converted all code to work with AABBs
This commit is contained in:
parent
a32066468f
commit
254462993a
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@ -1,11 +1,13 @@
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import Shape from "./Shape";
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import Vec2 from "./Vec2";
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export default class AABB {
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export default class AABB extends Shape {
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protected center: Vec2;
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protected halfSize: Vec2;
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constructor(center?: Vec2, halfSize?: Vec2){
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super();
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this.center = center ? center : new Vec2(0, 0);
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this.halfSize = halfSize ? halfSize : new Vec2(0, 0);
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}
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@ -26,6 +28,22 @@ export default class AABB {
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return this.halfSize.y;
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}
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get top(): number {
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return this.y - this.hh;
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}
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get bottom(): number {
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return this.y + this.hh;
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}
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get left(): number {
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return this.x - this.hw;
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}
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get right(): number {
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return this.x + this.hw;
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}
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getCenter(): Vec2 {
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return this.center;
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}
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@ -34,6 +52,10 @@ export default class AABB {
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this.center = center;
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}
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getBoundingRect(): AABB {
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return this;
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}
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getHalfSize(): Vec2 {
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return this.halfSize;
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}
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@ -100,4 +122,19 @@ export default class AABB {
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return true;
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}
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// TODO - Implement this generally and use it in the tilemap
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overlapArea(other: AABB): number {
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let leftx = Math.max(this.x - this.hw, other.x - other.hw);
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let rightx = Math.min(this.x + this.hw, other.x + other.hw);
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let dx = rightx - leftx;
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let lefty = Math.max(this.y - this.hh, other.y - other.hh);
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let righty = Math.min(this.y + this.hh, other.y + other.hh);
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let dy = righty - lefty;
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if(dx < 0 || dy < 0) return 0;
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return dx*dy;
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}
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}
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@ -123,8 +123,9 @@ export default class QuadTree<T extends Region & Unique> implements Collection {
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}
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/**
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* Returns all items at this point.
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* @param point The point to query at
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* Returns all items in this region
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* @param boundary The region to check
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* @param inclusionCheck Allows for additional inclusion checks to further refine searches
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*/
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queryRegion(boundary: AABB): Array<T> {
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// A matrix to keep track of our results
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@ -212,6 +213,7 @@ export default class QuadTree<T extends Region & Unique> implements Collection {
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* @param ctx
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*/
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public render_demo(ctx: CanvasRenderingContext2D): void {
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return;
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ctx.strokeStyle = "#0000FF";
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ctx.strokeRect(this.boundary.x - this.boundary.hw, this.boundary.y - this.boundary.hh, 2*this.boundary.hw, 2*this.boundary.hh);
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8
src/DataTypes/Shape.ts
Normal file
8
src/DataTypes/Shape.ts
Normal file
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@ -0,0 +1,8 @@
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import AABB from "./AABB";
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import Vec2 from "./Vec2";
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export default abstract class Shape {
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abstract setCenter(center: Vec2): void;
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abstract getCenter(): Vec2;
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abstract getBoundingRect(): AABB;
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}
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@ -4,26 +4,31 @@
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export default class Vec2 {
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// Store x and y in an array
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private vec: Float32Array;
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//private vec: Float32Array;
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protected _x: number;
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protected _y: number;
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/**
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* When this vector changes its value, do something
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*/
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private onChange: Function;
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private onChange: Function = () => {};
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constructor(x: number = 0, y: number = 0) {
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this.vec = new Float32Array(2);
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this.vec[0] = x;
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this.vec[1] = y;
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// this.vec = new Float32Array(2);
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// this.vec[0] = x;
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// this.vec[1] = y;
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this._x = x;
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this._y = y;
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}
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// Expose x and y with getters and setters
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get x() {
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return this.vec[0];
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return this._x; //this.vec[0];
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}
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set x(x: number) {
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this.vec[0] = x;
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this._x = x;//this.vec[0] = x;
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if(this.onChange){
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this.onChange();
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@ -31,11 +36,11 @@ export default class Vec2 {
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}
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get y() {
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return this.vec[1];
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return this._y;//this.vec[1];
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}
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set y(y: number) {
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this.vec[1] = y;
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this._y = y;//this.vec[1] = y;
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if(this.onChange){
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this.onChange();
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@ -181,6 +186,17 @@ export default class Vec2 {
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return this;
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}
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/**
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* Divides this vector with another vector element-wise
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* @param other
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*/
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div(other: Vec2): Vec2 {
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if(other.x === 0 || other.y === 0) throw "Divide by zero error";
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this.x /= other.x;
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this.y /= other.y;
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return this;
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}
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/**
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* Returns the squared distance between this vector and another vector
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* @param other
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@ -218,4 +234,8 @@ export default class Vec2 {
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setOnChange(f: Function): void {
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this.onChange = f;
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}
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getOnChange(): string {
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return this.onChange.toString();
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}
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}
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@ -120,7 +120,7 @@ export default class InputReceiver{
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}
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getGlobalMousePosition(): Vec2 {
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return this.mousePosition.clone().add(this.viewport.getPosition());
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return this.mousePosition.clone().add(this.viewport.getOrigin());
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}
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getMousePressPosition(): Vec2 {
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@ -128,7 +128,7 @@ export default class InputReceiver{
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}
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getGlobalMousePressPosition(): Vec2 {
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return this.mousePressPosition.clone().add(this.viewport.getPosition());
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return this.mousePressPosition.clone().add(this.viewport.getOrigin());
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}
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setViewport(viewport: Viewport): void {
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@ -48,7 +48,6 @@ export default class GameLoop {
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constructor(config?: object){
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// Typecast the config object to a GameConfig object
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let gameConfig = config ? <GameConfig>config : new GameConfig();
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console.log(gameConfig)
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this.maxFPS = 60;
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this.simulationTimestep = Math.floor(1000/this.maxFPS);
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@ -9,6 +9,7 @@ import Button from "./Nodes/UIElements/Button";
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import Layer from "./Scene/Layer";
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import SecondScene from "./SecondScene";
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import { GameEventType } from "./Events/GameEventType";
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import SceneGraphQuadTree from "./SceneGraph/SceneGraphQuadTree";
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export default class MainScene extends Scene {
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@ -17,7 +18,7 @@ export default class MainScene extends Scene {
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this.load.tilemap("background", "assets/tilemaps/Background.json");
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this.load.image("player", "assets/sprites/player.png");
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this.load.audio("player_jump", "assets/sounds/jump-3.wav");
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this.load.audio("level_music", "assets/sounds/level.wav");
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//this.load.audio("level_music", "assets/sounds/level.wav");
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let loadingScreen = this.addLayer();
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let box = this.add.graphic(Rect, loadingScreen, new Vec2(200, 300), new Vec2(400, 60));
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@ -35,17 +36,23 @@ export default class MainScene extends Scene {
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}
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startScene(){
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// Set world size
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this.worldSize = new Vec2(2560, 1280)
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// Use a quadtree
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this.sceneGraph = new SceneGraphQuadTree(this.viewport, this);
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// Add the background tilemap
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let backgroundTilemapLayer = this.add.tilemap("background")[0];
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let backgroundTilemapLayer = this.add.tilemap("background", new Vec2(4, 4))[0];
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// ...and make it have parallax
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backgroundTilemapLayer.setParallax(0.5, 0.8);
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backgroundTilemapLayer.setAlpha(0.5);
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// Add the music and start playing it on a loop
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_music", loop: true, holdReference: true});
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//this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_music", loop: true, holdReference: true});
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// Add the tilemap
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this.add.tilemap("platformer");
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this.add.tilemap("platformer", new Vec2(4, 4));
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// Create the main game layer
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let mainLayer = this.addLayer();
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@ -13,6 +13,7 @@ export default abstract class CanvasNode extends GameNode implements Region {
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constructor(){
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super();
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this.position.setOnChange(this.positionChanged);
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this._size = new Vec2(0, 0);
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this._size.setOnChange(this.sizeChanged);
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this._scale = new Vec2(1, 1);
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set scale(scale: Vec2){
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this._scale = scale;
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this._scale.setOnChange(this.sizeChanged);
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this._scale.setOnChange(this.scaleChanged);
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this.scaleChanged();
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}
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@ -68,15 +69,15 @@ export default abstract class CanvasNode extends GameNode implements Region {
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this.scale = scale;
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}
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positionChanged = (): void => {
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protected positionChanged = (): void => {
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this.updateBoundary();
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}
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sizeChanged = (): void => {
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protected sizeChanged = (): void => {
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this.updateBoundary();
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}
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scaleChanged = (): void => {
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protected scaleChanged = (): void => {
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this.updateBoundary();
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}
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@ -6,6 +6,7 @@ import Emitter from "../Events/Emitter";
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import Scene from "../Scene/Scene";
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import Layer from "../Scene/Layer";
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import { Positioned, Unique } from "../DataTypes/Interfaces/Descriptors"
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import UIElement from "./UIElement";
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/**
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* The representation of an object in the game world
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@ -76,11 +77,11 @@ export default abstract class GameNode implements Positioned, Unique {
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/**
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* Called if the position vector is modified or replaced
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*/
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protected positionChanged(){}
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protected positionChanged = (): void => {};
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// TODO - This doesn't seem ideal. Is there a better way to do this?
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protected getViewportOriginWithParallax(): Vec2 {
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return this.scene.getViewport().getPosition().clone().mult(this.layer.getParallax());
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getViewportOriginWithParallax(): Vec2 {
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return this.scene.getViewport().getOrigin().mult(this.layer.getParallax());
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}
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abstract update(deltaT: number): void;
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@ -30,8 +30,15 @@ export default class Sprite extends CanvasNode {
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render(ctx: CanvasRenderingContext2D): void {
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let image = ResourceManager.getInstance().getImage(this.imageId);
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let origin = this.getViewportOriginWithParallax();
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ctx.drawImage(image,
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this.imageOffset.x, this.imageOffset.y, this.size.x, this.size.y,
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this.position.x - origin.x, this.position.y - origin.y, this.size.x * this.scale.x, this.size.y * this.scale.y);
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this.position.x - origin.x - this.size.x*this.scale.x/2, this.position.y - origin.y - this.size.y*this.scale.y/2,
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this.size.x * this.scale.x, this.size.y * this.scale.y);
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ctx.lineWidth = 4;
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ctx.strokeStyle = "#00FF00"
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let b = this.getBoundary();
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ctx.strokeRect(b.x - b.hw - origin.x, b.y - b.hh - origin.y, b.hw*2, b.hh*2);
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}
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}
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@ -9,7 +9,7 @@ import { TiledTilemapData, TiledLayerData } from "../DataTypes/Tilesets/TiledDat
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export default abstract class Tilemap extends GameNode {
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// A tileset represents the tiles within one specific image loaded from a file
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protected tilesets: Array<Tileset>;
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protected worldSize: Vec2;
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protected size: Vec2;
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protected tileSize: Vec2;
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protected scale: Vec2;
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public data: Array<number>;
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@ -17,23 +17,23 @@ export default abstract class Tilemap extends GameNode {
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public visible: boolean;
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// TODO: Make this no longer be specific to Tiled
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constructor(tilemapData: TiledTilemapData, layer: TiledLayerData, tilesets: Array<Tileset>) {
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constructor(tilemapData: TiledTilemapData, layer: TiledLayerData, tilesets: Array<Tileset>, scale: Vec2) {
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super();
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this.tilesets = tilesets;
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this.worldSize = new Vec2(0, 0);
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this.size = new Vec2(0, 0);
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this.tileSize = new Vec2(0, 0);
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// Defer parsing of the data to child classes - this allows for isometric vs. orthographic tilemaps and handling of Tiled data or other data
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this.parseTilemapData(tilemapData, layer);
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this.scale = new Vec2(4, 4);
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this.scale = scale.clone();
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}
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getTilesets(): Tileset[] {
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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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getsize(): Vec2 {
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return this.size;
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}
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getTileSize(): Vec2 {
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@ -14,7 +14,7 @@ export default class OrthogonalTilemap extends Tilemap {
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* @param layer
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*/
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protected parseTilemapData(tilemapData: TiledTilemapData, layer: TiledLayerData): void {
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this.worldSize.set(tilemapData.width, tilemapData.height);
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this.size.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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this.visible = layer.visible;
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@ -34,12 +34,12 @@ export default class OrthogonalTilemap extends Tilemap {
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*/
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getTileAt(worldCoords: Vec2): number {
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let localCoords = this.getColRowAt(worldCoords);
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if(localCoords.x < 0 || localCoords.x >= this.worldSize.x || localCoords.y < 0 || localCoords.y >= this.worldSize.y){
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if(localCoords.x < 0 || localCoords.x >= this.size.x || localCoords.y < 0 || localCoords.y >= this.size.y){
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// There are no tiles in negative positions or out of bounds positions
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return 0;
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}
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return this.data[localCoords.y * this.worldSize.x + localCoords.x]
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return this.data[localCoords.y * this.size.x + localCoords.x]
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}
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/**
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@ -50,11 +50,11 @@ export default class OrthogonalTilemap extends Tilemap {
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isTileCollidable(indexOrCol: number, row?: number): boolean {
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let index = 0;
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if(row){
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if(indexOrCol < 0 || indexOrCol >= this.worldSize.x || row < 0 || row >= this.worldSize.y){
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if(indexOrCol < 0 || indexOrCol >= this.size.x || row < 0 || row >= this.size.y){
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// There are no tiles in negative positions or out of bounds positions
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return false;
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}
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index = row * this.worldSize.x + indexOrCol;
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index = row * this.size.x + indexOrCol;
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} else {
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if(indexOrCol < 0 || indexOrCol >= this.data.length){
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// Tiles that don't exist aren't collidable
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@ -93,7 +93,7 @@ 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.worldSize, origin, this.scale);
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tileset.renderTile(ctx, tileIndex, i, this.size, origin, this.scale);
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}
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}
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}
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@ -5,7 +5,7 @@ import Vec2 from "../DataTypes/Vec2";
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/**
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* The representation of a UIElement - the parent class of things like buttons
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*/
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export default class UIElement extends CanvasNode{
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export default class UIElement extends CanvasNode {
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// Style attributes
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protected textColor: Color;
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protected backgroundColor: Color;
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@ -179,22 +179,29 @@ export default class UIElement extends CanvasNode{
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let previousAlpha = ctx.globalAlpha;
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ctx.globalAlpha = this.getLayer().getAlpha();
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let origin = this.scene.getViewport().getPosition().clone().mult(this.layer.getParallax());
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let origin = this.getViewportOriginWithParallax();
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ctx.font = this.fontSize + "px " + this.font;
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let offset = this.calculateOffset(ctx);
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// Stroke and fill a rounded rect and give it text
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ctx.fillStyle = this.calculateBackgroundColor();
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ctx.fillRoundedRect(this.position.x - origin.x, this.position.y - origin.y, this.size.x, this.size.y, this.borderRadius);
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ctx.fillRoundedRect(this.position.x - origin.x - this.size.x/2, this.position.y - origin.y - this.size.y/2,
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this.size.x, this.size.y, this.borderRadius);
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ctx.strokeStyle = this.calculateBorderColor();
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ctx.lineWidth = this.borderWidth;
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ctx.strokeRoundedRect(this.position.x - origin.x, this.position.y - origin.y, this.size.x, this.size.y, this.borderRadius);
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ctx.strokeRoundedRect(this.position.x - origin.x - this.size.x/2, this.position.y - origin.y - this.size.y/2,
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this.size.x, this.size.y, this.borderRadius);
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ctx.fillStyle = this.calculateTextColor();
|
||||
ctx.fillText(this.text, this.position.x + offset.x - origin.x, this.position.y + offset.y - origin.y);
|
||||
ctx.fillText(this.text, this.position.x + offset.x - origin.x - this.size.x/2, this.position.y + offset.y - origin.y - this.size.y/2);
|
||||
|
||||
ctx.globalAlpha = previousAlpha;
|
||||
|
||||
ctx.lineWidth = 4;
|
||||
ctx.strokeStyle = "#00FF00"
|
||||
let b = this.getBoundary();
|
||||
ctx.strokeRect(b.x - b.hw - origin.x, b.y - b.hh - origin.y, b.hw*2, b.hh*2);
|
||||
}
|
||||
}
|
|
@ -1,29 +0,0 @@
|
|||
import Collider from "./Collider";
|
||||
import Vec2 from "../../DataTypes/Vec2";
|
||||
|
||||
export default class AABBCollider extends Collider {
|
||||
|
||||
isCollidingWith(other: Collider): boolean {
|
||||
if(other instanceof AABBCollider){
|
||||
if(other.position.x > this.position.x && other.position.x < this.position.x + this.size.x){
|
||||
return other.position.y > this.position.y && other.position.y < this.position.y + this.size.y;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
willCollideWith(other: Collider, thisVel: Vec2, otherVel: Vec2): boolean {
|
||||
if(other instanceof AABBCollider){
|
||||
let thisPos = new Vec2(this.position.x + thisVel.x, this.position.y + thisVel.y);
|
||||
let otherPos = new Vec2(other.position.x + otherVel.x, other.position.y + otherVel.y);
|
||||
|
||||
if(otherPos.x > thisPos.x && otherPos.x < thisPos.x + this.size.x){
|
||||
return otherPos.y > thisPos.y && otherPos.y < thisPos.y + this.size.y;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
update(deltaT: number): void {}
|
||||
|
||||
}
|
|
@ -1,19 +1,39 @@
|
|||
import GameNode from "../../Nodes/GameNode";
|
||||
import AABB from "../../DataTypes/AABB";
|
||||
import { Positioned } from "../../DataTypes/Interfaces/Descriptors";
|
||||
import Shape from "../../DataTypes/Shape";
|
||||
import Vec2 from "../../DataTypes/Vec2";
|
||||
|
||||
export default abstract class Collider extends GameNode {
|
||||
protected size: Vec2;
|
||||
export default class Collider implements Positioned {
|
||||
protected shape: Shape;
|
||||
|
||||
getSize(): Vec2 {
|
||||
return this.size;
|
||||
constructor(shape: Shape){
|
||||
this.shape = shape;
|
||||
}
|
||||
|
||||
// TODO: Make this accept vector arguments and number arguments
|
||||
setSize(size: Vec2): void {
|
||||
this.size = size;
|
||||
setPosition(position: Vec2): void {
|
||||
this.shape.setCenter(position);
|
||||
}
|
||||
|
||||
abstract isCollidingWith(other: Collider): boolean;
|
||||
getPosition(): Vec2 {
|
||||
return this.shape.getCenter();
|
||||
}
|
||||
|
||||
abstract willCollideWith(other: Collider, thisVel: Vec2, otherVel: Vec2): boolean;
|
||||
getBoundingRect(): AABB {
|
||||
return this.shape.getBoundingRect();
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the collision shape for this collider.
|
||||
* @param shape
|
||||
*/
|
||||
setCollisionShape(shape: Shape): void {
|
||||
this.shape = shape;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the collision shape this collider has
|
||||
*/
|
||||
getCollisionShape(): Shape {
|
||||
return this.shape;
|
||||
}
|
||||
}
|
97
src/Physics/Colliders/Collisions.ts
Normal file
97
src/Physics/Colliders/Collisions.ts
Normal file
|
@ -0,0 +1,97 @@
|
|||
import Shape from "../../DataTypes/Shape";
|
||||
import AABB from "../../DataTypes/AABB";
|
||||
import Vec2 from "../../DataTypes/Vec2";
|
||||
import Collider from "./Collider";
|
||||
import Debug from "../../Debug/Debug";
|
||||
|
||||
export function getTimeOfCollision(A: Collider, velA: Vec2, B: Collider, velB: Vec2): [Vec2, Vec2, boolean, boolean] {
|
||||
let shapeA = A.getCollisionShape();
|
||||
let shapeB = B.getCollisionShape();
|
||||
|
||||
if(shapeA instanceof AABB && shapeB instanceof AABB){
|
||||
return getTimeOfCollision_AABB_AABB(shapeA, velA, shapeB, velB);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO - Make this work with centered points to avoid this initial calculation
|
||||
function getTimeOfCollision_AABB_AABB(A: AABB, velA: Vec2, B: AABB, velB: Vec2): [Vec2, Vec2, boolean, boolean] {
|
||||
let posA = A.getCenter().clone();
|
||||
let posB = B.getCenter().clone();
|
||||
let sizeA = A.getHalfSize();
|
||||
let sizeB = B.getHalfSize();
|
||||
|
||||
let firstContact = new Vec2(0, 0);
|
||||
let lastContact = new Vec2(0, 0);
|
||||
|
||||
let collidingX = false;
|
||||
let collidingY = false;
|
||||
|
||||
// Sort by position
|
||||
if(posB.x < posA.x){
|
||||
// Swap, because B is to the left of A
|
||||
let temp: Vec2;
|
||||
temp = sizeA;
|
||||
sizeA = sizeB;
|
||||
sizeB = temp;
|
||||
|
||||
temp = posA;
|
||||
posA = posB;
|
||||
posB = temp;
|
||||
|
||||
temp = velA;
|
||||
velA = velB;
|
||||
velB = temp;
|
||||
}
|
||||
|
||||
// A is left, B is right
|
||||
firstContact.x = Infinity;
|
||||
lastContact.x = Infinity;
|
||||
|
||||
if (posB.x - sizeB.x >= posA.x + sizeA.x){
|
||||
// If we aren't currently colliding
|
||||
let relVel = velA.x - velB.x;
|
||||
|
||||
if(relVel > 0){
|
||||
// If they are moving towards each other
|
||||
firstContact.x = ((posB.x - sizeB.x) - (posA.x + sizeA.x))/(relVel);
|
||||
lastContact.x = ((posB.x + sizeB.x) - (posA.x - sizeA.x))/(relVel);
|
||||
}
|
||||
} else {
|
||||
collidingX = true;
|
||||
}
|
||||
|
||||
if(posB.y < posA.y){
|
||||
// Swap, because B is above A
|
||||
let temp: Vec2;
|
||||
temp = sizeA;
|
||||
sizeA = sizeB;
|
||||
sizeB = temp;
|
||||
|
||||
temp = posA;
|
||||
posA = posB;
|
||||
posB = temp;
|
||||
|
||||
temp = velA;
|
||||
velA = velB;
|
||||
velB = temp;
|
||||
}
|
||||
|
||||
// A is top, B is bottom
|
||||
firstContact.y = Infinity;
|
||||
lastContact.y = Infinity;
|
||||
|
||||
if (posB.y - sizeB.y >= posA.y + sizeA.y){
|
||||
// If we aren't currently colliding
|
||||
let relVel = velA.y - velB.y;
|
||||
|
||||
if(relVel > 0){
|
||||
// If they are moving towards each other
|
||||
firstContact.y = ((posB.y - sizeB.y) - (posA.y + sizeA.y))/(relVel);
|
||||
lastContact.y = ((posB.y + sizeB.y) - (posA.y - sizeA.y))/(relVel);
|
||||
}
|
||||
} else {
|
||||
collidingY = true;
|
||||
}
|
||||
|
||||
return [firstContact, lastContact, collidingX, collidingY];
|
||||
}
|
|
@ -5,12 +5,16 @@ import Debug from "../Debug/Debug";
|
|||
import MathUtils from "../Utils/MathUtils";
|
||||
import Tilemap from "../Nodes/Tilemap";
|
||||
import OrthogonalTilemap from "../Nodes/Tilemaps/OrthogonalTilemap";
|
||||
import AABB from "../DataTypes/AABB";
|
||||
import { getTimeOfCollision } from "./Colliders/Collisions";
|
||||
import Collider from "./Colliders/Collider";
|
||||
|
||||
export default class PhysicsManager {
|
||||
|
||||
private physicsNodes: Array<PhysicsNode>;
|
||||
private tilemaps: Array<Tilemap>;
|
||||
private movements: Array<MovementData>;
|
||||
private tcols: Array<TileCollisionData> = [];
|
||||
|
||||
constructor(){
|
||||
this.physicsNodes = new Array();
|
||||
|
@ -63,14 +67,14 @@ export default class PhysicsManager {
|
|||
*/
|
||||
private collideWithOrthogonalTilemap(node: PhysicsNode, tilemap: OrthogonalTilemap, velocity: Vec2): void {
|
||||
// Get the starting position of the moving node
|
||||
let startPos = node.getPosition();
|
||||
let startPos = node.getCollider().getPosition();
|
||||
|
||||
// Get the end position of the moving node
|
||||
let endPos = startPos.clone().add(velocity);
|
||||
let size = node.getCollider().getSize();
|
||||
let size = node.getCollider().getBoundingRect().getHalfSize();
|
||||
|
||||
// Get the min and max x and y coordinates of the moving node
|
||||
let min = new Vec2(Math.min(startPos.x, endPos.x), Math.min(startPos.y, endPos.y));
|
||||
let min = new Vec2(Math.min(startPos.x - size.x, endPos.x - size.x), Math.min(startPos.y - size.y, endPos.y - size.y));
|
||||
let max = new Vec2(Math.max(startPos.x + size.x, endPos.x + size.x), Math.max(startPos.y + size.y, endPos.y + size.y));
|
||||
|
||||
// Convert the min/max x/y to the min and max row/col in the tilemap array
|
||||
|
@ -79,6 +83,7 @@ export default class PhysicsManager {
|
|||
|
||||
// Create an empty set of tilemap collisions (We'll handle all of them at the end)
|
||||
let tilemapCollisions = new Array<TileCollisionData>();
|
||||
this.tcols = [];
|
||||
let tileSize = tilemap.getTileSize();
|
||||
|
||||
Debug.log("tilemapCollision", "");
|
||||
|
@ -90,7 +95,10 @@ export default class PhysicsManager {
|
|||
Debug.log("tilemapCollision", "Colliding with Tile");
|
||||
|
||||
// Get the position of this tile
|
||||
let tilePos = new Vec2(col * tileSize.x, row * tileSize.y);
|
||||
let tilePos = new Vec2(col * tileSize.x + tileSize.x/2, row * tileSize.y + tileSize.y/2);
|
||||
|
||||
// Create a new collider for this tile
|
||||
let collider = new Collider(new AABB(tilePos, tileSize.scaled(1/2)));
|
||||
|
||||
// Calculate collision area between the node and the tile
|
||||
let dx = Math.min(startPos.x, tilePos.x) - Math.max(startPos.x + size.x, tilePos.x + size.x);
|
||||
|
@ -102,17 +110,21 @@ export default class PhysicsManager {
|
|||
overlap = dx * dy;
|
||||
}
|
||||
|
||||
tilemapCollisions.push(new TileCollisionData(tilePos, overlap));
|
||||
this.tcols.push(new TileCollisionData(collider, overlap))
|
||||
tilemapCollisions.push(new TileCollisionData(collider, overlap));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now that we have all collisions, sort by collision area highest to lowest
|
||||
tilemapCollisions = tilemapCollisions.sort((a, b) => a.overlapArea - b.overlapArea);
|
||||
let areas = "";
|
||||
tilemapCollisions.forEach(col => areas += col.overlapArea + ", ")
|
||||
Debug.log("cols", areas)
|
||||
|
||||
// Resolve the collisions in order of collision area (i.e. "closest" tiles are collided with first, so we can slide along a surface of tiles)
|
||||
tilemapCollisions.forEach(collision => {
|
||||
let [firstContact, _, collidingX, collidingY] = this.getTimeOfAABBCollision(startPos, size, velocity, collision.position, tileSize, new Vec2(0, 0));
|
||||
let [firstContact, _, collidingX, collidingY] = getTimeOfCollision(node.getCollider(), velocity, collision.collider, Vec2.ZERO);
|
||||
|
||||
// Handle collision
|
||||
if( (firstContact.x < 1 || collidingX) && (firstContact.y < 1 || collidingY)){
|
||||
|
@ -143,13 +155,7 @@ export default class PhysicsManager {
|
|||
}
|
||||
|
||||
private collideWithStaticNode(movingNode: PhysicsNode, staticNode: PhysicsNode, velocity: Vec2){
|
||||
let sizeA = movingNode.getCollider().getSize();
|
||||
let posA = movingNode.getPosition();
|
||||
let velA = velocity;
|
||||
let sizeB = staticNode.getCollider().getSize();
|
||||
let posB = staticNode.getPosition();
|
||||
|
||||
let [firstContact, _, collidingX, collidingY] = this.getTimeOfAABBCollision(posA, sizeA, velA, posB, sizeB, new Vec2(0, 0));
|
||||
let [firstContact, _, collidingX, collidingY] = getTimeOfCollision(movingNode.getCollider(), velocity, staticNode.getCollider(), Vec2.ZERO);
|
||||
|
||||
if( (firstContact.x < 1 || collidingX) && (firstContact.y < 1 || collidingY)){
|
||||
if(collidingX && collidingY){
|
||||
|
@ -178,88 +184,6 @@ export default class PhysicsManager {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the collision time of two AABBs using continuous collision checking. Returns vectors representing the time
|
||||
* of the start and end of the collision and booleans for whether or not the objects are currently overlapping
|
||||
* (before they move).
|
||||
*/
|
||||
private getTimeOfAABBCollision(posA: Vec2, sizeA: Vec2, velA: Vec2, posB: Vec2, sizeB: Vec2, velB: Vec2): [Vec2, Vec2, boolean, boolean] {
|
||||
let firstContact = new Vec2(0, 0);
|
||||
let lastContact = new Vec2(0, 0);
|
||||
|
||||
let collidingX = false;
|
||||
let collidingY = false;
|
||||
|
||||
// Sort by position
|
||||
if(posB.x < posA.x){
|
||||
// Swap, because B is to the left of A
|
||||
let temp: Vec2;
|
||||
temp = sizeA;
|
||||
sizeA = sizeB;
|
||||
sizeB = temp;
|
||||
|
||||
temp = posA;
|
||||
posA = posB;
|
||||
posB = temp;
|
||||
|
||||
temp = velA;
|
||||
velA = velB;
|
||||
velB = temp;
|
||||
}
|
||||
|
||||
// A is left, B is right
|
||||
firstContact.x = Infinity;
|
||||
lastContact.x = Infinity;
|
||||
|
||||
if (posB.x >= posA.x + sizeA.x){
|
||||
// If we aren't currently colliding
|
||||
let relVel = velA.x - velB.x;
|
||||
|
||||
if(relVel > 0){
|
||||
// If they are moving towards each other
|
||||
firstContact.x = (posB.x - (posA.x + (sizeA.x)))/(relVel);
|
||||
lastContact.x = ((posB.x + sizeB.x) - posA.x)/(relVel);
|
||||
}
|
||||
} else {
|
||||
collidingX = true;
|
||||
}
|
||||
|
||||
if(posB.y < posA.y){
|
||||
// Swap, because B is above A
|
||||
let temp: Vec2;
|
||||
temp = sizeA;
|
||||
sizeA = sizeB;
|
||||
sizeB = temp;
|
||||
|
||||
temp = posA;
|
||||
posA = posB;
|
||||
posB = temp;
|
||||
|
||||
temp = velA;
|
||||
velA = velB;
|
||||
velB = temp;
|
||||
}
|
||||
|
||||
// A is top, B is bottom
|
||||
firstContact.y = Infinity;
|
||||
lastContact.y = Infinity;
|
||||
|
||||
if (posB.y >= posA.y + sizeA.y){
|
||||
// If we aren't currently colliding
|
||||
let relVel = velA.y - velB.y;
|
||||
|
||||
if(relVel > 0){
|
||||
// If they are moving towards each other
|
||||
firstContact.y = (posB.y - (posA.y + (sizeA.y)))/(relVel);
|
||||
lastContact.y = ((posB.y + sizeB.y) - posA.y)/(relVel);
|
||||
}
|
||||
} else {
|
||||
collidingY = true;
|
||||
}
|
||||
|
||||
return [firstContact, lastContact, collidingX, collidingY];
|
||||
}
|
||||
|
||||
update(deltaT: number): void {
|
||||
for(let node of this.physicsNodes){
|
||||
if(!node.getLayer().isPaused()){
|
||||
|
@ -309,6 +233,28 @@ export default class PhysicsManager {
|
|||
// Reset movements
|
||||
this.movements = new Array();
|
||||
}
|
||||
|
||||
render(ctx: CanvasRenderingContext2D): void {
|
||||
let vpo;
|
||||
for(let node of this.physicsNodes){
|
||||
vpo = node.getViewportOriginWithParallax();
|
||||
let pos = node.getPosition().sub(node.getViewportOriginWithParallax());
|
||||
let size = (<AABB>node.getCollider().getCollisionShape()).getHalfSize();
|
||||
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = "#FF0000";
|
||||
ctx.strokeRect(pos.x - size.x, pos.y-size.y, size.x*2, size.y*2);
|
||||
}
|
||||
|
||||
for(let node of this.tcols){
|
||||
let pos = node.collider.getPosition().sub(vpo);
|
||||
let size = node.collider.getBoundingRect().getHalfSize();
|
||||
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = "#FF0000";
|
||||
ctx.strokeRect(pos.x - size.x, pos.y-size.y, size.x*2, size.y*2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Helper classes for internal data
|
||||
|
@ -325,10 +271,11 @@ class MovementData {
|
|||
|
||||
// Collision data objects for tilemaps
|
||||
class TileCollisionData {
|
||||
position: Vec2;
|
||||
collider: Collider;
|
||||
overlapArea: number;
|
||||
constructor(position: Vec2, overlapArea: number){
|
||||
this.position = position;
|
||||
|
||||
constructor(collider: Collider, overlapArea: number){
|
||||
this.collider = collider;
|
||||
this.overlapArea = overlapArea;
|
||||
}
|
||||
}
|
|
@ -67,7 +67,7 @@ export default abstract class PhysicsNode extends GameNode {
|
|||
this.position.add(velocity);
|
||||
this.collider.getPosition().add(velocity);
|
||||
for(let child of this.children){
|
||||
child.getPosition().add(velocity);
|
||||
child.position.add(velocity);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
import PhysicsNode from "./PhysicsNode";
|
||||
import Vec2 from "../DataTypes/Vec2";
|
||||
import AABBCollider from "./Colliders/AABBCollider";
|
||||
import Collider from "./Colliders/Collider";
|
||||
import AABB from "../DataTypes/AABB";
|
||||
|
||||
export default class StaticBody extends PhysicsNode {
|
||||
|
||||
constructor(position: Vec2, size: Vec2){
|
||||
super();
|
||||
this.setPosition(position.x, position.y);
|
||||
this.collider = new AABBCollider();
|
||||
this.collider.setPosition(position.x, position.y);
|
||||
this.collider.setSize(new Vec2(size.x, size.y));
|
||||
let aabb = new AABB(position.clone(), size.scaled(1/2));
|
||||
this.collider = new Collider(aabb);
|
||||
this.moving = false;
|
||||
}
|
||||
|
||||
|
|
|
@ -1,9 +1,10 @@
|
|||
import PhysicsNode from "./Physics/PhysicsNode";
|
||||
import Vec2 from "./DataTypes/Vec2";
|
||||
import Debug from "./Debug/Debug";
|
||||
import AABBCollider from "./Physics/Colliders/AABBCollider";
|
||||
import CanvasNode from "./Nodes/CanvasNode";
|
||||
import { GameEventType } from "./Events/GameEventType";
|
||||
import AABB from "./DataTypes/AABB";
|
||||
import Collider from "./Physics/Colliders/Collider";
|
||||
|
||||
export default class Player extends PhysicsNode {
|
||||
velocity: Vec2;
|
||||
|
@ -19,18 +20,20 @@ export default class Player extends PhysicsNode {
|
|||
this.velocity = new Vec2(0, 0);
|
||||
this.speed = 600;
|
||||
this.size = new Vec2(50, 50);
|
||||
this.collider = new AABBCollider();
|
||||
this.collider.setSize(this.size);
|
||||
this.position = new Vec2(0, 0);
|
||||
if(this.type === "topdown"){
|
||||
this.position = new Vec2(100, 100);
|
||||
}
|
||||
|
||||
this.collider = new Collider(new AABB(this.position.clone(), this.size.scaled(1/2)));
|
||||
}
|
||||
|
||||
create(): void {};
|
||||
|
||||
sprite: CanvasNode;
|
||||
setSprite(sprite: CanvasNode): void {
|
||||
sprite.setPosition(this.position);
|
||||
this.sprite = sprite;
|
||||
sprite.position = this.position.clone();
|
||||
sprite.setSize(this.size);
|
||||
this.children.push(sprite);
|
||||
}
|
||||
|
@ -46,7 +49,8 @@ export default class Player extends PhysicsNode {
|
|||
|
||||
this.move(new Vec2(this.velocity.x * deltaT, this.velocity.y * deltaT));
|
||||
|
||||
Debug.log("player", "Player Pos: " + this.position + ", Player Vel: " + this.velocity);
|
||||
Debug.log("player", "Pos: " + this.sprite.getPosition() + ", Size: " + this.sprite.getSize());
|
||||
Debug.log("playerbound", "Pos: " + this.sprite.getBoundary().getCenter() + ", Size: " + this.sprite.getBoundary().getHalfSize());
|
||||
}
|
||||
|
||||
topdown_computeDirection(): Vec2 {
|
||||
|
|
|
@ -29,7 +29,7 @@ export default class TilemapFactory {
|
|||
* @param constr The constructor of the desired tilemap
|
||||
* @param args Additional arguments to send to the tilemap constructor
|
||||
*/
|
||||
add = (key: string): Array<Layer> => {
|
||||
add = (key: string, scale: Vec2 = new Vec2(1, 1)): Array<Layer> => {
|
||||
// Get Tilemap Data
|
||||
let tilemapData = this.resourceManager.getTilemap(key);
|
||||
|
||||
|
@ -70,7 +70,7 @@ export default class TilemapFactory {
|
|||
|
||||
if(layer.type === "tilelayer"){
|
||||
// Create a new tilemap object for the layer
|
||||
let tilemap = new constr(tilemapData, layer, tilesets);
|
||||
let tilemap = new constr(tilemapData, layer, tilesets, scale);
|
||||
tilemap.setId(this.scene.generateId());
|
||||
tilemap.setScene(this.scene);
|
||||
|
||||
|
@ -107,10 +107,10 @@ export default class TilemapFactory {
|
|||
let offset = tileset.getImageOffsetForTile(obj.gid);
|
||||
sprite = this.scene.add.sprite(imageKey, sceneLayer);
|
||||
let size = tileset.getTileSize().clone();
|
||||
sprite.setPosition(obj.x*4, (obj.y - size.y)*4);
|
||||
sprite.setPosition((obj.x + size.x/2)*scale.x, (obj.y - size.y/2)*scale.y);
|
||||
sprite.setImageOffset(offset);
|
||||
sprite.setSize(size);
|
||||
sprite.setScale(new Vec2(4, 4));
|
||||
sprite.setScale(new Vec2(scale.x, scale.y));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -120,8 +120,8 @@ export default class TilemapFactory {
|
|||
if(obj.gid === tile.id){
|
||||
let imageKey = tile.image;
|
||||
sprite = this.scene.add.sprite(imageKey, sceneLayer);
|
||||
sprite.setPosition(obj.x*4, (obj.y - tile.imageheight)*4);
|
||||
sprite.setScale(new Vec2(4, 4));
|
||||
sprite.setPosition((obj.x + tile.imagewidth/2)*scale.x, (obj.y - tile.imageheight/2)*scale.y);
|
||||
sprite.setScale(new Vec2(scale.x, scale.y));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -129,9 +129,9 @@ export default class TilemapFactory {
|
|||
// Now we have sprite. Associate it with our physics object if there is one
|
||||
if(collidable){
|
||||
let pos = sprite.getPosition().clone();
|
||||
let size = sprite.getSize().clone().mult(sprite.getScale());
|
||||
pos.x = Math.floor(pos.x);
|
||||
pos.y = Math.floor(pos.y);
|
||||
let size = sprite.getSize().clone().mult(sprite.getScale());
|
||||
let staticBody = this.scene.add.physics(StaticBody, sceneLayer, pos, size);
|
||||
staticBody.addChild(sprite);
|
||||
}
|
||||
|
|
|
@ -125,6 +125,9 @@ export default class Scene{
|
|||
|
||||
// Render visible set
|
||||
visibleSet.forEach(node => node.render(ctx));
|
||||
|
||||
// Debug render the physicsManager
|
||||
this.physicsManager.render(ctx);
|
||||
}
|
||||
|
||||
setRunning(running: boolean): void {
|
||||
|
|
|
@ -49,7 +49,7 @@ export default class SceneManager {
|
|||
|
||||
this.resourceManager.unloadAllResources();
|
||||
|
||||
this.viewport.setPosition(0, 0);
|
||||
this.viewport.setCenter(0, 0);
|
||||
|
||||
this.addScene(constr);
|
||||
}
|
||||
|
|
|
@ -56,14 +56,9 @@ export default class SceneGraphQuadTree extends SceneGraph {
|
|||
}
|
||||
|
||||
getVisibleSet(): Array<CanvasNode> {
|
||||
let visibleSet = new Array<CanvasNode>();
|
||||
let visibleSet = this.qt.queryRegion(this.viewport.getView());
|
||||
|
||||
// TODO - Currently just gets all of them
|
||||
this.qt.forEach((node: CanvasNode) => {
|
||||
if(!node.getLayer().isHidden() && this.viewport.includes(node)){
|
||||
visibleSet.push(node);
|
||||
}
|
||||
});
|
||||
visibleSet = visibleSet.filter(node => !node.getLayer().isHidden());
|
||||
|
||||
// Sort by depth, then by visible set by y-value
|
||||
visibleSet.sort((a, b) => {
|
||||
|
|
|
@ -4,11 +4,12 @@ import GameNode from "../Nodes/GameNode";
|
|||
import CanvasNode from "../Nodes/CanvasNode";
|
||||
import MathUtils from "../Utils/MathUtils";
|
||||
import Queue from "../DataTypes/Queue";
|
||||
import AABB from "../DataTypes/AABB";
|
||||
import Debug from "../Debug/Debug";
|
||||
|
||||
export default class Viewport {
|
||||
private position: Vec2;
|
||||
private size: Vec2;
|
||||
private bounds: Vec4;
|
||||
private view: AABB;
|
||||
private boundary: AABB;
|
||||
private following: GameNode;
|
||||
|
||||
/**
|
||||
|
@ -22,9 +23,8 @@ export default class Viewport {
|
|||
private smoothingFactor: number;
|
||||
|
||||
constructor(){
|
||||
this.position = new Vec2(0, 0);
|
||||
this.size = new Vec2(0, 0);
|
||||
this.bounds = new Vec4(0, 0, 0, 0);
|
||||
this.view = new AABB(Vec2.ZERO, Vec2.ZERO);
|
||||
this.boundary = new AABB(Vec2.ZERO, Vec2.ZERO);
|
||||
this.lastPositions = new Queue();
|
||||
this.smoothingFactor = 10;
|
||||
}
|
||||
|
@ -32,8 +32,19 @@ export default class Viewport {
|
|||
/**
|
||||
* Returns the position of the viewport as a Vec2
|
||||
*/
|
||||
getPosition(): Vec2 {
|
||||
return this.position;
|
||||
getCenter(): Vec2 {
|
||||
return this.view.getCenter();
|
||||
}
|
||||
|
||||
getOrigin(): Vec2 {
|
||||
return this.view.getCenter().clone().sub(this.view.getHalfSize())
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the region visible to this viewport
|
||||
*/
|
||||
getView(): AABB {
|
||||
return this.view;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -41,7 +52,7 @@ export default class Viewport {
|
|||
* @param vecOrX
|
||||
* @param y
|
||||
*/
|
||||
setPosition(vecOrX: Vec2 | number, y: number = null): void {
|
||||
setCenter(vecOrX: Vec2 | number, y: number = null): void {
|
||||
let pos: Vec2;
|
||||
if(vecOrX instanceof Vec2){
|
||||
pos = vecOrX;
|
||||
|
@ -56,8 +67,8 @@ export default class Viewport {
|
|||
/**
|
||||
* Returns the size of the viewport as a Vec2
|
||||
*/
|
||||
getSize(): Vec2{
|
||||
return this.size;
|
||||
getHalfSize(): Vec2 {
|
||||
return this.view.getHalfSize();
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -67,9 +78,17 @@ export default class Viewport {
|
|||
*/
|
||||
setSize(vecOrX: Vec2 | number, y: number = null): void {
|
||||
if(vecOrX instanceof Vec2){
|
||||
this.size.set(vecOrX.x, vecOrX.y);
|
||||
this.view.setHalfSize(vecOrX.scaled(1/2));
|
||||
} else {
|
||||
this.size.set(vecOrX, y);
|
||||
this.view.setHalfSize(new Vec2(vecOrX/2, y/2));
|
||||
}
|
||||
}
|
||||
|
||||
setHalfSize(vecOrX: Vec2 | number, y: number = null): void {
|
||||
if(vecOrX instanceof Vec2){
|
||||
this.view.setHalfSize(vecOrX.clone());
|
||||
} else {
|
||||
this.view.setHalfSize(new Vec2(vecOrX, y));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -87,19 +106,12 @@ export default class Viewport {
|
|||
* @param node
|
||||
*/
|
||||
includes(node: CanvasNode): boolean {
|
||||
let nodePos = node.getPosition();
|
||||
let nodeSize = node.getSize();
|
||||
let nodeScale = node.getScale();
|
||||
let parallax = node.getLayer().getParallax();
|
||||
let originX = this.position.x*parallax.x;
|
||||
let originY = this.position.y*parallax.y;
|
||||
if(nodePos.x + nodeSize.x * nodeScale.x > originX && nodePos.x < originX + this.size.x){
|
||||
if(nodePos.y + nodeSize.y * nodeScale.y > originY && nodePos.y < originY + this.size.y){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
let center = this.view.getCenter().clone();
|
||||
this.view.getCenter().mult(parallax);
|
||||
let overlaps = this.view.overlaps(node.getBoundary());
|
||||
this.view.setCenter(center);
|
||||
return overlaps;
|
||||
}
|
||||
|
||||
// TODO: Put some error handling on this for trying to make the bounds too small for the viewport
|
||||
|
@ -112,7 +124,12 @@ export default class Viewport {
|
|||
* @param upperY
|
||||
*/
|
||||
setBounds(lowerX: number, lowerY: number, upperX: number, upperY: number): void {
|
||||
this.bounds = new Vec4(lowerX, lowerY, upperX, upperY);
|
||||
let hwidth = (upperX - lowerX)/2;
|
||||
let hheight = (upperY - lowerY)/2;
|
||||
let x = lowerX + hwidth;
|
||||
let y = lowerY + hheight;
|
||||
this.boundary.setCenter(new Vec2(x, y));
|
||||
this.boundary.setHalfSize(new Vec2(hwidth, hheight));
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -138,11 +155,10 @@ export default class Viewport {
|
|||
pos.scale(1/this.lastPositions.getSize());
|
||||
|
||||
// Set this position either to the object or to its bounds
|
||||
this.position.x = pos.x - this.size.x/2;
|
||||
this.position.y = pos.y - this.size.y/2;
|
||||
let [min, max] = this.bounds.split();
|
||||
this.position.x = MathUtils.clamp(this.position.x, min.x, max.x - this.size.x);
|
||||
this.position.y = MathUtils.clamp(this.position.y, min.y, max.y - this.size.y);
|
||||
pos.x = MathUtils.clamp(pos.x, this.boundary.left + this.view.hw, this.boundary.right - this.view.hw);
|
||||
pos.y = MathUtils.clamp(pos.y, this.boundary.top + this.view.hh, this.boundary.bottom - this.view.hh);
|
||||
|
||||
this.view.setCenter(pos);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,13 +1,14 @@
|
|||
import GameLoop from "./Loop/GameLoop";
|
||||
import {} from "./index";
|
||||
import MainScene from "./MainScene"
|
||||
import QuadTreeScene from "./QuadTreeScene";
|
||||
|
||||
function main(){
|
||||
// Create the game object
|
||||
let game = new GameLoop({viewportSize: {x: 500, y: 500}});
|
||||
let game = new GameLoop({viewportSize: {x: 800, y: 600}});
|
||||
game.start();
|
||||
let sm = game.getSceneManager();
|
||||
sm.addScene(QuadTreeScene);
|
||||
sm.addScene(MainScene);
|
||||
}
|
||||
|
||||
CanvasRenderingContext2D.prototype.roundedRect = function(x: number, y: number, w: number, h: number, r: number): void {
|
||||
|
|
Loading…
Reference in New Issue
Block a user