feat: implemented getPlayer and getEnemies, not tested
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@ -23,6 +23,8 @@ export default class RandomMapGenerator {
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private minRoom: number;
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private minRoom: number;
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private roomPlaced: number;
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private roomPlaced: number;
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private exitFacing: Facing;
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private exitFacing: Facing;
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private enemies: Array<Enemy>;
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private player: Vec2;
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constructor(JSONFilePath: string, seed: any) {
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constructor(JSONFilePath: string, seed: any) {
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let xhr = new XMLHttpRequest();
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let xhr = new XMLHttpRequest();
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@ -40,6 +42,8 @@ export default class RandomMapGenerator {
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this.map = new TiledTilemapData();
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this.map = new TiledTilemapData();
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this.rooms = new Array();
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this.rooms = new Array();
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this.enemies = new Array();
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this.player = new Vec2();
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let gen = require('random-seed');
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let gen = require('random-seed');
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this.gen = new gen(seed);
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this.gen = new gen(seed);
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this.hasExit = false;
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this.hasExit = false;
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@ -104,6 +108,14 @@ export default class RandomMapGenerator {
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return this.map;
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return this.map;
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}
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}
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getPlayer(): Vec2 {
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return this.player;
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}
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getEnemies(): Array<Enemy> {
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return this.enemies;
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}
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private putNextRoom(position: Vec2, facing: Facing): boolean {
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private putNextRoom(position: Vec2, facing: Facing): boolean {
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switch (facing) {
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switch (facing) {
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case Facing.LEFT:
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case Facing.LEFT:
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@ -245,8 +257,17 @@ export default class RandomMapGenerator {
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this.map.layers[0].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.bottomLayer[i * roomWidth + j];
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this.map.layers[0].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.bottomLayer[i * roomWidth + j];
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this.map.layers[1].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.topLayer[i * roomWidth + j];
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this.map.layers[1].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.topLayer[i * roomWidth + j];
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}
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}
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if (room.enemies)
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for (let index = 0; index < room.enemies.length; index++) {
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const enemy = room.enemies[index];
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enemy.position.x -= this.minX;
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enemy.position.y -= this.minY;
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this.enemies.push(enemy);
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}
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}
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}
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}
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this.player.x -= this.minX;
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this.player.y -= this.minY;
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}
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private isValidRoom(topLeft: Vec2, bottomRight: Vec2): boolean {
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private isValidRoom(topLeft: Vec2, bottomRight: Vec2): boolean {
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for (let index = 0; index < this.rooms.length; index++) {
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for (let index = 0; index < this.rooms.length; index++) {
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@ -332,6 +353,22 @@ export default class RandomMapGenerator {
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room.bottomRight = new Vec2(posX + old.width - 1, posY + old.height - 1);
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room.bottomRight = new Vec2(posX + old.width - 1, posY + old.height - 1);
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room.topLayer = [...old.topLayer];
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room.topLayer = [...old.topLayer];
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room.bottomLayer = [...old.bottomLayer];
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room.bottomLayer = [...old.bottomLayer];
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room.enemies = new Array();
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if (old.sprites) {
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for (let index = 0; index < old.sprites.length; index++) {
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const sprite = old.sprites[index];
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if (sprite.type == 'player') {
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this.player.x = sprite.x;
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this.player.y = sprite.y;
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}
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else {
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let tmp = new Enemy();
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tmp.type = sprite.type;
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tmp.position = new Vec2(posX + sprite.x, posY + sprite.y);
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room.enemies.push(tmp);
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}
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}
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}
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if (posX < this.minX)
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if (posX < this.minX)
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this.minX = posX;
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this.minX = posX;
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if (posY < this.minY)
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if (posY < this.minY)
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@ -349,6 +386,12 @@ class Room {
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bottomRight: Vec2;
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bottomRight: Vec2;
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topLayer: Array<number>;
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topLayer: Array<number>;
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bottomLayer: Array<number>;
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bottomLayer: Array<number>;
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enemies: Array<Enemy>
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}
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export class Enemy {
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type: String;
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position: Vec2;
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}
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}
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enum Facing {
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enum Facing {
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