(deltaT: number): void {}
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render(ctx: CanvasRenderingContext2D, origin: Vec2, viewportSize: Vec2) {
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@ -1,5 +1,7 @@
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import PhysicsNode from "./PhysicsNode";
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import Vec2 from "../DataTypes/Vec2";
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import StaticBody from "./StaticBody";
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import Debug from "../Debug/Debug";
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export default class PhysicsManager {
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@ -47,11 +49,8 @@ export default class PhysicsManager {
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}
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}
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for(let staticNode of staticSet){
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if(movingNode.getCollider().willCollideWith(staticNode.getCollider(), velocity, new Vec2(0, 0))){
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this.handleCollision(movingNode, staticNode, velocity);
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}
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this.handleCollision(movingNode, staticNode, velocity, (<StaticBody>staticNode).id);
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}
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movingNode.finishMove(velocity);
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@ -61,20 +60,94 @@ export default class PhysicsManager {
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this.movements = new Array();
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}
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handleCollision(movingNode: PhysicsNode, staticNode: PhysicsNode, velocity: Vec2){
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let ASize = movingNode.getCollider().getSize();
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let A = new Vec2(movingNode.getPosition().x + ASize.x, movingNode.getPosition().y + ASize.y);
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let BSize = staticNode.getCollider().getSize();
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let B = new Vec2(staticNode.getPosition().x + BSize.x, staticNode.getPosition().y + BSize.y);
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handleCollision(movingNode: PhysicsNode, staticNode: PhysicsNode, velocity: Vec2, id: String){
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let sizeA = movingNode.getCollider().getSize();
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let A = movingNode.getPosition();
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let velA = velocity;
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let sizeB = staticNode.getCollider().getSize();
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let B = staticNode.getPosition();
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let velB = new Vec2(0, 0);
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let firstContact = new Vec2(0, 0);
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firstContact.x = (B.x-(BSize.x/2) - (A.x + (ASize.x/2)))/(velocity.x - 0);
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firstContact.y = (B.y-(BSize.y/2) - (A.y + (ASize.y/2)))/(velocity.y - 0);
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let lastContact = new Vec2(0, 0);
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if(firstContact.x < 1 || firstContact.y < 1){
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// We collided
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let firstCollisionTime = Math.min(firstContact.x, firstContact.y);
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velocity.scale(firstCollisionTime);
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let collidingX = false;
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let collidingY = false;
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// Sort by position
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if(B.x < A.x){
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// Swap, because B is to the left of A
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let temp: Vec2;
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temp = sizeA;
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sizeA = sizeB;
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sizeB = temp;
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temp = A;
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A = B;
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B = temp;
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temp = velA;
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velA = velB;
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velB = temp;
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}
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// A is left, B is right
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firstContact.x = Infinity;
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lastContact.x = Infinity;
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if (B.x >= A.x + sizeA.x){
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// If we aren't currently colliding
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let relVel = velA.x - velB.x;
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if(relVel > 0){
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// If they are moving towards each other
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firstContact.x = (B.x - (A.x + (sizeA.x)))/(relVel);
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lastContact.x = ((B.x + sizeB.x) - A.x)/(relVel);
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}
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} else {
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collidingX = true;
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}
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if(B.y < A.y){
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// Swap, because B is above A
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let temp: Vec2;
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temp = sizeA;
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sizeA = sizeB;
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sizeB = temp;
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temp = A;
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A = B;
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B = temp;
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temp = velA;
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velA = velB;
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velB = temp;
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}
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// A is top, B is bottom
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firstContact.y = Infinity;
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lastContact.y = Infinity;
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if (B.y >= A.y + sizeA.y){
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// If we aren't currently colliding
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let relVel = velA.y - velB.y;
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if(relVel > 0){
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// If they are moving towards each other
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firstContact.y = (B.y - (A.y + (sizeA.y)))/(relVel);
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lastContact.y = ((B.y + sizeB.y) - A.y)/(relVel);
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}
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} else {
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collidingY = true;
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}
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if( (firstContact.x < 1 || collidingX) && (firstContact.y < 1 || collidingY)){
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if(collidingX && collidingY){
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// If we're already intersecting, freak out I guess?
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} else {
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let contactTime = Math.min(firstContact.x, firstContact.y);
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velocity.scale(contactTime);
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}
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}
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}
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}
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@ -35,6 +35,7 @@ export default abstract class PhysicsNode extends GameNode {
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finishMove(velocity: Vec2): void {
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this.position.add(velocity);
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this.collider.getPosition().add(velocity);
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for(let child of this.children){
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child.getPosition().add(velocity);
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}
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24
src/Physics/StaticBody.ts
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24
src/Physics/StaticBody.ts
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import PhysicsNode from "./PhysicsNode";
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import Vec2 from "../DataTypes/Vec2";
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import AABB from "./Colliders/AABB";
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export default class StaticBody extends PhysicsNode {
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id: string;
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static numCreated: number = 0;
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constructor(position: Vec2, size: Vec2){
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super();
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this.setPosition(position.x, position.y);
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this.collider = new AABB();
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this.collider.setPosition(position.x, position.y);
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this.collider.setSize(new Vec2(size.x, size.y));
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this.id = StaticBody.numCreated.toString();
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StaticBody.numCreated += 1;
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}
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create(): void {}
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update(deltaT: number): void {}
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}
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@ -7,14 +7,16 @@ import PlayerSprite from "./Nodes/PlayerSprite";
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export default class Player extends PhysicsNode {
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velocity: Vec2;
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speed: number;
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debug: Debug;
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debug: Debug;
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size: Vec2;
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constructor(){
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super();
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this.velocity = new Vec2(0, 0);
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this.speed = 300;
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this.size = new Vec2(50, 50);
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this.collider = new AABB();
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this.collider.setSize(new Vec2(50, 50));
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this.collider.setSize(this.size);
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this.position = new Vec2(0, 0);
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this.debug = Debug.getInstance();
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}
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@ -22,7 +24,7 @@ export default class Player extends PhysicsNode {
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create(): void {
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let sprite = this.scene.canvasNode.add(PlayerSprite);
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sprite.setPosition(this.position);
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sprite.setSize(50, 50);
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sprite.setSize(this.size);
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this.children.push(sprite);
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}
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@ -38,7 +40,7 @@ export default class Player extends PhysicsNode {
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this.velocity = dir.scale(this.speed);
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this.move(this.velocity.scale(deltaT));
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this.debug.log("player", "Player Pos: " + this.position.toFixed());
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this.debug.log("player", "Player Pos: " + this.position.toFixed() + " " + this.velocity.toFixed());
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}
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}
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@ -78,7 +78,7 @@ function main(){
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pauseMenu.disable();
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}
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mainScene.tilemap.add(OrthogonalTilemap, "assets/tilemaps/MultiLayer.json");
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mainScene.tilemap.add(OrthogonalTilemap, "assets/tilemaps/SmallTest.json");
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for(let i = 0; i < 30; i++){
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let cc = foregroundLayer.canvasNode.add(ColoredCircle);
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