fixed some bugs and added destroy() methods

This commit is contained in:
Joe Weaver 2021-03-18 17:28:05 -04:00
parent c241aa99bc
commit 460d0e3643
74 changed files with 3698 additions and 339 deletions

2
.gitignore vendored
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@ -11,7 +11,7 @@ dist/*
!dist/builtin/
# Include the hw1 assets
!dist/hw1_assets/
!dist/hw4_assets/
### IF YOU ARE MAKING A PROJECT, YOU MAY WANT TO UNCOMMENT THIS LINE ###
# !dist/assets/

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@ -0,0 +1,22 @@
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558
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"height":20,
"id":1,
"name":"Foreground",
"opacity":1,
"properties":[
{
"name":"Collidable",
"type":"bool",
"value":false
},
{
"name":"Depth",
"type":"int",
"value":2
}],
"type":"tilelayer",
"visible":true,
"width":64,
"x":0,
"y":0
}],
"nextlayerid":5,
"nextobjectid":19,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.3.4",
"tileheight":16,
"tilesets":[
{
"columns":8,
"firstgid":1,
"image":"platformer.png",
"imageheight":128,
"imagewidth":128,
"margin":0,
"name":"platformer_tileset",
"spacing":0,
"tilecount":64,
"tileheight":16,
"tilewidth":16
}],
"tilewidth":16,
"type":"map",
"version":1.2,
"width":64
}

BIN
dist/hw4_assets/tilemaps/platformer.png vendored Normal file

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import Idle from "./Idle";
import Jump from "./Jump";
import Walk from "./Walk";
import GameNode from "../../Wolfie2D/Nodes/GameNode";
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import StateMachineAI from "../../Wolfie2D/AI/StateMachineAI";
import { HW4_Events } from "../hw4_enums";
import { EaseFunctionType } from "../../Wolfie2D/Utils/EaseFunctions";
export enum EnemyStates {
IDLE = "idle",
WALK = "walk",
JUMP = "jump",
PREVIOUS = "previous"
}
export default class EnemyController extends StateMachineAI {
owner: GameNode;
jumpy: boolean;
direction: Vec2 = Vec2.ZERO;
velocity: Vec2 = Vec2.ZERO;
speed: number = 200;
initializeAI(owner: GameNode, options: Record<string, any>){
this.owner = owner;
this.jumpy = options.jumpy ? options.jumpy : false;
this.receiver.subscribe(HW4_Events.PLAYER_MOVE);
if(this.jumpy){
this.receiver.subscribe(HW4_Events.PLAYER_JUMP);
this.speed = 100;
// Give the owner a tween for the jump
owner.tweens.add("jump", {
startDelay: 0,
duration: 300,
effects: [
{
property: "rotation",
resetOnComplete: true,
start: -3.14/8,
end: 3.14/8,
ease: EaseFunctionType.IN_OUT_SINE
}
],
reverseOnComplete: true,
});
}
let idle = new Idle(this, owner);
this.addState(EnemyStates.IDLE, idle);
let walk = new Walk(this, owner);
this.addState(EnemyStates.WALK, walk);
let jump = new Jump(this, owner);
this.addState(EnemyStates.JUMP, jump);
this.initialize(EnemyStates.IDLE);
}
changeState(stateName: string): void {
if(stateName === EnemyStates.JUMP){
this.stack.push(this.stateMap.get(stateName));
}
super.changeState(stateName);
}
update(deltaT: number): void {
super.update(deltaT);
}
}

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import State from "../../Wolfie2D/DataTypes/State/State";
import StateMachine from "../../Wolfie2D/DataTypes/State/StateMachine";
import GameEvent from "../../Wolfie2D/Events/GameEvent";
import GameNode from "../../Wolfie2D/Nodes/GameNode";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import EnemyController from "./EnemyController";
export default abstract class EnemyState extends State {
owner: GameNode;
gravity: number = 1000;
parent: EnemyController
constructor(parent: StateMachine, owner: GameNode){
super(parent);
this.owner = owner;
}
handleInput(event: GameEvent): void {}
update(deltaT: number): void {
// Do gravity
this.parent.velocity.y += this.gravity*deltaT;
if(this.owner.onWall){
// Flip around
this.parent.direction.x *= -1;
(<AnimatedSprite>this.owner).invertX = !(<AnimatedSprite>this.owner).invertX;
}
}
}

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import GameEvent from "../../Wolfie2D/Events/GameEvent";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { HW4_Events } from "../hw4_enums";
import { EnemyStates } from "./EnemyController";
import OnGround from "./OnGround";
/**
* The idle enemy state. Enemies don't do anything until the player comes near them.
*/
export default class Idle extends OnGround {
onEnter(): void {
this.parent.speed = this.parent.speed;
(<AnimatedSprite>this.owner).animation.play("IDLE", true);
}
onExit(): Record<string, any> {
(<AnimatedSprite>this.owner).animation.stop();
return {};
}
handleInput(event: GameEvent) {
if(event.type === HW4_Events.PLAYER_MOVE){
let pos = event.data.get("position");
if(this.owner.position.x - pos.x < (64*10)){
this.finished(EnemyStates.WALK);
}
}
}
update(deltaT: number): void {
super.update(deltaT);
this.parent.velocity.x = 0;
this.owner.move(this.parent.velocity.scaled(deltaT));
}
}

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import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { EnemyStates } from "./EnemyController";
import EnemyState from "./EnemyState";
export default class Jump extends EnemyState {
onEnter(): void {
(<AnimatedSprite>this.owner).animation.play("JUMP", true);
(<AnimatedSprite>this.owner).tweens.play("jump", true);
this.gravity = 500;
}
update(deltaT: number): void {
super.update(deltaT);
if(this.owner.onGround){
this.finished(EnemyStates.PREVIOUS);
}
if(this.owner.onCeiling){
this.parent.velocity.y = 0;
}
this.parent.velocity.x += this.parent.direction.x * this.parent.speed/3.5 - 0.3*this.parent.velocity.x;
this.owner.move(this.parent.velocity.scaled(deltaT));
}
onExit(): Record<string, any> {
(<AnimatedSprite>this.owner).animation.stop();
(<AnimatedSprite>this.owner).tweens.stop("jump");
return {};
}
}

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import GameEvent from "../../Wolfie2D/Events/GameEvent";
import { EnemyStates } from "./EnemyController";
import EnemyState from "./EnemyState";
export default class OnGround extends EnemyState {
onEnter(): void {}
handleInput(event: GameEvent): void {
super.handleInput(event);
}
update(deltaT: number): void {
if(this.parent.velocity.y > 0){
this.parent.velocity.y = 0;
}
super.update(deltaT);
if(!this.owner.onGround && this.parent.jumpy && this.owner.active){
this.finished(EnemyStates.JUMP);
}
}
onExit(): Record<string, any> {
return {};
}
}

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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { EnemyStates } from "./EnemyController";
import OnGround from "./OnGround";
export default class Walk extends OnGround {
time: number;
onEnter(): void {
if(this.parent.direction.isZero()){
this.parent.direction = new Vec2(-1, 0);
(<AnimatedSprite>this.owner).invertX = true;
}
(<AnimatedSprite>this.owner).animation.play("WALK", true);
this.time = Date.now();
}
update(deltaT: number): void {
super.update(deltaT);
if(this.parent.jumpy && (Date.now() - this.time > 500)){
this.finished(EnemyStates.JUMP);
this.parent.velocity.y = -300;
}
this.parent.velocity.x = this.parent.direction.x * this.parent.speed;
this.owner.move(this.parent.velocity.scaled(deltaT));
}
onExit(): Record<string, any> {
(<AnimatedSprite>this.owner).animation.stop();
return {};
}
}

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import StateMachineAI from "../../Wolfie2D/AI/StateMachineAI";
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Debug from "../../Wolfie2D/Debug/Debug";
import GameNode from "../../Wolfie2D/Nodes/GameNode";
import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
import OrthogonalTilemap from "../../Wolfie2D/Nodes/Tilemaps/OrthogonalTilemap";
import Fall from "./PlayerStates/Fall";
import Idle from "./PlayerStates/Idle";
import InAir from "./PlayerStates/InAir";
import Jump from "./PlayerStates/Jump";
import Run from "./PlayerStates/Run";
import Walk from "./PlayerStates/Walk";
export enum PlayerType {
PLATFORMER = "platformer",
TOPDOWN = "topdown"
}
export enum PlayerStates {
IDLE = "idle",
WALK = "walk",
RUN = "run",
JUMP = "jump",
FALL = "fall",
PREVIOUS = "previous"
}
export default class PlayerController extends StateMachineAI {
protected owner: GameNode;
velocity: Vec2 = Vec2.ZERO;
speed: number = 200;
MIN_SPEED: number = 200;
MAX_SPEED: number = 300;
tilemap: OrthogonalTilemap;
coin: Sprite;
initializeAI(owner: GameNode, options: Record<string, any>){
this.owner = owner;
this.initializePlatformer();
this.tilemap = this.owner.getScene().getTilemap(options.tilemap) as OrthogonalTilemap;
this.coin = this.owner.getScene().add.sprite("coin", "coinLayer");
this.coin.scale.set(2, 2);
}
initializePlatformer(): void {
this.speed = 400;
let idle = new Idle(this, this.owner);
this.addState(PlayerStates.IDLE, idle);
let walk = new Walk(this, this.owner);
this.addState(PlayerStates.WALK, walk);
let run = new Run(this, this.owner);
this.addState(PlayerStates.RUN, run);
let jump = new Jump(this, this.owner);
this.addState(PlayerStates.JUMP, jump);
let fall = new Fall(this, this.owner);
this.addState(PlayerStates.FALL, fall);
this.initialize(PlayerStates.IDLE);
}
changeState(stateName: string): void {
// If we jump or fall, push the state so we can go back to our current state later
// unless we're going from jump to fall or something
if((stateName === PlayerStates.JUMP || stateName === PlayerStates.FALL) && !(this.stack.peek() instanceof InAir)){
this.stack.push(this.stateMap.get(stateName));
}
super.changeState(stateName);
}
update(deltaT: number): void {
super.update(deltaT);
if(this.currentState instanceof Jump){
Debug.log("playerstate", "Player State: Jump");
} else if (this.currentState instanceof Walk){
Debug.log("playerstate", "Player State: Walk");
} else if (this.currentState instanceof Run){
Debug.log("playerstate", "Player State: Run");
} else if (this.currentState instanceof Idle){
Debug.log("playerstate", "Player State: Idle");
} else if(this.currentState instanceof Fall){
Debug.log("playerstate", "Player State: Fall");
}
}
}

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import GameEvent from "../../../Wolfie2D/Events/GameEvent";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import InAir from "./InAir";
export default class Fall extends InAir {
owner: AnimatedSprite;
onEnter(options: Record<string, any>): void {
this.owner.animation.play("FALL", true);
}
handleInput(event: GameEvent): void {}
onExit(): Record<string, any> {
this.owner.animation.stop();
return {};
}
}

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import Input from "../../../Wolfie2D/Input/Input";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { PlayerStates } from "../PlayerController";
import OnGround from "./OnGround";
export default class Idle extends OnGround {
owner: AnimatedSprite;
onEnter(options: Record<string, any>): void {
this.parent.speed = this.parent.MIN_SPEED;
this.owner.animation.play("IDLE", true);
}
update(deltaT: number): void {
super.update(deltaT);
let dir = this.getInputDirection();
if(!dir.isZero() && dir.y === 0){
if(Input.isPressed("run")){
this.finished(PlayerStates.RUN);
} else {
this.finished(PlayerStates.WALK);
}
}
this.parent.velocity.x = 0;
this.owner.move(this.parent.velocity.scaled(deltaT));
}
onExit(): Record<string, any> {
this.owner.animation.stop();
return {};
}
}

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import GameEvent from "../../../Wolfie2D/Events/GameEvent";
import { PlayerStates } from "../PlayerController";
import PlayerState from "./PlayerState";
export default abstract class InAir extends PlayerState {
update(deltaT: number): void {
super.update(deltaT);
let dir = this.getInputDirection();
this.parent.velocity.x += dir.x * this.parent.speed/3.5 - 0.3*this.parent.velocity.x;
this.owner.move(this.parent.velocity.scaled(deltaT));
if(this.owner.onGround){
this.finished(PlayerStates.PREVIOUS);
}
}
}

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import GameEvent from "../../../Wolfie2D/Events/GameEvent";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { EaseFunctionType } from "../../../Wolfie2D/Utils/EaseFunctions";
import { HW4_Events } from "../../hw4_enums";
import { PlayerStates } from "../PlayerController";
import InAir from "./InAir";
export default class Jump extends InAir {
owner: AnimatedSprite;
onEnter(options: Record<string, any>): void {
this.owner.animation.play("JUMP", true);
}
handleInput(event: GameEvent): void {}
update(deltaT: number): void {
super.update(deltaT);
if(this.owner.onCeiling){
this.parent.velocity.y = 0;
}
// If we're falling, go to the fall state
if(this.parent.velocity.y >= 0){
this.finished(PlayerStates.FALL);
}
if(this.owner.collidedWithTilemap && this.owner.onCeiling){
// We collided with a tilemap above us. First, get the tile right above us
this.handleCoinblockCollision();
}
}
onExit(): Record<string, any> {
this.owner.animation.stop();
return {};
}
handleCoinblockCollision(){
let pos = this.owner.position.clone();
// Go up plus some extra
pos.y -= (this.owner.collisionShape.halfSize.y + 10);
pos.x -= 16;
let rowCol = this.parent.tilemap.getColRowAt(pos);
let tile1 = this.parent.tilemap.getTileAtRowCol(rowCol);
pos.x += 16;
rowCol = this.parent.tilemap.getColRowAt(pos);
let tile2 = this.parent.tilemap.getTileAtRowCol(rowCol);
pos.x += 16;
rowCol = this.parent.tilemap.getColRowAt(pos);
let tile3 = this.parent.tilemap.getTileAtRowCol(rowCol);
let t1 = tile1 === 17;
let t2 = tile2 === 17;
let t3 = tile3 === 17;
let air1 = tile1 === 0;
let air2 = tile2 === 0;
let air3 = tile3 === 0;
let majority = (t1 && t2) || (t1 && t3) || (t2 && t3) || (t1 && t2 && t3);
let minorityButAir = (t1 && air2 && air3) || (air1 && t2 && air3) || (air1 && air2 && t3);
// If coin block, change to empty coin block
if(majority || minorityButAir){
if(minorityButAir){
// Get the correct position
if(t1){
pos.x -= 32;
} else if(t2){
pos.x -= 16;
}
rowCol = this.parent.tilemap.getColRowAt(pos);
} else {
pos.x -= 16;
rowCol = this.parent.tilemap.getColRowAt(pos);
}
this.parent.tilemap.setTileAtRowCol(rowCol, 18);
this.emitter.fireEvent(HW4_Events.PLAYER_HIT_COIN_BLOCK);
let tileSize = this.parent.tilemap.getTileSize();
this.parent.coin.position.copy(rowCol.scale(tileSize.x, tileSize.y).add(tileSize.scaled(0.5)));
// Animate collision
this.parent.coin.tweens.add("coin", {
startDelay: 0,
duration: 300,
effects: [{
property: "positionY",
resetOnComplete: false,
start: this.parent.coin.position.y,
end: this.parent.coin.position.y - 2*tileSize.y,
ease: EaseFunctionType.OUT_SINE
},
{
property: "alpha",
resetOnComplete: false,
start: 1,
end: 0,
ease: EaseFunctionType.OUT_SINE
}]
});
this.parent.coin.tweens.play("coin");
}
}
}

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import GameEvent from "../../../Wolfie2D/Events/GameEvent";
import Input from "../../../Wolfie2D/Input/Input";
import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
import MathUtils from "../../../Wolfie2D/Utils/MathUtils";
import PlayerState from "./PlayerState";
export default class OnGround extends PlayerState {
onEnter(options: Record<string, any>): void {}
handleInput(event: GameEvent): void {}
update(deltaT: number): void {
if(this.parent.velocity.y > 0){
this.parent.velocity.y = 0;
}
super.update(deltaT);
let direction = this.getInputDirection();
if(direction.x !== 0){
(<Sprite>this.owner).invertX = MathUtils.sign(direction.x) < 0;
}
if(Input.isJustPressed("jump")){
this.finished("jump");
this.parent.velocity.y = -500;
if(this.parent.velocity.x !== 0){
this.owner.tweens.play("flip");
}
} else if(!this.owner.onGround){
this.finished("jump");
}
}
onExit(): Record<string, any> {
return {};
}
}

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import State from "../../../Wolfie2D/DataTypes/State/State";
import StateMachine from "../../../Wolfie2D/DataTypes/State/StateMachine";
import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
import Input from "../../../Wolfie2D/Input/Input";
import GameNode from "../../../Wolfie2D/Nodes/GameNode";
import PlayerController from "../PlayerController";
export default abstract class PlayerState extends State {
owner: GameNode;
gravity: number = 1000;
parent: PlayerController;
constructor(parent: StateMachine, owner: GameNode){
super(parent);
this.owner = owner;
}
getInputDirection(): Vec2 {
let direction = Vec2.ZERO;
direction.x = (Input.isPressed("left") ? -1 : 0) + (Input.isPressed("right") ? 1 : 0);
direction.y = (Input.isJustPressed("jump") ? -1 : 0);
return direction;
}
update(deltaT: number): void {
// Do gravity
this.parent.velocity.y += this.gravity*deltaT;
}
}

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@ -0,0 +1,38 @@
import Input from "../../../Wolfie2D/Input/Input";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { HW4_Events } from "../../hw4_enums";
import { PlayerStates } from "../PlayerController";
import OnGround from "./OnGround";
export default class Run extends OnGround {
owner: AnimatedSprite;
onEnter(options: Record<string, any>): void {
this.parent.speed = this.parent.MAX_SPEED;
this.owner.animation.play("WALK", true);
}
update(deltaT: number): void {
super.update(deltaT);
let dir = this.getInputDirection();
if(dir.isZero()){
this.finished(PlayerStates.IDLE);
} else {
if(!Input.isPressed("run")){
this.finished(PlayerStates.WALK);
}
}
this.parent.velocity.x = dir.x * this.parent.speed
this.emitter.fireEvent(HW4_Events.PLAYER_MOVE, {position: this.owner.position.clone()});
this.owner.move(this.parent.velocity.scaled(deltaT));
}
onExit(): Record<string, any> {
this.owner.animation.stop();
return {};
}
}

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@ -0,0 +1,38 @@
import Input from "../../../Wolfie2D/Input/Input";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { HW4_Events } from "../../hw4_enums";
import { PlayerStates } from "../PlayerController";
import OnGround from "./OnGround";
export default class Walk extends OnGround {
owner: AnimatedSprite;
onEnter(options: Record<string, any>): void {
this.parent.speed = this.parent.MIN_SPEED;
this.owner.animation.play("WALK", true);
}
update(deltaT: number): void {
super.update(deltaT);
let dir = this.getInputDirection();
if(dir.isZero()){
this.finished(PlayerStates.IDLE);
} else {
if(Input.isPressed("run")){
this.finished(PlayerStates.RUN);
}
}
this.parent.velocity.x = dir.x * this.parent.speed
this.emitter.fireEvent(HW4_Events.PLAYER_MOVE, {position: this.owner.position.clone()});
this.owner.move(this.parent.velocity.scaled(deltaT));
}
onExit(): Record<string, any> {
this.owner.animation.stop();
return {};
}
}

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@ -0,0 +1,362 @@
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Input from "../../Wolfie2D/Input/Input";
import { TweenableProperties } from "../../Wolfie2D/Nodes/GameNode";
import { GraphicType } from "../../Wolfie2D/Nodes/Graphics/GraphicTypes";
import Rect from "../../Wolfie2D/Nodes/Graphics/Rect";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import Label from "../../Wolfie2D/Nodes/UIElements/Label";
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
import Scene from "../../Wolfie2D/Scene/Scene";
import Timer from "../../Wolfie2D/Timing/Timer";
import Color from "../../Wolfie2D/Utils/Color";
import { EaseFunctionType } from "../../Wolfie2D/Utils/EaseFunctions";
import EnemyController from "../Enemies/EnemyController";
import { HW4_Events } from "../hw4_enums";
import PlayerController from "../Player/PlayerController";
export default class GameLevel extends Scene {
// Every level will have a player, which will be an animated sprite
protected playerSpawn: Vec2;
protected player: AnimatedSprite;
// Labels for the UI
protected static coinCount: number = 0;
protected coinCountLabel: Label;
protected static livesCount: number = 3;
protected livesCountLabel: Label;
// Stuff to end the level and go to the next level
protected levelEndArea: Rect;
protected nextLevel: new (...args: any) => GameLevel;
protected levelEndTimer: Timer;
protected levelEndLabel: Label;
// Screen fade in/out for level start and end
protected levelTransitionTimer: Timer;
protected levelTransitionScreen: Rect;
startScene(): void {
// Do the game level standard initializations
this.initLayers();
this.initViewport();
this.initPlayer();
this.subscribeToEvents();
this.addUI();
// Initialize the timers
this.levelTransitionTimer = new Timer(500);
this.levelEndTimer = new Timer(3000, () => {
// After the level end timer ends, fade to black and then go to the next scene
this.levelTransitionScreen.tweens.play("fadeIn");
});
// Start the black screen fade out
this.levelTransitionScreen.tweens.play("fadeOut");
// Initially disable player movement
Input.disableInput();
}
updateScene(deltaT: number){
// Handle events and update the UI if needed
while(this.receiver.hasNextEvent()){
let event = this.receiver.getNextEvent();
switch(event.type){
case HW4_Events.PLAYER_HIT_COIN:
{
// Hit a coin
let coin;
if(event.data.get("node") === this.player.id){
// Other is coin, disable
coin = this.sceneGraph.getNode(event.data.get("other"));
} else {
// Node is coin, disable
coin = this.sceneGraph.getNode(event.data.get("node"));
}
// Remove from physics and scene
coin.active = false;
coin.visible = false;
// Increment our number of coins
this.incPlayerCoins(1);
}
break;
case HW4_Events.PLAYER_HIT_COIN_BLOCK:
{
// Hit a coin block, so increment our number of coins
this.incPlayerCoins(1);
}
break;
case HW4_Events.PLAYER_HIT_ENEMY:
{
let node = this.sceneGraph.getNode(event.data.get("node"));
let other = this.sceneGraph.getNode(event.data.get("other"));
if(node === this.player){
// Node is player, other is enemy
this.handlePlayerEnemyCollision(<AnimatedSprite>node, <AnimatedSprite>other);
} else {
// Other is player, node is enemy
this.handlePlayerEnemyCollision(<AnimatedSprite>other,<AnimatedSprite>node);
}
}
break;
case HW4_Events.ENEMY_DIED:
{
// An enemy finished its dying animation, hide it
let node = this.sceneGraph.getNode(event.data.get("owner"));
node.visible = false;
}
break;
case HW4_Events.PLAYER_ENTERED_LEVEL_END:
{
if(!this.levelEndTimer.hasRun() && this.levelEndTimer.isStopped()){
// The player has reached the end of the level
this.levelEndTimer.start();
this.levelEndLabel.tweens.play("slideIn");
}
}
break;
case HW4_Events.LEVEL_START:
{
// Re-enable controls
console.log("Enabling input");
Input.enableInput();
}
break;
case HW4_Events.LEVEL_END:
{
// Go to the next level
if(this.nextLevel){
console.log("Going to next level!");
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemy", "coin"],
collisions:
[
[0, 1, 1, 0],
[1, 0, 0, 1],
[1, 0, 0, 0],
[0, 1, 0, 0]
]
}
}
this.sceneManager.changeToScene(this.nextLevel, {}, sceneOptions);
}
}
break;
}
}
// If player falls into a pit, kill them off and reset their position
if(this.player.position.y > 100*64){
this.incPlayerLife(-1);
this.respawnPlayer();
}
}
protected initLayers(): void {
// Add a layer behind the tilemap for coinblock animation
this.addLayer("coinLayer", -50);
// Add a layer for UI
this.addUILayer("UI");
// Add a layer for players and enemies
this.addLayer("primary", 1);
}
protected initViewport(): void {
this.viewport.enableZoom();
this.viewport.setZoomLevel(2);
}
protected subscribeToEvents(){
this.receiver.subscribe([
HW4_Events.PLAYER_HIT_COIN,
HW4_Events.PLAYER_HIT_COIN_BLOCK,
HW4_Events.PLAYER_HIT_ENEMY,
HW4_Events.ENEMY_DIED,
HW4_Events.PLAYER_ENTERED_LEVEL_END,
HW4_Events.LEVEL_START,
HW4_Events.LEVEL_END
]);
}
protected addUI(){
// In-game labels
this.coinCountLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(80, 30), text: "Coins: " + GameLevel.coinCount});
this.coinCountLabel.textColor = Color.WHITE
this.coinCountLabel.font = "NoPixel";
this.livesCountLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(500, 30), text: "Lives: " + GameLevel.livesCount});
this.livesCountLabel.textColor = Color.WHITE
this.livesCountLabel.font = "NoPixel";
// End of level label (start off screen)
this.levelEndLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(-300, 200), text: "Level Complete"});
this.levelEndLabel.size.set(1200, 60);
this.levelEndLabel.borderRadius = 0;
this.levelEndLabel.backgroundColor = new Color(34, 32, 52);
this.levelEndLabel.textColor = Color.WHITE;
this.levelEndLabel.fontSize = 48;
this.levelEndLabel.font = "NoPixel";
// Add a tween to move the label on screen
this.levelEndLabel.tweens.add("slideIn", {
startDelay: 0,
duration: 1000,
effects: [
{
property: TweenableProperties.posX,
start: -300,
end: 300,
ease: EaseFunctionType.OUT_SINE
}
]
});
this.levelTransitionScreen = <Rect>this.add.graphic(GraphicType.RECT, "UI", {position: new Vec2(300, 200), size: new Vec2(600, 400)});
this.levelTransitionScreen.color = new Color(34, 32, 52);
this.levelTransitionScreen.alpha = 1;
this.levelTransitionScreen.tweens.add("fadeIn", {
startDelay: 0,
duration: 1000,
effects: [
{
property: TweenableProperties.alpha,
start: 0,
end: 1,
ease: EaseFunctionType.IN_OUT_QUAD
}
],
onEnd: HW4_Events.LEVEL_END
});
this.levelTransitionScreen.tweens.add("fadeOut", {
startDelay: 0,
duration: 1000,
effects: [
{
property: TweenableProperties.alpha,
start: 1,
end: 0,
ease: EaseFunctionType.IN_OUT_QUAD
}
],
onEnd: HW4_Events.LEVEL_START
});
}
protected initPlayer(): void {
// Add the player
this.player = this.add.animatedSprite("player", "primary");
this.player.scale.set(2, 2);
if(!this.playerSpawn){
console.warn("Player spawn was never set - setting spawn to (0, 0)");
this.playerSpawn = Vec2.ZERO;
}
this.player.position.copy(this.playerSpawn);
this.player.addPhysics();
this.player.addAI(PlayerController, {playerType: "platformer", tilemap: "Main"});
// Add triggers on colliding with coins or coinBlocks
this.player.setGroup("player");
// Add a tween animation for the player jump
this.player.tweens.add("flip", {
startDelay: 0,
duration: 500,
effects: [
{
property: "rotation",
start: 0,
end: 2*Math.PI,
ease: EaseFunctionType.IN_OUT_QUAD
}
]
});
this.viewport.follow(this.player);
}
protected addLevelEnd(startingTile: Vec2, size: Vec2): void {
this.levelEndArea = <Rect>this.add.graphic(GraphicType.RECT, "primary", {position: startingTile.add(size.scaled(0.5)).scale(32), size: size.scale(32)});
this.levelEndArea.addPhysics(undefined, undefined, false, true);
this.levelEndArea.setTrigger("player", HW4_Events.PLAYER_ENTERED_LEVEL_END, null);
this.levelEndArea.color = new Color(0, 0, 0, 0);
}
protected addEnemy(spriteKey: string, tilePos: Vec2, aiOptions: Record<string, any>): void {
let enemy = this.add.animatedSprite(spriteKey, "primary");
enemy.position.set(tilePos.x*32, tilePos.y*32);
enemy.scale.set(2, 2);
enemy.addPhysics();
enemy.addAI(EnemyController, aiOptions);
enemy.setGroup("enemy");
enemy.setTrigger("player", HW4_Events.PLAYER_HIT_ENEMY, null);
}
protected handlePlayerEnemyCollision(player: AnimatedSprite, enemy: AnimatedSprite) {
// Get the vector of the direction from the player to the enemy
let dir = player.position.dirTo(enemy.position);
if((<EnemyController>enemy.ai).jumpy){
// If it's a jumpy enemy, we want to hit it from the bottom
if(dir.dot(Vec2.UP) > 0.5){
enemy.disablePhysics();
enemy.tweens.stopAll();
enemy.animation.play("DYING", false, HW4_Events.ENEMY_DIED);
// Stop the player's jump for some feedback
(<PlayerController>player.ai).velocity.y = 0;
} else {
this.incPlayerLife(-1);
this.respawnPlayer();
}
} else {
// If not, we want to hit it from the top
if(dir.dot(Vec2.DOWN) > 0.5){
enemy.disablePhysics();
enemy.animation.play("DYING", false, HW4_Events.ENEMY_DIED);
// Give the player a slight jump boost
let playerVel = (<PlayerController>player.ai).velocity;
if(playerVel.y < 0){
// We're going up - unlikely, but still check
playerVel.y += 0.2*(<PlayerController>player.ai).velocity.y;
} else {
// We're going down, invert our bounce, but dampen it
playerVel.y = -0.5 * (<PlayerController>player.ai).velocity.y;
}
} else {
this.incPlayerLife(-1);
this.respawnPlayer();
}
}
}
protected incPlayerLife(amt: number): void {
GameLevel.livesCount += amt;
this.livesCountLabel.text = "Lives: " + GameLevel.livesCount;
}
protected incPlayerCoins(amt: number): void {
GameLevel.coinCount += amt;
this.coinCountLabel.text = "Coins: " + GameLevel.coinCount;
}
protected respawnPlayer(): void {
this.player.position.copy(this.playerSpawn);
}
}

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@ -0,0 +1,51 @@
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Debug from "../../Wolfie2D/Debug/Debug";
import GameLevel from "./GameLevel";
import Level2 from "./Level2";
export default class Level1 extends GameLevel {
loadScene(): void {
this.load.image("background", "hw4_assets/sprites/2bitbackground.png");
this.load.image("coin", "hw4_assets/sprites/coin.png");
this.load.tilemap("level1", "hw4_assets/tilemaps/level1.json");
this.load.spritesheet("player", "hw4_assets/spritesheets/platformPlayer.json");
this.load.spritesheet("hopper", "hw4_assets/spritesheets/hopper.json");
this.load.spritesheet("bunny", "hw4_assets/spritesheets/ghostBunny.json");
}
startScene(): void {
// Add a background layer and set the background image on it
this.addParallaxLayer("bg", new Vec2(0.25, 0), -100);
let bg = this.add.sprite("background", "bg");
bg.scale.set(2, 2);
bg.position.set(bg.boundary.halfSize.x, 76);
// Add the level 1 tilemap
this.add.tilemap("level1", new Vec2(2, 2));
this.viewport.setBounds(0, 0, 64*32, 20*32);
this.playerSpawn = new Vec2(5*32, 18*32);
// Do generic setup for a GameLevel
super.startScene();
this.addLevelEnd(new Vec2(58, 17), new Vec2(2, 2));
this.nextLevel = Level2;
// Add enemies of various types
for(let pos of [new Vec2(24, 18)]){
this.addEnemy("bunny", pos, {});
}
for(let pos of [new Vec2(51, 17)]){
this.addEnemy("hopper", pos, {jumpy: true});
}
}
updateScene(deltaT: number): void {
super.updateScene(deltaT);
Debug.log("playerpos", this.player.position.toString());
}
}

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@ -0,0 +1,49 @@
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Debug from "../../Wolfie2D/Debug/Debug";
import GameLevel from "./GameLevel";
export default class Level2 extends GameLevel {
loadScene(): void {
this.load.image("background", "hw4_assets/sprites/2bitbackground.png");
this.load.image("coin", "hw4_assets/sprites/coin.png");
this.load.tilemap("level2", "hw4_assets/tilemaps/level2.json");
this.load.spritesheet("player", "hw4_assets/spritesheets/platformPlayer.json");
this.load.spritesheet("hopper", "hw4_assets/spritesheets/hopper.json");
this.load.spritesheet("bunny", "hw4_assets/spritesheets/ghostBunny.json");
}
startScene(): void {
console.log("Starting level2");
// Add a background layer and set the background image on it
this.addParallaxLayer("bg", new Vec2(0.25, 0), -100);
let bg = this.add.sprite("background", "bg");
bg.scale.set(2, 2);
bg.position.set(bg.boundary.halfSize.x, 96);
// Add the level 1 tilemap
this.add.tilemap("level2", new Vec2(2, 2));
this.viewport.setBounds(0, 0, 64*32, 20*32);
this.playerSpawn = new Vec2(5*32, 18*32);
// Do generic setup for a GameLevel
super.startScene();
this.addLevelEnd(new Vec2(58, 17), new Vec2(2, 2));
// Add enemies of various types
for(let pos of [new Vec2(24, 18)]){
this.addEnemy("bunny", pos, {});
}
for(let pos of [new Vec2(51, 17)]){
this.addEnemy("hopper", pos, {jumpy: true});
}
}
updateScene(deltaT: number): void {
super.updateScene(deltaT);
Debug.log("playerpos", this.player.position.toString());
}
}

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@ -0,0 +1,63 @@
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import Button from "../../Wolfie2D/Nodes/UIElements/Button";
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
import Scene from "../../Wolfie2D/Scene/Scene";
import Color from "../../Wolfie2D/Utils/Color";
import Level1 from "./Level1";
export default class MainMenu extends Scene {
animatedSprite: AnimatedSprite;
loadScene(): void {}
startScene(): void {
this.addUILayer("Main");
let size = this.viewport.getHalfSize();
this.viewport.setFocus(size);
let playBtn = <Button>this.add.uiElement(UIElementType.BUTTON, "Main", {position: new Vec2(size.x, size.y), text: "Play Game"});
playBtn.setBackgroundColor(Color.GREEN);
playBtn.setPadding(new Vec2(50, 10));
playBtn.font = "NoPixel";
// When the play button is clicked, go to the next scene
playBtn.onClick = () => {
/*
Init the next scene with physics collisions:
ground player enemy coin
ground No -- -- --
player Yes No -- --
enemy Yes No No --
coin No Yes No No
Each layer becomes a number. In this case, 4 bits matter for each
ground: self - 0001, collisions - 0110
player: self - 0010, collisions - 1001
enemy: self - 0100, collisions - 0001
coin: self - 1000, collisions - 0010
*/
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemy", "coin"],
collisions:
[
[0, 1, 1, 0],
[1, 0, 0, 1],
[1, 0, 0, 0],
[0, 1, 0, 0]
]
}
}
this.sceneManager.changeToScene(Level1, {}, sceneOptions);
}
}
updateScene(): void {}
}

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@ -0,0 +1,11 @@
export enum HW4_Events {
PLAYER_MOVE = "PlayerMove",
PLAYER_JUMP = "PlayerJump",
PLAYER_HIT_COIN = "PlayerHitCoin",
PLAYER_HIT_COIN_BLOCK = "PlayerHitCoinBlock",
PLAYER_HIT_ENEMY = "PlayerHitEnemy",
ENEMY_DIED = "EnemyDied",
PLAYER_ENTERED_LEVEL_END = "PlayerEnteredLevelEnd",
LEVEL_START = "LevelStart",
LEVEL_END = "LevelEnd",
}

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@ -23,10 +23,17 @@ export default class AIManager implements Updateable {
* @param actor The actor to register
*/
registerActor(actor: Actor): void {
actor.actorId = this.actors.length;
this.actors.push(actor);
}
removeActor(actor: Actor): void {
let index = this.actors.indexOf(actor);
if(index !== -1){
this.actors.splice(index, 1);
}
}
/**
* Registers an AI with the AIManager for use later on
* @param name The name of the AI to register

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@ -0,0 +1,21 @@
import AI from "../DataTypes/Interfaces/AI";
import GameEvent from "../Events/GameEvent";
import GameNode from "../Nodes/GameNode";
export default abstract class ControllerAI implements AI {
/** The owner of this controller */
owner: GameNode;
/** Removes the instance of the owner of this AI */
destroy(): void {
delete this.owner;
}
abstract initializeAI(owner: GameNode, options: Record<string, any>): void;
abstract activate(options: Record<string, any>): void;
abstract handleEvent(event: GameEvent): void;
abstract update(deltaT: number): void;
}

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@ -13,5 +13,12 @@ export default class StateMachineAI extends StateMachine implements AI {
// @implemented
initializeAI(owner: GameNode, config: Record<string, any>): void {}
// @implemented
destroy(){
// Get rid of our reference to the owner
delete this.owner;
}
// @implemented
activate(options: Record<string, any>): void {}
}

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@ -1,6 +1,5 @@
import GameEvent from "../../Events/GameEvent";
import GameNode from "../../Nodes/GameNode";
import Actor from "./Actor";
import Updateable from "./Updateable";
/**
@ -10,6 +9,9 @@ export default interface AI extends Updateable {
/** Initializes the AI with the actor and any additional config */
initializeAI(owner: GameNode, options: Record<string, any>): void;
/** Clears references from to the owner */
destroy(): void;
/** Activates this AI from a stopped state and allows variables to be passed in */
activate(options: Record<string, any>): void;

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@ -11,9 +11,6 @@ export default interface Actor {
/** The activity status of the actor */
aiActive: boolean;
/** The id of the actor according to the @reference[AIManager] */
actorId: number;
/** The path that navigation will follow */
path: NavigationPath;

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@ -40,11 +40,14 @@ export default interface Physical {
/** Represnts whether this object is a trigger or not. */
isTrigger: boolean;
/** The physics group of this object. Used for triggers and for selective collisions. */
group: string;
/** The trigger mask for this node */
triggerMask: number;
/** Associates different groups with trigger events. */
triggers: Map<string>;
/** Events to trigger for collision enters. */
triggerEnters: Array<string>;
/** Events to trigger for collision exits */
triggerExits: Array<string>;
/** A vector that allows velocity to be passed to the physics engine */
_velocity: Vec2;
@ -55,8 +58,8 @@ export default interface Physical {
/** A boolean representing whether or not the node just collided with the tilemap */
collidedWithTilemap: boolean;
/** The physics layer this node belongs to */
physicsLayer: number;
/** The physics group this node belongs to */
group: number;
isPlayer: boolean;
@ -84,18 +87,28 @@ export default interface Physical {
*/
addPhysics(collisionShape?: Shape, colliderOffset?: Vec2, isCollidable?: boolean, isStatic?: boolean): void;
/** Removes this object from the physics system */
removePhysics(): void;
/** Prevents this object from participating in all collisions and triggers. It can still move. */
disablePhysics(): void;
/** Enables this object to participate in collisions and triggers. This is only necessary if disablePhysics was called */
enablePhysics(): void;
/**
* Adds a trigger to this object for a specific group
* Sets this object to be a trigger for a specific group
* @param group The name of the group that activates the trigger
* @param eventType The name of the event to send when this trigger is activated
* @param onEnter The name of the event to send when this trigger is activated
* @param onExit The name of the event to send when this trigger stops being activated
*/
addTrigger(group: string, eventType: string): void;
setTrigger(group: string, onEnter: string, onExit: string): void;
/**
* Sets the physics layer of this node
* @param layer The name of the layer
* Sets the physics group of this node
* @param group The name of the group
*/
setPhysicsLayer(layer: string): void;
setGroup(group: string): void;
/**
* If used before "move()", it will tell you the velocity of the node after its last movement

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@ -0,0 +1,63 @@
import Collection from "./Collection";
/**
* A doubly linked list
*/
export default class List<T> implements Collection {
private head: ListItem<T>;
private tail: ListItem<T>;
private _size: number;
constructor(){
this.head = null;
this.tail = null;
this._size = 0;
}
get size(): number {
return this._size;
}
add(value: T){
if(this._size === 0){
// There were no items in the list previously, so head and tail are the same
this.head = new ListItem(value, null, null);
this.tail = this.head;
} else {
this.tail.next = new ListItem(value, this.tail, null);
this.tail = this.tail.next;
}
// Increment the size
this._size += 1;
}
forEach(func: Function): void {
let p = this.head;
while(p !== null){
func(p.value);
p = p.next;
}
}
clear(): void {
this.head = null
this.tail = null
this._size = 0;
}
}
class ListItem<T> {
value: T;
next: ListItem<T>;
prev: ListItem<T>;
constructor(value: T, next: ListItem<T>, prev: ListItem<T>){
this.value = value;
this.next = next;
this.prev = prev;
}
}

View File

@ -43,7 +43,6 @@ export default abstract class State implements Updateable {
* @param stateName The name of the state to transition to
*/
protected finished(stateName: string): void {
console.log("Finished");
this.parent.changeState(stateName);
}

View File

@ -73,6 +73,26 @@ export default class EventQueue {
}
}
/**
* Unsubscribes the specified receiver from all events, or from whatever events are provided
* @param receiver The receiver to unsubscribe
* @param keys The events to unsubscribe from. If none are provided, unsubscribe from all
*/
unsubscribe(receiver: Receiver, ...events: Array<string>): void {
this.receivers.forEach(eventName => {
// If keys were provided, only continue if this key is one of them
if(events !== undefined && events.indexOf(eventName) === -1) return;
// Find the index of our receiver for this key
let index = this.receivers.get(eventName).indexOf(receiver);
// If an index was found, remove the receiver
if(index !== -1){
this.receivers.get(eventName).splice(index, 1);
}
});
}
// Associate the receiver and the type
private addListener(receiver: Receiver, type: string): void {
if(this.receivers.has(type)){

View File

@ -17,6 +17,10 @@ export default class Receiver {
this.MAX_SIZE = 100;
this.q = new Queue(this.MAX_SIZE);
}
destroy(){
EventQueue.getInstance().unsubscribe(this);
}
/**
* Adds these types of events to this receiver's queue every update.
@ -24,6 +28,7 @@ export default class Receiver {
*/
subscribe(eventTypes: string | Array<string>): void {
EventQueue.getInstance().subscribe(this, eventTypes);
this.q.clear();
}
/**

View File

@ -28,6 +28,9 @@ export default class Input {
private static keyMap: Map<Array<string>>;
private static keysDisabled: boolean;
private static mouseDisabled: boolean;
/**
* Initializes the Input object
* @param viewport A reference to the viewport of the game
@ -43,6 +46,8 @@ export default class Input {
Input.mousePressPosition = new Vec2(0, 0);
Input.scrollDirection = 0;
Input.justScrolled = false;
Input.keysDisabled = false;
Input.mouseDisabled = false;
// Initialize the keymap
Input.keyMap = new Map();
@ -132,6 +137,8 @@ export default class Input {
* @returns True if the key was just pressed, false otherwise
*/
static isKeyJustPressed(key: string): boolean {
if(Input.keysDisabled) return false;
if(Input.keyJustPressed.has(key)){
return Input.keyJustPressed.get(key)
} else {
@ -145,6 +152,8 @@ export default class Input {
* @returns An array of all of the newly pressed keys.
*/
static getKeysJustPressed(): Array<string> {
if(Input.keysDisabled) return [];
let keys = Array<string>();
Input.keyJustPressed.forEach(key => {
if(Input.keyJustPressed.get(key)){
@ -160,6 +169,8 @@ export default class Input {
* @returns True if the key is currently pressed, false otherwise
*/
static isKeyPressed(key: string): boolean {
if(Input.keysDisabled) return false;
if(Input.keyPressed.has(key)){
return Input.keyPressed.get(key)
} else {
@ -189,6 +200,8 @@ export default class Input {
* @returns True if the input was just pressed, false otherwise
*/
static isJustPressed(inputName: string): boolean {
if(Input.keysDisabled) return false;
if(Input.keyMap.has(inputName)){
const keys = Input.keyMap.get(inputName);
let justPressed = false;
@ -209,6 +222,8 @@ export default class Input {
* @returns True if the input is pressed, false otherwise
*/
static isPressed(inputName: string): boolean {
if(Input.keysDisabled) return false;
if(Input.keyMap.has(inputName)){
const keys = Input.keyMap.get(inputName);
let pressed = false;
@ -228,7 +243,7 @@ export default class Input {
* @returns True if the mouse was just pressed, false otherwise
*/
static isMouseJustPressed(): boolean {
return Input.mouseJustPressed;
return Input.mouseJustPressed && !Input.mouseDisabled;
}
/**
@ -236,7 +251,7 @@ export default class Input {
* @returns True if the mouse is currently pressed, false otherwise
*/
static isMousePressed(): boolean {
return Input.mousePressed;
return Input.mousePressed && !Input.mouseDisabled;
}
/**
@ -244,7 +259,7 @@ export default class Input {
* @returns True if the user just scrolled Input frame, false otherwise
*/
static didJustScroll(): boolean {
return Input.justScrolled;
return Input.justScrolled && !Input.mouseDisabled;
}
/**
@ -288,4 +303,20 @@ export default class Input {
static getGlobalMousePressPosition(): Vec2 {
return Input.mousePressPosition.clone().add(Input.viewport.getOrigin());
}
/**
* Disables all keypress and mouse click inputs
*/
static disableInput(): void {
Input.keysDisabled = true;
Input.mouseDisabled = true;
}
/**
* Enables all keypress and mouse click inputs
*/
static enableInput(): void {
Input.keysDisabled = false;
Input.mouseDisabled = false;
}
}

View File

@ -45,6 +45,9 @@ export default class FixedUpdateGameLoop extends GameLoop {
/** The status of whether or not the game loop has started. */
private started: boolean;
/** The status of whether or not the game loop is paused */
private paused: boolean;
/** The status of whether or not the game loop is currently running. */
private running: boolean;
@ -65,6 +68,7 @@ export default class FixedUpdateGameLoop extends GameLoop {
this.lastFpsUpdate = 0;
this.framesSinceLastFpsUpdate = 0;
this.started = false;
this.paused = false;
this.running = false;
this.numUpdateSteps = 0;
}
@ -125,6 +129,14 @@ export default class FixedUpdateGameLoop extends GameLoop {
}
}
pause(): void {
this.paused = true;
}
resume(): void {
this.paused = false;
}
/**
* The first game frame - initializes the first frame time and begins the render
* @param timestamp The current time in ms
@ -167,12 +179,17 @@ export default class FixedUpdateGameLoop extends GameLoop {
* @param timestamp The current time in ms
*/
protected doFrame = (timestamp: number): void => {
// If a pause was executed, stop doing the loop.
if(this.paused){
return;
}
// Request animation frame to prepare for another update or render
window.requestAnimationFrame((t) => this.doFrame(t));
// If we are trying to render too soon, do nothing.
if(timestamp < this.lastFrameTime + this.minFrameDelay){
return
return;
}
// A frame is actually happening

View File

@ -145,7 +145,7 @@ export default class Game {
this.resourceManager.loadResourcesFromQueue(() => {
// When we're done loading, start the loop
console.log("Finished Preload - loading first scene");
this.sceneManager.addScene(InitialScene, options);
this.sceneManager.changeToScene(InitialScene, options);
this.loop.start();
});
}
@ -155,48 +155,60 @@ export default class Game {
* @param deltaT The time sine the last update
*/
update(deltaT: number): void {
// Handle all events that happened since the start of the last loop
this.eventQueue.update(deltaT);
try{
// Handle all events that happened since the start of the last loop
this.eventQueue.update(deltaT);
// Update the input data structures so game objects can see the input
Input.update(deltaT);
// Update the input data structures so game objects can see the input
Input.update(deltaT);
// Update the recording of the game
this.recorder.update(deltaT);
// Update the recording of the game
this.recorder.update(deltaT);
// Update all scenes
this.sceneManager.update(deltaT);
// Update all scenes
this.sceneManager.update(deltaT);
// Update all sounds
this.audioManager.update(deltaT);
// Load or unload any resources if needed
this.resourceManager.update(deltaT);
// Update all sounds
this.audioManager.update(deltaT);
// Load or unload any resources if needed
this.resourceManager.update(deltaT);
} catch(e){
this.loop.pause();
console.warn("Uncaught Error in Update - Crashing gracefully");
console.error(e);
}
}
/**
* Clears the canvas and defers scene rendering to the sceneManager. Renders the debug canvas
*/
render(): void {
// Clear the canvases
Debug.clearCanvas();
try{
// Clear the canvases
Debug.clearCanvas();
this.renderingManager.clear(this.clearColor);
this.renderingManager.clear(this.clearColor);
this.sceneManager.render();
this.sceneManager.render();
// Hacky debug mode
if(Input.isKeyJustPressed("g")){
this.showDebug = !this.showDebug;
}
// Hacky debug mode
if(Input.isKeyJustPressed("g")){
this.showDebug = !this.showDebug;
}
// Debug render
if(this.showDebug){
Debug.render();
}
// Debug render
if(this.showDebug){
Debug.render();
}
if(this.showStats){
Stats.render();
if(this.showStats){
Stats.render();
}
} catch(e){
this.loop.pause();
console.warn("Uncaught Error in Render - Crashing gracefully");
console.error(e);
}
}
}

View File

@ -32,6 +32,16 @@ export default abstract class GameLoop {
*/
abstract start(): void;
/**
* Pauses the game loop, usually for an error condition.
*/
abstract pause(): void;
/**
* Resumes the game loop.
*/
abstract resume(): void;
/**
* Runs the first frame of the game. No update occurs here, only a render.
* This is needed to initialize delta time values

View File

@ -14,6 +14,7 @@ export default abstract class CanvasNode extends GameNode implements Region {
private _boundary: AABB;
private _hasCustomShader: boolean;
private _customShaderKey: string;
private _alpha: number;
/** A flag for whether or not the CanvasNode is visible */
visible: boolean = true;
@ -30,6 +31,14 @@ export default abstract class CanvasNode extends GameNode implements Region {
this._hasCustomShader = false;
}
get alpha(): number {
return this._alpha;
}
set alpha(a: number) {
this._alpha = a;
}
get size(): Vec2 {
return this._size;
}

View File

@ -12,10 +12,9 @@ import Updateable from "../DataTypes/Interfaces/Updateable";
import DebugRenderable from "../DataTypes/Interfaces/DebugRenderable";
import Actor from "../DataTypes/Interfaces/Actor";
import Shape from "../DataTypes/Shapes/Shape";
import Map from "../DataTypes/Map";
import AABB from "../DataTypes/Shapes/AABB";
import NavigationPath from "../Pathfinding/NavigationPath";
import TweenManager from "../Rendering/Animations/TweenManager";
import TweenController from "../Rendering/Animations/TweenController";
import Debug from "../Debug/Debug";
import Color from "../Utils/Color";
import Circle from "../DataTypes/Shapes/Circle";
@ -43,19 +42,19 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
isStatic: boolean;
isCollidable: boolean;
isTrigger: boolean;
group: string;
triggers: Map<string>;
triggerMask: number;
triggerEnters: Array<string>;
triggerExits: Array<string>;
_velocity: Vec2;
sweptRect: AABB;
collidedWithTilemap: boolean;
physicsLayer: number;
group: number;
isPlayer: boolean;
isColliding: boolean = false;
/*---------- ACTOR ----------*/
_ai: AI;
aiActive: boolean;
actorId: number;
path: NavigationPath;
pathfinding: boolean = false;
@ -69,11 +68,13 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
/** The visual layer this GameNode resides in. */
protected layer: Layer;
/** A utility that allows the use of tweens on this GameNode */
tweens: TweenManager;
tweens: TweenController;
/** A tweenable property for rotation. Does not affect the bounding box of this GameNode - Only rendering. */
rotation: number;
/** The opacity value of this GameNode */
alpha: number;
abstract set alpha(a: number);
abstract get alpha(): number;
// Constructor docs are ignored, as the user should NOT create new GameNodes with a raw constructor
constructor(){
@ -81,9 +82,27 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
this._position.setOnChange(() => this.positionChanged());
this.receiver = new Receiver();
this.emitter = new Emitter();
this.tweens = new TweenManager(this);
this.tweens = new TweenController(this);
this.rotation = 0;
this.alpha = 1;
}
destroy(){
this.tweens.destroy();
this.receiver.destroy();
if(this.hasPhysics){
this.removePhysics();
}
if(this._ai){
this._ai.destroy();
delete this._ai;
this.scene.getAIManager().removeActor(this);
}
this.scene.remove(this);
this.layer.removeNode(this);
}
/*---------- POSITIONED ----------*/
@ -176,12 +195,13 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
this.isCollidable = isCollidable;
this.isStatic = isStatic;
this.isTrigger = false;
this.group = "";
this.triggers = new Map();
this.triggerMask = 0;
this.triggerEnters = new Array(32);
this.triggerExits = new Array(32);
this._velocity = Vec2.ZERO;
this.sweptRect = new AABB();
this.collidedWithTilemap = false;
this.physicsLayer = -1;
this.group = -1; // The default group, collides with everything
// Set the collision shape if provided, or simply use the the region if there is one.
if(collisionShape){
@ -208,6 +228,43 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
this.scene.getPhysicsManager().registerObject(this);
}
/** Removes this object from the physics system */
removePhysics(): void {
// Nullify all physics fields
this.hasPhysics = false;
this.moving = false;
this.onGround = false;
this.onWall = false;
this.onCeiling = false;
this.active = false;
this.isCollidable = false;
this.isStatic = false;
this.isTrigger = false;
this.triggerMask = 0;
this.triggerEnters = null;
this.triggerExits = null;
this._velocity = Vec2.ZERO;
this.sweptRect = null;
this.collidedWithTilemap = false;
this.group = -1;
this.collisionShape = null;
this.colliderOffset = Vec2.ZERO;
this.sweptRect = null;
// Remove this from the physics manager
this.scene.getPhysicsManager().deregisterObject(this);
}
/** Prevents this object from participating in all collisions and triggers. It can still move. */
disablePhysics(): void {
this.active = false;
}
/** Enables this object to participate in collisions and triggers. This is only necessary if disablePhysics was called */
enablePhysics(): void {
this.active = true;
}
/**
* Sets the collider for this GameNode
* @param collider The new collider to use
@ -219,20 +276,40 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
// @implemented
/**
* @param group The name of the group that will activate the trigger
* @param eventType The type of this event to send when this trigger is activated
*/
addTrigger(group: string, eventType: string): void {
* Sets this object to be a trigger for a specific group
* @param group The name of the group that activates the trigger
* @param onEnter The name of the event to send when this trigger is activated
* @param onExit The name of the event to send when this trigger stops being activated
*/
setTrigger(group: string, onEnter: string, onExit: string): void {
// Make this object a trigger
this.isTrigger = true;
this.triggers.add(group, eventType);
// Get the number of the physics layer
let layerNumber = this.scene.getPhysicsManager().getGroupNumber(group);
if(layerNumber === 0){
console.warn(`Trigger for GameNode ${this.id} not set - group "${group}" was not recognized by the physics manager.`);
return;
}
// Add this to the trigger mask
this.triggerMask |= layerNumber;
// Layer numbers are bits, so get which bit it is
let index = Math.log2(layerNumber);
// Set the event names
this.triggerEnters[index] = onEnter;
this.triggerExits[index] = onExit;
};
// @implemented
/**
* @param layer The physics layer this node should belong to
* @param group The physics group this node should belong to
*/
setPhysicsLayer(layer: string): void {
this.scene.getPhysicsManager().setLayer(this, layer);
setGroup(group: string): void {
this.scene.getPhysicsManager().setGroup(this, group);
}
// @implemened
@ -347,9 +424,6 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
while(this.receiver.hasNextEvent()){
this._ai.handleEvent(this.receiver.getNextEvent());
}
// Update our tweens
this.tweens.update(deltaT);
}
// @implemented

View File

@ -13,6 +13,14 @@ export default abstract class Graphic extends CanvasNode {
this.color = Color.RED;
}
get alpha(): number {
return this.color.a;
}
set alpha(a: number) {
this.color.a = a;
}
// @deprecated
/**
* Sets the color of the Graphic. DEPRECATED

View File

@ -2,6 +2,7 @@ import Vec2 from "../DataTypes/Vec2";
import Tileset from "../DataTypes/Tilesets/Tileset";
import { TiledTilemapData, TiledLayerData } from "../DataTypes/Tilesets/TiledData"
import CanvasNode from "./CanvasNode";
import PhysicsManager from "../Physics/PhysicsManager";
/**
* The representation of a tilemap - this can consist of a combination of tilesets in one layer
@ -74,6 +75,9 @@ export default abstract class Tilemap extends CanvasNode {
* Adds this tilemap to the physics system
*/
addPhysics(): void {
this.hasPhysics = true;
this.active = true;
this.group = -1;
this.scene.getPhysicsManager().registerTilemap(this);
}

View File

@ -162,16 +162,27 @@ export default class OrthogonalTilemap extends Tilemap {
// @override
debugRender(){
let tileSize = this.getTileSizeWithZoom();
let origin = this.relativePosition.sub(this.sizeWithZoom);
// Half of the tile size
let zoomedHalfTileSize = this.getTileSizeWithZoom().scaled(0.5);
let halfTileSize = this.getTileSize().scaled(0.5);
// The center of the top left tile
let topLeft = this.position.clone().sub(this.size.scaled(0.5));
// A vec to store the center
let center = Vec2.ZERO;
for(let col = 0; col < this.numCols; col++){
// Calculate the x-position
center.x = topLeft.x + col*2*halfTileSize.x + halfTileSize.x;
for(let row = 0; row < this.numRows; row++){
if(this.isCollidable && this.isTileCollidable(col, row)){
// Draw a box for this tile
let center = new Vec2(origin.x + (col + 0.5)*tileSize.x, origin.y + (row + 0.5)*tileSize.y);
// Calculate the y-position
center.y = topLeft.y + row*2*halfTileSize.y + halfTileSize.y;
Debug.drawBox(center, tileSize.scaled(0.5), false, Color.BLUE);
// Draw a box for this tile
Debug.drawBox(this.inRelativeCoordinates(center), zoomedHalfTileSize, false, Color.BLUE);
}
}
}

View File

@ -9,9 +9,9 @@ export default class Label extends UIElement{
/** The value of the text of this UIElement */
text: string;
/** The name of the font */
protected font: string;
font: string;
/** The size of the font */
protected fontSize: number;
fontSize: number;
/** The horizontal alignment of the text within the label */
protected hAlign: string;
/** The vertical alignment of text within the label */

View File

@ -6,6 +6,7 @@ import Vec2 from "../DataTypes/Vec2";
import AABB from "../DataTypes/Shapes/AABB";
import OrthogonalTilemap from "../Nodes/Tilemaps/OrthogonalTilemap";
import AreaCollision from "../DataTypes/Physics/AreaCollision";
import Unique from "../DataTypes/Interfaces/Unique";
/**
* ALGORITHM:
@ -52,15 +53,50 @@ export default class BasicPhysicsManager extends PhysicsManager {
/** The array of tilemaps */
protected tilemaps: Array<Tilemap>;
/** An array of the collision masks for each group */
protected collisionMasks: Array<number>;
constructor(options: Record<string, any>){
super();
this.staticNodes = new Array();
this.dynamicNodes = new Array();
this.tilemaps = new Array();
this.collisionMasks = new Array(32);
// Parse options
this.parseOptions(options);
}
/**
* Parses the options for constructing the physics manager
* @param options A record of options
*/
protected parseOptions(options: Record<string, any>): void {
console.log("Parsing physics options: ", options);
if(options.groupNames !== undefined && options.collisions !== undefined){
for(let i = 0; i < options.groupNames.length; i++){
let group = options.groupNames[i];
// Register the group name and number
this.groupNames[i] = group;
this.groupMap.set(group, 1 << i);
let collisionMask = 0;
for(let j = 0; j < options.collisions[i].length; j++){
if(options.collisions[i][j]){
collisionMask |= 1 << j;
}
}
this.collisionMasks[i] = collisionMask;
}
}
}
// @override
registerObject(node: GameNode): void {
registerObject(node: Physical): void {
if(node.isStatic){
// Static and not collidable
this.staticNodes.push(node);
@ -70,14 +106,28 @@ export default class BasicPhysicsManager extends PhysicsManager {
}
}
// @override
deregisterObject(node: Physical): void {
if(node.isStatic){
// Remove the node from the static list
const index = this.staticNodes.indexOf(node);
this.staticNodes.splice(index, 1);
} else {
// Remove the node from the dynamic list
const index = this.dynamicNodes.indexOf(node);
this.dynamicNodes.splice(index, 1);
}
}
// @override
registerTilemap(tilemap: Tilemap): void {
this.tilemaps.push(tilemap);
}
// @override
setLayer(node: GameNode, layer: string): void {
node.physicsLayer = this.layerMap.get(layer);
deregisterTilemap(tilemap: Tilemap): void {
const index = this.tilemaps.indexOf(tilemap);
this.tilemaps.splice(index, 1);
}
// @override
@ -91,6 +141,11 @@ export default class BasicPhysicsManager extends PhysicsManager {
node.collidedWithTilemap = false;
node.isColliding = false;
// If this node is not active, don't process it
if(!node.active){
continue;
}
// Update the swept shapes of each node
if(node.moving){
// If moving, reflect that in the swept shape
@ -105,8 +160,13 @@ export default class BasicPhysicsManager extends PhysicsManager {
// Gather a set of overlaps
let overlaps = new Array<AreaCollision>();
let groupIndex = Math.log2(node.group);
// First, check this node against every static node (order doesn't actually matter here, since we sort anyways)
for(let other of this.staticNodes){
// Ignore inactive nodes
if(!other.active) continue;
let collider = other.collisionShape.getBoundingRect();
let area = node.sweptRect.overlapArea(collider);
if(area > 0){
@ -117,6 +177,12 @@ export default class BasicPhysicsManager extends PhysicsManager {
// Then, check it against every dynamic node
for(let other of this.dynamicNodes){
// Ignore ourselves
if(node === other) continue;
// Ignore inactive nodes
if(!other.active) continue;
let collider = other.collisionShape.getBoundingRect();
let area = node.sweptRect.overlapArea(collider);
if(area > 0){
@ -128,6 +194,9 @@ export default class BasicPhysicsManager extends PhysicsManager {
// Lastly, gather a set of AABBs from the tilemap.
// This step involves the most extra work, so it is abstracted into a method
for(let tilemap of this.tilemaps){
// Ignore inactive tilemaps
if(!tilemap.active) continue;
if(tilemap instanceof OrthogonalTilemap){
this.collideWithOrthogonalTilemap(node, tilemap, overlaps);
}
@ -142,6 +211,9 @@ export default class BasicPhysicsManager extends PhysicsManager {
/*---------- RESOLUTION PHASE ----------*/
// For every overlap, determine if we need to collide with it and when
for(let overlap of overlaps){
// Ignore nodes we don't interact with
if((this.collisionMasks[groupIndex] & overlap.other.group) === 0) continue;
// Do a swept line test on the static AABB with this AABB size as padding (this is basically using a minkowski sum!)
// Start the sweep at the position of this node with a delta of _velocity
const point = node.collisionShape.center;
@ -188,21 +260,46 @@ export default class BasicPhysicsManager extends PhysicsManager {
}
}
/*---------- INFORMATION/TRIGGER PHASE ----------*/
// Check if we ended up on the ground, ceiling or wall
// Also check for triggers
for(let overlap of overlaps){
let collisionSide = overlap.collider.touchesAABBWithoutCorners(node.collisionShape.getBoundingRect());
if(collisionSide !== null){
// If we touch, not including corner cases, check the collision normal
if(overlap.hit !== null){
if(collisionSide.y === -1){
// Node is on top of overlap, so onGround
node.onGround = true;
} else if(collisionSide.y === 1){
// Node is on bottom of overlap, so onCeiling
node.onCeiling = true;
} else {
// Node wasn't touching on y, so it is touching on x
node.onWall = true;
// Check for a trigger. If we care about the trigger, react
if(overlap.other.isTrigger && (overlap.other.triggerMask & node.group)){
// Get the bit that this group is represented by
let index = Math.floor(Math.log2(node.group));
// Extract the triggerEnter event name
this.emitter.fireEvent(overlap.other.triggerEnters[index], {
node: (<GameNode>node).id,
other: (<GameNode>overlap.other).id
});
}
// Ignore collision sides for nodes we don't interact with
if((this.collisionMasks[groupIndex] & overlap.other.group) === 0) continue;
// Only check for direction if the overlap was collidable
if(overlap.type === "Tilemap" || overlap.other.isCollidable){
let collisionSide = overlap.collider.touchesAABBWithoutCorners(node.collisionShape.getBoundingRect());
if(collisionSide !== null){
// If we touch, not including corner cases, check the collision normal
if(overlap.hit !== null){
// If we hit a tilemap, keep track of it
if(overlap.type == "Tilemap"){
node.collidedWithTilemap = true;
}
if(collisionSide.y === -1){
// Node is on top of overlap, so onGround
node.onGround = true;
} else if(collisionSide.y === 1){
// Node is on bottom of overlap, so onCeiling
node.onCeiling = true;
} else {
// Node wasn't touching on y, so it is touching on x
node.onWall = true;
}
}
}
}

View File

@ -1,9 +1,9 @@
import GameNode from "../Nodes/GameNode";
import Updateable from "../DataTypes/Interfaces/Updateable";
import Tilemap from "../Nodes/Tilemap";
import Receiver from "../Events/Receiver";
import Emitter from "../Events/Emitter";
import Map from "../DataTypes/Map";
import Physical from "../DataTypes/Interfaces/Physical";
/**
* An abstract physics manager.
@ -16,25 +16,35 @@ export default abstract class PhysicsManager implements Updateable {
protected emitter: Emitter;
/** Maps layer names to numbers */
protected layerMap: Map<number>;
protected groupMap: Map<number>;
/** Maps layer numbers to names */
protected layerNames: Array<string>;
protected groupNames: Array<string>;
/** The default group name */
protected static readonly DEFAULT_GROUP = "Default";
constructor(){
this.receiver = new Receiver();
this.emitter = new Emitter();
// The creation and implementation of layers is deferred to the subclass
this.layerMap = new Map();
this.layerNames = new Array();
this.groupMap = new Map();
this.groupNames = new Array();
}
/**
* Registers a gamenode with this physics manager
* @param object The object to register
*/
abstract registerObject(object: GameNode): void;
abstract registerObject(object: Physical): void;
/**
* Removes references to this object from the physics managerr
* @param object The object to deregister
*/
abstract deregisterObject(object: Physical): void;
/**
* Registers a tilemap with this physics manager
@ -42,14 +52,57 @@ export default abstract class PhysicsManager implements Updateable {
*/
abstract registerTilemap(tilemap: Tilemap): void;
/**
* Removes references to this tilemap from the physics managerr
* @param tilemap The object to deregister
*/
abstract deregisterTilemap(tilemap: Tilemap): void;
abstract update(deltaT: number): void;
/**
* Sets the physics layer of the GameNode
* @param node The GameNode
* @param layer The layer that the GameNode should be on
* @param group The group that the GameNode should be on
*/
setLayer(node: GameNode, layer: string): void {
node.physicsLayer = this.layerMap.get(layer);
setGroup(node: Physical, group: string): void {
node.group = this.groupMap.get(group);
}
/**
* Retrieves the layer number associated with the provided name
* @param layer The name of the layer
* @returns The layer number, or 0 if there is not a layer with that name registered
*/
getGroupNumber(group: string): number {
if(this.groupMap.has(group)){
return this.groupMap.get(group);
} else{
return 0;
}
}
/**
* Gets all group names associated with the number provided
* @param groups A mask of groups
* @returns All groups contained in the mask
*/
getGroupNames(groups: number): Array<string> {
if(groups === -1){
return [PhysicsManager.DEFAULT_GROUP];
} else {
let g = 1;
let names = [];
for(let i = 0; i < 32; i++){
if(g & groups){
// This group is in the groups number
names.push(this.groupNames[i]);
}
// Shift the bit over
g = g << 1;
}
}
}
}

View File

@ -80,7 +80,7 @@ export default class AnimationManager {
return this.animations.get(this.currentAnimation).frames[this.currentFrame].index;
} else {
// No current animation, warn the user
console.warn("Animation index was requested, but the current animation was invalid");
console.warn(`Animation index was requested, but the current animation: ${this.currentAnimation} was invalid`);
return 0;
}
}
@ -130,7 +130,7 @@ export default class AnimationManager {
return index;
} else {
// No current animation, can't advance. Warn the user
console.warn("Animation index and advance was requested, but the current animation was invalid");
console.warn(`Animation index and advance was requested, but the current animation (${this.currentAnimation}) in node with id: ${this.owner.id} was invalid`);
return 0;
}
}
@ -141,7 +141,7 @@ export default class AnimationManager {
this.animationState = AnimationState.STOPPED;
if(this.onEndEvent !== null){
this.emitter.fireEvent(this.onEndEvent, {owner: this.owner, animation: this.currentAnimation});
this.emitter.fireEvent(this.onEndEvent, {owner: this.owner.id, animation: this.currentAnimation});
}
// If there is a pending animation, play it

View File

@ -15,6 +15,26 @@ export class AnimationData {
repeat: boolean = false;
}
export class TweenEffect {
/** The property to tween */
property: TweenableProperties;
/** Whether or not the Tween should reset the property to its original value after playing */
resetOnComplete: boolean;
/** The starting value for the tween */
start: any;
/** The ending value for the tween */
end: any;
/** The ease function to use */
ease: EaseFunctionType;
/** DO NOT MODIFY - The original value of the property - set automatically */
initialValue: number;
}
export class TweenData {
// Members for initialization by the user
/** The amount of time in ms to wait before executing the tween */
@ -22,18 +42,13 @@ export class TweenData {
/** The duration of time over which the value with change from start to end */
duration: number;
/** An array of the effects on the properties of the object */
effects: [{
property: TweenableProperties;
resetOnComplete: boolean;
initialValue: number;
start: any;
end: any;
ease: EaseFunctionType;
}];
effects: Array<TweenEffect>;
/** Whether or not this tween should reverse from end to start for each property when it finishes */
reverseOnComplete: boolean;
/** Whether or not this tween should loop when it completes */
loop: boolean;
/** The name of the event to send (if any) when the tween finishes playing */
onEnd: string
// Members for management by the tween manager
/** The progress of this tween through its effects */

View File

@ -0,0 +1,213 @@
import Map from "../../DataTypes/Map";
import GameNode from "../../Nodes/GameNode";
import { AnimationState, TweenData } from "./AnimationTypes";
import EaseFunctions from "../../Utils/EaseFunctions";
import MathUtils from "../../Utils/MathUtils";
import TweenManager from "./TweenManager";
import Emitter from "../../Events/Emitter";
/**
* A manager for the tweens of a GameNode.
* Tweens are short animations played by interpolating between two properties using an easing function.
* For a good visual representation of easing functions, check out @link(https://easings.net/)(https://easings.net/).
* Multiple tween can be played at the same time, as long as they don't change the same property.
* This allows for some interesting polishes or animations that may be very difficult to do with sprite work alone
* - especially pixel art (such as rotations or scaling).
*/
export default class TweenController {
/** The GameNode this TweenController acts upon */
protected owner: GameNode;
/** The list of created tweens */
protected tweens: Map<TweenData>;
/** An event emitter */
protected emitter: Emitter;
/**
* Creates a new TweenController
* @param owner The owner of the TweenController
*/
constructor(owner: GameNode){
this.owner = owner;
this.tweens = new Map();
this.emitter = new Emitter();
// Give ourselves to the TweenManager
TweenManager.getInstance().registerTweenController(this);
}
/**
* Destroys this TweenController
*/
destroy(){
// Only the gamenode and the tween manager should have a reference to this
delete this.owner.tweens;
TweenManager.getInstance().deregisterTweenController(this);
}
/**
* Add a tween to this game node
* @param key The name of the tween
* @param tween The data of the tween
*/
add(key: string, tween: Record<string, any> | TweenData): void {
let typedTween = <TweenData>tween;
// Initialize members that we need (and the user didn't provide)
typedTween.progress = 0;
typedTween.elapsedTime = 0;
typedTween.animationState = AnimationState.STOPPED;
this.tweens.add(key, typedTween);
}
/**
* Play a tween with a certain name
* @param key The name of the tween to play
* @param loop Whether or not the tween should loop
*/
play(key: string, loop?: boolean): void {
if(this.tweens.has(key)){
let tween = this.tweens.get(key);
// Set loop if needed
if(loop !== undefined){
tween.loop = loop;
}
// Set the initial values
for(let effect of tween.effects){
if(effect.resetOnComplete){
effect.initialValue = this.owner[effect.property];
}
}
// Start the tween running
tween.animationState = AnimationState.PLAYING;
tween.elapsedTime = 0;
tween.progress = 0;
tween.reversing = false;
} else {
console.warn(`Tried to play tween "${key}" on node with id ${this.owner.id}, but no such tween exists`);
}
}
/**
* Pauses a playing tween. Does not affect tweens that are stopped.
* @param key The name of the tween to pause.
*/
pause(key: string): void {
if(this.tweens.has(key)){
this.tweens.get(key).animationState = AnimationState.PAUSED;
}
}
/**
* Resumes a paused tween.
* @param key The name of the tween to resume
*/
resume(key: string): void {
if(this.tweens.has(key)){
let tween = this.tweens.get(key);
if(tween.animationState === AnimationState.PAUSED)
tween.animationState = AnimationState.PLAYING;
}
}
/**
* Stops a currently playing tween
* @param key The key of the tween
*/
stop(key: string): void {
if(this.tweens.has(key)){
let tween = this.tweens.get(key);
tween.animationState = AnimationState.STOPPED;
// Return to the initial values
for(let effect of tween.effects){
if(effect.resetOnComplete){
this.owner[effect.property] = effect.initialValue;
}
}
}
}
/**
* The natural stop of a currently playing tween
* @param key The key of the tween
*/
protected end(key: string): void {
this.stop(key);
if(this.tweens.has(key)){
// Get the tween
let tween = this.tweens.get(key);
// If it has an onEnd, send an event
if(tween.onEnd){
this.emitter.fireEvent(tween.onEnd, {key: key, node: this.owner.id});
}
}
}
/**
* Stops all currently playing tweens
*/
stopAll(): void {
this.tweens.forEach(key => this.stop(key));
}
update(deltaT: number): void {
this.tweens.forEach(key => {
let tween = this.tweens.get(key);
if(tween.animationState === AnimationState.PLAYING){
// Update the progress of the tween
tween.elapsedTime += deltaT*1000;
// If we're past the startDelay, do the tween
if(tween.elapsedTime >= tween.startDelay){
if(!tween.reversing && tween.elapsedTime >= tween.startDelay + tween.duration){
// If we're over time, stop the tween, loop, or reverse
if(tween.reverseOnComplete){
// If we're over time and can reverse, do so
tween.reversing = true;
} else if(tween.loop){
// If we can't reverse and can loop, do so
tween.elapsedTime -= tween.duration;
} else {
// We aren't looping and can't reverse, so stop
this.end(key);
}
}
// Check for the end of reversing
if(tween.reversing && tween.elapsedTime >= tween.startDelay + 2*tween.duration){
if(tween.loop){
tween.reversing = false;
tween.elapsedTime -= 2*tween.duration;
} else {
this.end(key);
}
}
// Update the progress, make sure it is between 0 and 1. Errors from this should never be large
if(tween.reversing){
tween.progress = MathUtils.clamp01((2*tween.duration - (tween.elapsedTime- tween.startDelay))/tween.duration);
} else {
tween.progress = MathUtils.clamp01((tween.elapsedTime - tween.startDelay)/tween.duration);
}
for(let effect of tween.effects){
// Get the value from the ease function that corresponds to our progress
let ease = EaseFunctions[effect.ease](tween.progress);
// Use the value to lerp the property
let value = MathUtils.lerp(effect.start, effect.end, ease);
// Assign the value of the property
this.owner[effect.property] = value;
}
}
}
});
}
}

View File

@ -1,169 +1,40 @@
import Map from "../../DataTypes/Map";
import GameNode from "../../Nodes/GameNode";
import { AnimationState, TweenData } from "./AnimationTypes";
import EaseFunctions from "../../Utils/EaseFunctions";
import MathUtils from "../../Utils/MathUtils";
import Updateable from "../../DataTypes/Interfaces/Updateable";
import TweenController from "./TweenController";
/**
* A manager for the tweens of a GameNode.
* Tweens are short animations played by interpolating between two properties using an easing function.
* For a good visual representation of easing functions, check out @link(https://easings.net/)(https://easings.net/).
* Multiple tween can be played at the same time, as long as they don't change the same property.
* This allows for some interesting polishes or animations that may be very difficult to do with sprite work alone
* - especially pixel art (such as rotations or scaling).
*/
export default class TweenManager {
/** The GameNode this TweenManager acts upon */
protected owner: GameNode;
/** The list of created tweens */
protected tweens: Map<TweenData>;
export default class TweenManager implements Updateable {
/**
* Creates a new TweenManager
* @param owner The owner of the TweenManager
*/
constructor(owner: GameNode){
this.owner = owner;
this.tweens = new Map();
private static instance: TweenManager = null;
protected tweenControllers: Array<TweenController>;
private constructor(){
this.tweenControllers = new Array();
}
/**
* Add a tween to this game node
* @param key The name of the tween
* @param tween The data of the tween
*/
add(key: string, tween: Record<string, any> | TweenData): void {
let typedTween = <TweenData>tween;
// Initialize members that we need (and the user didn't provide)
typedTween.progress = 0;
typedTween.elapsedTime = 0;
typedTween.animationState = AnimationState.STOPPED;
this.tweens.add(key, typedTween);
}
/**
* Play a tween with a certain name
* @param key The name of the tween to play
* @param loop Whether or not the tween should loop
*/
play(key: string, loop?: boolean): void {
if(this.tweens.has(key)){
let tween = this.tweens.get(key);
// Set loop if needed
if(loop !== undefined){
tween.loop = loop;
}
// Set the initial values
for(let effect of tween.effects){
if(effect.resetOnComplete){
effect.initialValue = this.owner[effect.property];
}
}
// Start the tween running
tween.animationState = AnimationState.PLAYING;
tween.elapsedTime = 0;
tween.progress = 0;
tween.reversing = false;
static getInstance(): TweenManager {
if(TweenManager.instance === null){
TweenManager.instance = new TweenManager();
}
return TweenManager.instance;
}
/**
* Pauses a playing tween. Does not affect tweens that are stopped.
* @param key The name of the tween to pause.
*/
pause(key: string): void {
if(this.tweens.has(key)){
this.tweens.get(key).animationState = AnimationState.PAUSED;
}
registerTweenController(controller: TweenController){
this.tweenControllers.push(controller);
}
/**
* Resumes a paused tween.
* @param key The name of the tween to resume
*/
resume(key: string): void {
if(this.tweens.has(key)){
let tween = this.tweens.get(key);
if(tween.animationState === AnimationState.PAUSED)
tween.animationState = AnimationState.PLAYING;
}
deregisterTweenController(controller: TweenController){
let index = this.tweenControllers.indexOf(controller);
this.tweenControllers.splice(index, 1);
}
/**
* Stops a currently playing tween
* @param key The key of the tween
*/
stop(key: string): void {
if(this.tweens.has(key)){
let tween = this.tweens.get(key);
tween.animationState = AnimationState.STOPPED;
// Return to the initial values
for(let effect of tween.effects){
if(effect.resetOnComplete){
this.owner[effect.property] = effect.initialValue;
}
}
}
clearTweenControllers(){
this.tweenControllers = new Array();
}
update(deltaT: number): void {
this.tweens.forEach(key => {
let tween = this.tweens.get(key);
if(tween.animationState === AnimationState.PLAYING){
// Update the progress of the tween
tween.elapsedTime += deltaT*1000;
// If we're past the startDelay, do the tween
if(tween.elapsedTime >= tween.startDelay){
if(!tween.reversing && tween.elapsedTime >= tween.startDelay + tween.duration){
// If we're over time, stop the tween, loop, or reverse
if(tween.reverseOnComplete){
// If we're over time and can reverse, do so
tween.reversing = true;
} else if(tween.loop){
// If we can't reverse and can loop, do so
tween.elapsedTime -= tween.duration;
} else {
// We aren't looping and can't reverse, so stop
this.stop(key);
}
}
// Check for the end of reversing
if(tween.reversing && tween.elapsedTime >= tween.startDelay + 2*tween.duration){
if(tween.loop){
tween.reversing = false;
tween.elapsedTime -= 2*tween.duration;
} else {
this.stop(key);
}
}
// Update the progress, make sure it is between 0 and 1. Errors from this should never be large
if(tween.reversing){
tween.progress = MathUtils.clamp01((2*tween.duration - (tween.elapsedTime- tween.startDelay))/tween.duration);
} else {
tween.progress = MathUtils.clamp01((tween.elapsedTime - tween.startDelay)/tween.duration);
}
for(let effect of tween.effects){
// Get the value from the ease function that corresponds to our progress
let ease = EaseFunctions[effect.ease](tween.progress);
// Use the value to lerp the property
let value = MathUtils.lerp(effect.start, effect.end, ease);
// Assign the value of the property
this.owner[effect.property] = value;
}
}
}
});
for(let tweenController of this.tweenControllers){
tweenController.update(deltaT);
}
}
}

View File

@ -153,7 +153,10 @@ export default class CanvasRenderer extends RenderingManager {
this.ctx.setTransform(xScale, 0, 0, yScale, (node.position.x - this.origin.x)*this.zoom, (node.position.y - this.origin.y)*this.zoom);
this.ctx.rotate(-node.rotation);
let globalAlpha = this.ctx.globalAlpha;
this.ctx.globalAlpha = ((<any>node).color ? (<any>node).color.a : 1) * node.alpha;
if(node instanceof Rect){
Debug.log("node" + node.id, "Node" + node.id + " Alpha: " + node.alpha);
}
this.ctx.globalAlpha = node.alpha;
if(node instanceof AnimatedSprite){
this.renderAnimatedSprite(<AnimatedSprite>node);

View File

@ -110,6 +110,14 @@ export default class TilemapFactory {
// Register tilemap with physics if it's collidable
if(tilemap.isCollidable){
tilemap.addPhysics();
if(layer.properties){
for(let item of layer.properties){
if(item.name === "Group"){
tilemap.setGroup(item.value);
}
}
}
}
} else {
@ -150,6 +158,9 @@ export default class TilemapFactory {
let hasPhysics = false;
let isCollidable = false;
let isTrigger = false;
let onEnter = null;
let onExit = null;
let triggerGroup = null;
let group = "";
if(obj.properties){
@ -158,10 +169,16 @@ export default class TilemapFactory {
hasPhysics = prop.value;
} else if(prop.name === "Collidable"){
isCollidable = prop.value;
} else if(prop.name === "IsTrigger"){
isTrigger = prop.value;
} else if(prop.name === "Group"){
group = prop.value;
} else if(prop.name === "IsTrigger"){
isTrigger = prop.value;
} else if(prop.name === "TriggerGroup"){
triggerGroup = prop.value;
} else if(prop.name === "TriggerOnEnter"){
onEnter = prop.value;
} else if(prop.name === "TriggerOnExit"){
onExit = prop.value;
}
}
}
@ -199,8 +216,10 @@ export default class TilemapFactory {
if(hasPhysics){
// Make the sprite a static physics object
sprite.addPhysics(sprite.boundary.clone(), Vec2.ZERO, isCollidable, true);
sprite.group = group;
sprite.isTrigger = isTrigger;
sprite.setGroup(group);
if(isTrigger && triggerGroup !== null){
sprite.setTrigger(triggerGroup, onEnter, onExit);
}
}
}
}

View File

@ -164,17 +164,14 @@ export default class Layer {
* @param node The node to remove
* @returns true if the node was removed, false otherwise
*/
removeNode(node: GameNode): boolean {
removeNode(node: GameNode): void {
// Find and remove the node
for(let i = 0; i < this.items.length; i++){
if(this.items[i].id === node.id){
this.items.splice(i, 1);
node.setLayer(null);
return true;
}
}
let index = this.items.indexOf(node);
return false;
if(index !== -1){
this.items.splice(index, 1);
node.setLayer(undefined);
}
}
/**

View File

@ -24,6 +24,7 @@ import SceneOptions from "./SceneOptions";
import RenderingManager from "../Rendering/RenderingManager";
import Debug from "../Debug/Debug";
import TimerManager from "../Timing/TimerManager";
import TweenManager from "../Rendering/Animations/TweenManager";
/**
* Scenes are the main container in the game engine.
@ -87,7 +88,7 @@ export default class Scene implements Updateable {
public sceneOptions: SceneOptions;
/**
* Creates a new Scene. To add a new Scene in your game, use addScene() in @reference[SceneManager]
* Creates a new Scene. To add a new Scene in your game, use changeToScene() in @reference[SceneManager]
* @param viewport The viewport of the game
* @param sceneManager The SceneManager that owns this Scene
* @param renderingManager The RenderingManager that will handle this Scene's rendering
@ -95,7 +96,7 @@ export default class Scene implements Updateable {
* @param options The options for Scene initialization
*/
constructor(viewport: Viewport, sceneManager: SceneManager, renderingManager: RenderingManager, options: Record<string, any>){
this.sceneOptions = SceneOptions.parse(options? options : {});
this.sceneOptions = SceneOptions.parse(options === undefined ? {} : options);
this.worldSize = new Vec2(500, 500);
this.viewport = viewport;
@ -164,6 +165,9 @@ export default class Scene implements Updateable {
tilemap.update(deltaT);
}
});
// Update all tweens
TweenManager.getInstance().update(deltaT);
// Update viewport
this.viewport.update(deltaT);
@ -210,6 +214,31 @@ export default class Scene implements Updateable {
return this.running;
}
/**
* Removes a node from this Scene
* @param node The node to remove
*/
remove(node: GameNode): void {
// Remove from the scene graph
if(node instanceof CanvasNode){
this.sceneGraph.removeNode(node);
}
}
/** Destroys this scene and all nodes in it */
destroy(): void {
for(let node of this.sceneGraph.getAllNodes()){
node.destroy();
}
delete this.sceneGraph;
delete this.physicsManager;
delete this.navManager;
delete this.aiManager;
delete this.receiver;
}
/**
* Adds a new layer to the scene and returns it
* @param name The name of the new layer

View File

@ -23,6 +23,9 @@ export default class SceneManager {
/** The RenderingManager of the game */
protected renderingManager: RenderingManager;
/** For consistency, only change scenes at the beginning of the update cycle */
protected pendingScene: Scene;
/**
* Creates a new SceneManager
* @param viewport The Viewport of the game
@ -42,8 +45,16 @@ export default class SceneManager {
* @param constr The constructor of the scene to add
* @param init An object to pass to the init function of the new scene
*/
public addScene<T extends Scene>(constr: new (...args: any) => T, init?: Record<string, any>, options?: Record<string, any>): void {
public changeToScene<T extends Scene>(constr: new (...args: any) => T, init?: Record<string, any>, options?: Record<string, any>): void {
this.viewport.setCenter(this.viewport.getHalfSize().x, this.viewport.getHalfSize().y);
let scene = new constr(this.viewport, this, this.renderingManager, options);
if(this.currentScene){
console.log("Destroying Old Scene");
this.currentScene.destroy();
}
this.currentScene = scene;
scene.initScene(init);
@ -61,19 +72,7 @@ export default class SceneManager {
this.renderingManager.setScene(scene);
}
/**
* Change from the current scene to this new scene.
* Use this method if you've created a subclass of Scene, and you want to add it as the main Scene.
* @param constr The constructor of the scene to change to
* @param init An object to pass to the init function of the new scene
*/
public changeScene<T extends Scene>(constr: new (...args: any) => T, init?: Record<string, any>, options?: Record<string, any>): void {
this.viewport.setCenter(this.viewport.getHalfSize().x, this.viewport.getHalfSize().y);
this.addScene(constr, init, options);
}
/**
* Generates a unique ID
* @returns A new ID

View File

@ -7,24 +7,17 @@ import ArrayUtils from "../Utils/ArrayUtils";
*/
export default class SceneOptions {
physics: {
numPhysicsLayers: number,
physicsLayerNames: Array<string>,
physicsLayerCollisions: Array<Array<number>>;
groups: Array<string>,
collisions: Array<Array<number>>;
}
static parse(options: Record<string, any>): SceneOptions{
let sOpt = new SceneOptions();
sOpt.physics = {
numPhysicsLayers: 10,
physicsLayerNames: null,
physicsLayerCollisions: ArrayUtils.ones2d(10, 10)
};
if(options.physics){
if(options.physics.numPhysicsLayers) sOpt.physics.numPhysicsLayers = options.physics.numPhysicsLayers;
if(options.physics.physicsLayerNames) sOpt.physics.physicsLayerNames = options.physics.physicsLayerNames;
if(options.physics.physicsLayerCollisions) sOpt.physics.physicsLayerCollisions = options.physics.physicsLayerCollisions;
if(options.physics === undefined){
sOpt.physics = {groups: undefined, collisions: undefined};
} else {
sOpt.physics = options.physics;
}
return sOpt;

View File

@ -14,7 +14,7 @@ export default abstract class SceneGraph {
/** A reference to the viewport */
protected viewport: Viewport;
/** A map of CanvasNodes in this SceneGraph */
protected nodeMap: Map<CanvasNode>;
protected nodeMap: Array<CanvasNode>;
/** A counter of IDs for nodes in this SceneGraph */
protected idCounter: number;
/** A reference to the Scene this SceneGraph belongs to */
@ -28,7 +28,7 @@ export default abstract class SceneGraph {
constructor(viewport: Viewport, scene: Scene){
this.viewport = viewport;
this.scene = scene;
this.nodeMap = new Map<CanvasNode>();
this.nodeMap = new Array();
this.idCounter = 0;
}
@ -38,8 +38,8 @@ export default abstract class SceneGraph {
* @returns The SceneGraph ID of this newly added CanvasNode
*/
addNode(node: CanvasNode): number {
this.nodeMap.add(this.idCounter.toString(), node);
this.addNodeSpecific(node, this.idCounter.toString());
this.nodeMap[node.id] = node;
this.addNodeSpecific(node, this.idCounter);
this.idCounter += 1;
return this.idCounter - 1;
};
@ -49,7 +49,7 @@ export default abstract class SceneGraph {
* @param node The node to add to the data structure
* @param id The id of the CanvasNode
*/
protected abstract addNodeSpecific(node: CanvasNode, id: string): void;
protected abstract addNodeSpecific(node: CanvasNode, id: number): void;
/**
* Removes a node from the SceneGraph
@ -57,12 +57,8 @@ export default abstract class SceneGraph {
*/
removeNode(node: CanvasNode): void {
// Find and remove node in O(n)
// TODO: Can this be better?
let id = this.nodeMap.keys().filter((key: string) => this.nodeMap.get(key) === node)[0];
if(id !== undefined){
this.nodeMap.set(id, undefined);
this.removeNodeSpecific(node, id);
}
this.nodeMap[node.id] = undefined;
this.removeNodeSpecific(node, node.id);
};
/**
@ -70,15 +66,15 @@ export default abstract class SceneGraph {
* @param node The node to remove
* @param id The id of the node to remove
*/
protected abstract removeNodeSpecific(node: CanvasNode, id: string): void;
protected abstract removeNodeSpecific(node: CanvasNode, id: number): void;
/**
* Get a specific node using its id
* @param id The id of the CanvasNode to retrieve
* @returns The node with this ID
*/
getNode(id: string): CanvasNode {
return this.nodeMap.get(id);
getNode(id: number): CanvasNode {
return this.nodeMap[id];
}
/**
@ -108,7 +104,11 @@ export default abstract class SceneGraph {
*/
getAllNodes(): Array<CanvasNode> {
let arr = new Array<CanvasNode>();
this.nodeMap.forEach(key => arr.push(this.nodeMap.get(key)));
for(let i = 0; i < this.nodeMap.length; i++){
if(this.nodeMap[i] !== undefined){
arr.push(this.nodeMap[i]);
}
}
return arr;
}

View File

@ -24,12 +24,12 @@ export default class SceneGraphArray extends SceneGraph {
}
// @override
protected addNodeSpecific(node: CanvasNode, id: string): void {
protected addNodeSpecific(node: CanvasNode, id: number): void {
this.nodeList.push(node);
}
// @override
protected removeNodeSpecific(node: CanvasNode, id: string): void {
protected removeNodeSpecific(node: CanvasNode, id: number): void {
let index = this.nodeList.indexOf(node);
if(index > -1){
this.nodeList.splice(index, 1);

View File

@ -31,12 +31,12 @@ export default class SceneGraphQuadTree extends SceneGraph {
}
// @override
protected addNodeSpecific(node: CanvasNode, id: string): void {
protected addNodeSpecific(node: CanvasNode, id: number): void {
this.nodes.push(node);
}
// @override
protected removeNodeSpecific(node: CanvasNode, id: string): void {
protected removeNodeSpecific(node: CanvasNode, id: number): void {
let index = this.nodes.indexOf(node);
if(index >= 0){
this.nodes.splice(index, 1);

View File

@ -4,12 +4,24 @@ import TimerManager from "./TimerManager";
export default class Timer implements Updateable {
/** The current state of this timer */
protected state: TimerState;
/** The function to call when this timer ends */
protected onEnd: Function;
/** Whether or not this timer should loop */
protected loop: boolean;
/** The total amount of time this timer runs for */
protected totalTime: number;
/** The amount of time left on the current run */
protected timeLeft: number;
/** The number of times this timer has been run */
protected numRuns: number;
constructor(time: number, onEnd?: Function, loop: boolean = false){
// Register this timer
TimerManager.getInstance().addTimer(this);
@ -19,6 +31,7 @@ export default class Timer implements Updateable {
this.onEnd = onEnd;
this.loop = loop;
this.state = TimerState.STOPPED;
this.numRuns = 0;
}
isStopped(){
@ -29,6 +42,14 @@ export default class Timer implements Updateable {
return this.state === TimerState.PAUSED;
}
/**
* Returns whether or not this timer has been run before
* @returns true if it has been run at least once (after the latest reset), and false otherwise
*/
hasRun(): boolean {
return this.numRuns > 0;
}
start(time?: number){
if(time !== undefined){
this.totalTime = time;
@ -37,6 +58,12 @@ export default class Timer implements Updateable {
this.timeLeft = this.totalTime;
}
/** Resets this timer. Sets the progress back to zero, and sets the number of runs back to zero */
reset(){
this.timeLeft = this.totalTime;
this.numRuns = 0;
}
pause(): void {
this.state = TimerState.PAUSED;
}
@ -55,6 +82,7 @@ export default class Timer implements Updateable {
protected end(){
// Update the state
this.state = TimerState.STOPPED;
this.numRuns += 1;
// Call the end function if there is one
if(this.onEnd){

View File

@ -1,3 +1,4 @@
import ControllerAI from "../Wolfie2D/AI/ControllerAI";
import AI from "../Wolfie2D/DataTypes/Interfaces/AI";
import Emitter from "../Wolfie2D/Events/Emitter";
import GameEvent from "../Wolfie2D/Events/GameEvent";
@ -5,8 +6,8 @@ import { GameEventType } from "../Wolfie2D/Events/GameEventType";
import Input from "../Wolfie2D/Input/Input";
import AnimatedSprite from "../Wolfie2D/Nodes/Sprites/AnimatedSprite";
export default class PlayerController implements AI {
protected owner: AnimatedSprite;
export default class PlayerController extends ControllerAI {
public owner: AnimatedSprite;
protected jumpSoundKey: string;
protected emitter: Emitter;

View File

@ -39,6 +39,11 @@
left: 0px;
pointer-events: none;
}
@font-face {
font-family: 'NoPixel';
src: url('hw4_assets/fonts/NoPixel.ttf');
}
</style>
</head>
<body>

View File

@ -1,5 +1,5 @@
import Game from "./Wolfie2D/Loop/Game";
import default_scene from "./default_scene";
import MainMenu from "./Homework4/Scenes/MainMenu";
// The main function is your entrypoint into Wolfie2D. Specify your first scene and any options here.
(function main(){
@ -9,8 +9,14 @@ import default_scene from "./default_scene";
// Set up options for our game
let options = {
canvasSize: {x: 1200, y: 800}, // The size of the game
clearColor: {r: 0.1, g: 0.1, b: 0.1}, // The color the game clears to
useWebGL: true, // Tell the game we want to use webgl
clearColor: {r: 34, g: 32, b: 52}, // The color the game clears to
inputs: [
{name: "left", keys: ["a"]},
{name: "right", keys: ["d"]},
{name: "jump", keys: ["w", "space"]},
{name: "run", keys: ["shift"]}
],
useWebGL: false, // Tell the game we want to use webgl
showDebug: false // Whether to show debug messages. You can change this to true if you want
}
@ -18,7 +24,7 @@ import default_scene from "./default_scene";
const game = new Game(options);
// Start our game
game.start(default_scene, {});
game.start(MainMenu, {});
})();
function runTests(){};