added animated sprites
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11
src/DataTypes/Spritesheet.ts
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11
src/DataTypes/Spritesheet.ts
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@ -0,0 +1,11 @@
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import { AnimationData } from "../Rendering/Animations/AnimationTypes";
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export default class Spritesheet {
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name: string;
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spriteSheetImage: string;
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spriteWidth: number;
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spriteHeight: number;
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columns: number;
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rows: number;
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animations: Array<AnimationData>;
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}
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35
src/Nodes/Sprites/AnimatedSprite.ts
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35
src/Nodes/Sprites/AnimatedSprite.ts
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import Sprite from "./Sprite";
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import AnimationManager from "../../Rendering/Animations/AnimationManager";
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import Spritesheet from "../../DataTypes/Spritesheet";
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import Vec2 from "../../DataTypes/Vec2";
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export default class AnimatedSprite extends Sprite {
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/** The number of columns in this sprite sheet */
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protected numCols: number;
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/** The number of rows in this sprite sheet */
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protected numRows: number;
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/** The animationManager for this sprite */
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animation: AnimationManager;
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constructor(spritesheet: Spritesheet){
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super(spritesheet.name);
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this.numCols = spritesheet.columns;
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this.numRows = spritesheet.rows;
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// Set the size of the sprite to the sprite size specified by the spritesheet
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this.size.set(spritesheet.spriteWidth, spritesheet.spriteHeight);
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this.animation = new AnimationManager();
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// Add the animations to the animated sprite
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for(let animation of spritesheet.animations){
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this.animation.add(animation.name, animation);
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}
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}
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getAnimationOffset(index: number): Vec2 {
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return new Vec2((index % this.numCols) * this.size.x, Math.floor(index / this.numCols) * this.size.y);
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}
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}
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173
src/Rendering/Animations/AnimationManager.ts
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173
src/Rendering/Animations/AnimationManager.ts
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import Map from "../../DataTypes/Map";
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import Emitter from "../../Events/Emitter";
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import CanvasNode from "../../Nodes/CanvasNode";
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import { AnimationData, AnimationState } from "./AnimationTypes";
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export default class AnimationManager {
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/** The owner of this animation manager */
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protected owner: CanvasNode;
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/** The current animation state of this sprite */
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protected animationState: AnimationState;
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/** The name of the current animation of this sprite */
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protected currentAnimation: string;
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/** The current frame of this animation */
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protected currentFrame: number;
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/** The progress of the current animation through the current frame */
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protected frameProgress: number;
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/** Whether the current animation is looping or not */
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protected loop: boolean;
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/** The map of animations */
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protected animations: Map<AnimationData>;
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/** The name of the event (if any) to send when the current animation stops playing. */
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protected onEndEvent: string;
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/** The event emitter for this animation manager */
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protected emitter: Emitter;
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/** A queued animation */
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protected pendingAnimation: string;
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/** The loop status of a pending animation */
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protected pendingLoop: boolean;
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/** The onEnd event of a pending animation */
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protected pendingOnEnd: string;
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constructor(){
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this.animationState = AnimationState.STOPPED;
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this.currentAnimation = "";
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this.currentFrame = 0;
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this.frameProgress = 0;
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this.loop = false;
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this.animations = new Map();
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this.onEndEvent = null;
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this.emitter = new Emitter();
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}
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/**
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* Add an animation to this sprite
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* @param key The unique key of the animation
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* @param animation The animation data
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*/
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add(key: string, animation: AnimationData): void {
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this.animations.add(key, animation);
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}
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/** Gets the index specified by the current animation and current frame */
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getIndex(): number {
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if(this.animations.has(this.currentAnimation)){
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return this.animations.get(this.currentAnimation).frames[this.currentFrame].index;
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} else {
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// No current animation, warn the user
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console.warn("Animation index was requested, but the current animation was invalid");
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return 0;
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}
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}
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getIndexAndAdvanceAnimation(): number {
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// If we aren't playing, we won't be advancing the animation
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if(!(this.animationState === AnimationState.PLAYING)){
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return this.getIndex();
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}
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if(this.animations.has(this.currentAnimation)){
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let currentAnimation = this.animations.get(this.currentAnimation);
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let index = currentAnimation.frames[this.currentFrame].index;
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// Advance the animation
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this.frameProgress += 1;
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if(this.frameProgress >= currentAnimation.frames[this.currentFrame].duration){
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// We have been on this frame for its whole duration, go to the next one
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this.frameProgress = 0;
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this.currentFrame += 1;
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if(this.currentFrame >= currentAnimation.frames.length){
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// We have reached the end of this animation
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if(this.loop){
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this.currentFrame = 0;
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this.frameProgress = 0;
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} else {
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this.endCurrentAnimation();
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}
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}
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}
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// Return the current index
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return index;
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} else {
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// No current animation, can't advance. Warn the user
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console.warn("Animation index and advance was requested, but the current animation was invalid");
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return 0;
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}
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}
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protected endCurrentAnimation(): void {
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this.currentFrame = 0;
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this.animationState = AnimationState.STOPPED;
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if(this.onEndEvent !== null){
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this.emitter.fireEvent(this.onEndEvent, {owner: this.owner, animation: this.currentAnimation});
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}
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// If there is a pending animation, play it
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if(this.pendingAnimation !== null){
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this.play(this.pendingAnimation, this.pendingLoop, this.pendingOnEnd);
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}
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}
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/**
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* Plays the specified animation
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* @param animation The name of the animation to play
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* @param loop Whether or not to loop the animation. False by default
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* @param onEnd The name of an event to send when this animation naturally stops playing. This only matters if loop is false.
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*/
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play(animation: string, loop: boolean = false, onEnd?: string): void {
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this.currentAnimation = animation;
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this.currentFrame = 0;
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this.frameProgress = 0;
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this.loop = loop;
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this.animationState = AnimationState.PLAYING;
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if(onEnd !== undefined){
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this.onEndEvent = onEnd;
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} else {
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this.onEndEvent = null;
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}
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this.pendingAnimation = null;
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}
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/** Queues a single animation to be played after the current one. Does NOT stack */
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queue(animation: string, loop: boolean = false, onEnd?: string): void {
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this.pendingAnimation = animation;
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this.pendingLoop = loop;
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if(onEnd !== undefined){
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this.pendingOnEnd = onEnd;
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} else {
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this.pendingOnEnd = null;
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}
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}
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/** Pauses the current animation */
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pause(): void {
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this.animationState = AnimationState.PAUSED;
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}
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/** Resumes the current animation if possible */
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resume(): void {
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if(this.animationState === AnimationState.PAUSED){
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this.animationState = AnimationState.PLAYING;
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}
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}
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/** Stops the current animation. The animation cannot be resumed after this. */
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stop(): void {
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this.animationState = AnimationState.STOPPED;
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}
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}
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14
src/Rendering/Animations/AnimationTypes.ts
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14
src/Rendering/Animations/AnimationTypes.ts
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export enum AnimationState {
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STOPPED = 0,
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PAUSED = 1,
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PLAYING = 2,
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}
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export class AnimationData {
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name: string;
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frames: Array<{index: number, duration: number}>;
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}
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export class TweenData {
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}
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@ -17,6 +17,7 @@ import Label from "../Nodes/UIElements/Label";
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import Button from "../Nodes/UIElements/Button";
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import Slider from "../Nodes/UIElements/Slider";
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import TextInput from "../Nodes/UIElements/TextInput";
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import AnimatedSprite from "../Nodes/Sprites/AnimatedSprite";
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export default class CanvasRenderer extends RenderingManager {
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protected ctx: CanvasRenderingContext2D;
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}
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protected renderNode(node: CanvasNode): void {
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if(node instanceof Sprite){
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if(node instanceof AnimatedSprite){
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this.renderAnimatedSprite(<AnimatedSprite>node);
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} else if(node instanceof Sprite){
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this.renderSprite(<Sprite>node);
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} else if(node instanceof Graphic){
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this.renderGraphic(<Graphic>node);
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}
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}
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protected renderAnimatedSprite(): void {
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throw new Error("Method not implemented.");
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protected renderAnimatedSprite(sprite: AnimatedSprite): void {
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// Get the image from the resource manager
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let image = this.resourceManager.getImage(sprite.imageId);
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// Calculate the origin of the viewport according to this sprite
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let origin = this.scene.getViewTranslation(sprite);
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// Get the zoom level of the scene
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let zoom = this.scene.getViewScale();
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let animationIndex = sprite.animation.getIndexAndAdvanceAnimation();
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let animationOffset = sprite.getAnimationOffset(animationIndex);
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/*
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Coordinates in the space of the image:
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image crop start -> x, y
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image crop size -> w, h
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Coordinates in the space of the world
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image draw start -> x, y
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image draw size -> w, h
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*/
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this.ctx.drawImage(image,
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sprite.imageOffset.x + animationOffset.x, sprite.imageOffset.y + animationOffset.y,
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sprite.size.x, sprite.size.y,
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(sprite.position.x - origin.x - sprite.size.x*sprite.scale.x/2)*zoom, (sprite.position.y - origin.y - sprite.size.y*sprite.scale.y/2)*zoom,
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sprite.size.x * sprite.scale.x*zoom, sprite.size.y * sprite.scale.y*zoom);
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// Debug mode
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if(this.debug){
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this.ctx.lineWidth = 4;
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this.ctx.strokeStyle = "#00FF00"
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let b = sprite.boundary;
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this.ctx.strokeRect(b.x - b.hw - origin.x, b.y - b.hh - origin.y, b.hw*2*zoom, b.hh*2*zoom);
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}
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}
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protected renderGraphic(graphic: Graphic): void {
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import Map from "../DataTypes/Map";
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import CanvasNode from "../Nodes/CanvasNode";
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import Graphic from "../Nodes/Graphic";
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import AnimatedSprite from "../Nodes/Sprites/AnimatedSprite";
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import Sprite from "../Nodes/Sprites/Sprite";
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import Tilemap from "../Nodes/Tilemap";
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import UIElement from "../Nodes/UIElement";
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protected abstract renderSprite(sprite: Sprite): void;
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protected abstract renderAnimatedSprite(): void;
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protected abstract renderAnimatedSprite(sprite: AnimatedSprite): void;
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protected abstract renderGraphic(graphic: Graphic): void;
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import Map from "../DataTypes/Map";
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import Tilemap from "../Nodes/Tilemap";
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import Queue from "../DataTypes/Queue";
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import { TiledTilemapData } from "../DataTypes/Tilesets/TiledData";
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import StringUtils from "../Utils/StringUtils";
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import AudioManager from "../Sound/AudioManager";
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import Spritesheet from "../DataTypes/Spritesheet";
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export default class ResourceManager {
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// Instance for the singleton class
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public onLoadComplete: Function;
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/**
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* Number to keep track of how many images need to be loaded
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*/
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/** Number to keep track of how many images need to be loaded*/
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private loadonly_imagesLoaded: number;
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/**
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* Number to keep track of how many images are loaded
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*/
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/** Number to keep track of how many images are loaded */
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private loadonly_imagesToLoad: number;
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/**
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* The queue of images we must load
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*/
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/** The queue of images we must load */
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private loadonly_imageLoadingQueue: Queue<{key: string, path: string}>;
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/**
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* A map of the images that are currently loaded and (presumably) being used by the scene
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*/
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/** A map of the images that are currently loaded and (presumably) being used by the scene */
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private images: Map<HTMLImageElement>;
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/**
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* Number to keep track of how many tilemaps need to be loaded
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*/
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/** Number to keep track of how many tilemaps need to be loaded */
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private loadonly_spritesheetsLoaded: number;
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/** Number to keep track of how many tilemaps are loaded */
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private loadonly_spritesheetsToLoad: number;
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/** The queue of tilemaps we must load */
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private loadonly_spritesheetLoadingQueue: Queue<{key: string, path: string}>;
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/** A map of the tilemaps that are currently loaded and (presumably) being used by the scene */
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private spritesheets: Map<Spritesheet>;
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/** Number to keep track of how many tilemaps need to be loaded */
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private loadonly_tilemapsLoaded: number;
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/**
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* Number to keep track of how many tilemaps are loaded
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*/
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/** Number to keep track of how many tilemaps are loaded */
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private loadonly_tilemapsToLoad: number;
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/**
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* The queue of tilemaps we must load
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*/
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/** The queue of tilemaps we must load */
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private loadonly_tilemapLoadingQueue: Queue<{key: string, path: string}>;
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/**
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* A map of the tilemaps that are currently loaded and (presumably) being used by the scene
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*/
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/** A map of the tilemaps that are currently loaded and (presumably) being used by the scene */
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private tilemaps: Map<TiledTilemapData>;
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/**
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* Number to keep track of how many sounds need to be loaded
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*/
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/** Number to keep track of how many sounds need to be loaded */
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private loadonly_audioLoaded: number;
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/**
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* Number to keep track of how many sounds are loaded
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*/
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/** Number to keep track of how many sounds are loaded */
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private loadonly_audioToLoad: number;
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/**
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* The queue of sounds we must load
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*/
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/** The queue of sounds we must load */
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private loadonly_audioLoadingQueue: Queue<{key: string, path: string}>;
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/**
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* A map of the sounds that are currently loaded and (presumably) being used by the scene
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*/
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/** A map of the sounds that are currently loaded and (presumably) being used by the scene */
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private audioBuffers: Map<AudioBuffer>;
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/**
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* The total number of "types" of things that need to be loaded (i.e. images and tilemaps)
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*/
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/** The total number of "types" of things that need to be loaded (i.e. images and tilemaps) */
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private loadonly_typesToLoad: number;
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private constructor(){
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@ -83,6 +66,11 @@ export default class ResourceManager {
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this.loadonly_imageLoadingQueue = new Queue();
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this.images = new Map();
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this.loadonly_spritesheetsLoaded = 0;
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this.loadonly_spritesheetsToLoad = 0;
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this.loadonly_spritesheetLoadingQueue = new Queue();
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this.spritesheets = new Map();
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this.loadonly_tilemapsLoaded = 0;
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this.loadonly_tilemapsToLoad = 0;
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this.loadonly_tilemapLoadingQueue = new Queue();
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return this.images.get(key);
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}
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public spritesheet(key: string, path: string, frames: {hFrames: number, vFrames: number}): void {
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public spritesheet(key: string, path: string): void {
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this.loadonly_spritesheetLoadingQueue.enqueue({key: key, path: path});
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}
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public getSpritesheet(key: string): Spritesheet {
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return this.spritesheets.get(key);
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}
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/**
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return this.tilemaps.get(key);
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}
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// TODO - Should everything be loaded in order, one file at a time?
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/**
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* Loads all resources currently in the queue
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* @param callback
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@ -173,14 +164,17 @@ export default class ResourceManager {
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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.loadTilemapsFromQueue(() => {
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console.log("Loaded Tilemaps");
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this.loadImagesFromQueue(() => {
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console.log("Loaded Images");
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this.loadAudioFromQueue(() => {
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console.log("Loaded Audio");
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// Done loading
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this.loading = false;
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this.justLoaded = true;
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callback();
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this.loadSpritesheetsFromQueue(() => {
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console.log("Loaded Spritesheets");
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this.loadImagesFromQueue(() => {
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console.log("Loaded Images");
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this.loadAudioFromQueue(() => {
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console.log("Loaded Audio");
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// Done loading
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this.loading = false;
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this.justLoaded = true;
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callback();
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});
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});
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});
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});
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@ -198,6 +192,10 @@ export default class ResourceManager {
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this.loadonly_imagesToLoad = 0;
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this.images.clear();
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this.loadonly_spritesheetsLoaded = 0;
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this.loadonly_spritesheetsToLoad = 0;
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this.spritesheets.clear();
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this.loadonly_tilemapsLoaded = 0;
|
||||
this.loadonly_tilemapsToLoad = 0;
|
||||
this.tilemaps.clear();
|
||||
|
@ -252,7 +250,6 @@ export default class ResourceManager {
|
|||
this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Finish loading
|
||||
|
@ -273,8 +270,62 @@ export default class ResourceManager {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads all spritesheets currently in the spritesheet loading queue
|
||||
* @param onFinishLoading
|
||||
*/
|
||||
private loadSpritesheetsFromQueue(onFinishLoading: Function): void {
|
||||
this.loadonly_spritesheetsToLoad = this.loadonly_spritesheetLoadingQueue.getSize();
|
||||
this.loadonly_spritesheetsLoaded = 0;
|
||||
|
||||
// If no items to load, we're finished
|
||||
if(this.loadonly_spritesheetsToLoad === 0){
|
||||
onFinishLoading();
|
||||
}
|
||||
|
||||
while(this.loadonly_spritesheetLoadingQueue.hasItems()){
|
||||
let spritesheet = this.loadonly_spritesheetLoadingQueue.dequeue();
|
||||
this.loadSpritesheet(spritesheet.key, spritesheet.path, onFinishLoading);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads all images currently in the tilemap loading queue
|
||||
* Loads a singular spritesheet
|
||||
* @param key
|
||||
* @param pathToSpritesheetJSON
|
||||
* @param callbackIfLast
|
||||
*/
|
||||
private loadSpritesheet(key: string, pathToSpritesheetJSON: string, callbackIfLast: Function): void {
|
||||
this.loadTextFile(pathToSpritesheetJSON, (fileText: string) => {
|
||||
let spritesheet = <Spritesheet>JSON.parse(fileText);
|
||||
|
||||
// We can parse the object later - it's much faster than loading
|
||||
this.spritesheets.add(key, spritesheet);
|
||||
|
||||
// Grab the image we need to load and add it to the imageloading queue
|
||||
let path = StringUtils.getPathFromFilePath(pathToSpritesheetJSON) + spritesheet.spriteSheetImage;
|
||||
this.loadonly_imageLoadingQueue.enqueue({key: spritesheet.name, path: path});
|
||||
|
||||
// Finish loading
|
||||
this.finishLoadingSpritesheet(callbackIfLast);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Finish loading a spritesheet. Calls the callback function if this is the last spritesheet being loaded
|
||||
* @param callback
|
||||
*/
|
||||
private finishLoadingSpritesheet(callback: Function): void {
|
||||
this.loadonly_spritesheetsLoaded += 1;
|
||||
|
||||
if(this.loadonly_spritesheetsLoaded === this.loadonly_spritesheetsToLoad){
|
||||
// We're done loading spritesheets
|
||||
callback();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads all images currently in the image loading queue
|
||||
* @param onFinishLoading
|
||||
*/
|
||||
private loadImagesFromQueue(onFinishLoading: Function): void {
|
||||
|
@ -398,6 +449,7 @@ export default class ResourceManager {
|
|||
|
||||
private getLoadPercent(): number {
|
||||
return (this.loadonly_tilemapsLoaded/this.loadonly_tilemapsToLoad
|
||||
+ this.loadonly_spritesheetsLoaded/this.loadonly_spritesheetsToLoad
|
||||
+ this.loadonly_imagesLoaded/this.loadonly_imagesToLoad
|
||||
+ this.loadonly_audioLoaded/this.loadonly_audioToLoad)
|
||||
/ this.loadonly_typesToLoad;
|
||||
|
|
|
@ -2,6 +2,7 @@ import Scene from "../Scene";
|
|||
import UIElement from "../../Nodes/UIElement";
|
||||
import Graphic from "../../Nodes/Graphic";
|
||||
import Sprite from "../../Nodes/Sprites/Sprite";
|
||||
import AnimatedSprite from "../../Nodes/Sprites/AnimatedSprite";
|
||||
import { GraphicType } from "../../Nodes/Graphics/GraphicTypes";
|
||||
import { UIElementType } from "../../Nodes/UIElements/UIElementTypes";
|
||||
import Point from "../../Nodes/Graphics/Point";
|
||||
|
@ -11,12 +12,15 @@ import Label from "../../Nodes/UIElements/Label";
|
|||
import Slider from "../../Nodes/UIElements/Slider";
|
||||
import TextInput from "../../Nodes/UIElements/TextInput";
|
||||
import Rect from "../../Nodes/Graphics/Rect";
|
||||
import ResourceManager from "../../ResourceManager/ResourceManager";
|
||||
|
||||
export default class CanvasNodeFactory {
|
||||
private scene: Scene;
|
||||
protected scene: Scene;
|
||||
protected resourceManager: ResourceManager;
|
||||
|
||||
init(scene: Scene): void {
|
||||
this.scene = scene;
|
||||
this.resourceManager = ResourceManager.getInstance();
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -79,6 +83,22 @@ export default class CanvasNodeFactory {
|
|||
return instance;
|
||||
}
|
||||
|
||||
addAnimatedSprite = (key: string, layerName: string): AnimatedSprite => {
|
||||
let layer = this.scene.getLayer(layerName);
|
||||
let spritesheet = this.resourceManager.getSpritesheet(key);
|
||||
let instance = new AnimatedSprite(spritesheet);
|
||||
|
||||
// Add instance fo scene
|
||||
instance.setScene(this.scene);
|
||||
instance.id = this.scene.generateId();
|
||||
this.scene.getSceneGraph().addNode(instance);
|
||||
|
||||
// Add instance to layer
|
||||
layer.addNode(instance);
|
||||
|
||||
return instance;
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds a new graphic element to the current Scene
|
||||
* @param type The type of graphic to add
|
||||
|
|
|
@ -17,6 +17,7 @@ export default class FactoryManager {
|
|||
// Expose all of the factories through the factory manager
|
||||
uiElement = this.canvasNodeFactory.addUIElement;
|
||||
sprite = this.canvasNodeFactory.addSprite;
|
||||
animatedSprite = this.canvasNodeFactory.addAnimatedSprite;
|
||||
graphic = this.canvasNodeFactory.addGraphic;
|
||||
tilemap = this.tilemapFactory.add;
|
||||
}
|
|
@ -11,8 +11,13 @@ import Level1 from "./Level1";
|
|||
|
||||
export default class MainMenu extends Scene {
|
||||
|
||||
loadScene(): void {
|
||||
this.load.spritesheet("walker", "assets/spritesheets/walking.json");
|
||||
}
|
||||
|
||||
startScene(): void {
|
||||
this.addUILayer("Main");
|
||||
this.addLayer("Sprite");
|
||||
|
||||
let size = this.viewport.getHalfSize();
|
||||
this.viewport.setFocus(size);
|
||||
|
@ -37,10 +42,11 @@ export default class MainMenu extends Scene {
|
|||
this.sceneManager.changeScene(Level1, sceneOptions);
|
||||
}
|
||||
|
||||
let slider = <Slider>this.add.uiElement(UIElementType.SLIDER, "Main", {position: new Vec2(size.x, size.y*1.5)});
|
||||
let label = this.add.uiElement(UIElementType.LABEL, "Main", {position: new Vec2(size.x + 150, size.y*1.5), text: ""});
|
||||
slider.onValueChange = (value) => (<Label>label).setText(value.toString());
|
||||
this.add.uiElement(UIElementType.TEXT_INPUT, "Main", {position: new Vec2(size.x, size.y*1.7)});
|
||||
let animatedSprite = this.add.animatedSprite("walker", "Sprite");
|
||||
animatedSprite.position.set(100, 100);
|
||||
animatedSprite.scale.set(4, 4);
|
||||
animatedSprite.animation.play("JUMP");
|
||||
animatedSprite.animation.queue("WALK", true);
|
||||
}
|
||||
|
||||
updateScene(): void {
|
||||
|
|
Loading…
Reference in New Issue
Block a user