feat: implemented getPlayer and getEnemies, not tested
This commit is contained in:
parent
417315cf08
commit
9aa1495dd0
|
@ -23,6 +23,8 @@ export default class RandomMapGenerator {
|
|||
private minRoom: number;
|
||||
private roomPlaced: number;
|
||||
private exitFacing: Facing;
|
||||
private enemies: Array<Enemy>;
|
||||
private player: Vec2;
|
||||
|
||||
constructor(JSONFilePath: string, seed: any) {
|
||||
let xhr = new XMLHttpRequest();
|
||||
|
@ -40,6 +42,8 @@ export default class RandomMapGenerator {
|
|||
|
||||
this.map = new TiledTilemapData();
|
||||
this.rooms = new Array();
|
||||
this.enemies = new Array();
|
||||
this.player = new Vec2();
|
||||
let gen = require('random-seed');
|
||||
this.gen = new gen(seed);
|
||||
this.hasExit = false;
|
||||
|
@ -104,6 +108,14 @@ export default class RandomMapGenerator {
|
|||
return this.map;
|
||||
}
|
||||
|
||||
getPlayer(): Vec2 {
|
||||
return this.player;
|
||||
}
|
||||
|
||||
getEnemies(): Array<Enemy> {
|
||||
return this.enemies;
|
||||
}
|
||||
|
||||
private putNextRoom(position: Vec2, facing: Facing): boolean {
|
||||
switch (facing) {
|
||||
case Facing.LEFT:
|
||||
|
@ -245,7 +257,16 @@ export default class RandomMapGenerator {
|
|||
this.map.layers[0].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.bottomLayer[i * roomWidth + j];
|
||||
this.map.layers[1].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.topLayer[i * roomWidth + j];
|
||||
}
|
||||
if (room.enemies)
|
||||
for (let index = 0; index < room.enemies.length; index++) {
|
||||
const enemy = room.enemies[index];
|
||||
enemy.position.x -= this.minX;
|
||||
enemy.position.y -= this.minY;
|
||||
this.enemies.push(enemy);
|
||||
}
|
||||
}
|
||||
this.player.x -= this.minX;
|
||||
this.player.y -= this.minY;
|
||||
}
|
||||
|
||||
private isValidRoom(topLeft: Vec2, bottomRight: Vec2): boolean {
|
||||
|
@ -332,6 +353,22 @@ export default class RandomMapGenerator {
|
|||
room.bottomRight = new Vec2(posX + old.width - 1, posY + old.height - 1);
|
||||
room.topLayer = [...old.topLayer];
|
||||
room.bottomLayer = [...old.bottomLayer];
|
||||
room.enemies = new Array();
|
||||
if (old.sprites) {
|
||||
for (let index = 0; index < old.sprites.length; index++) {
|
||||
const sprite = old.sprites[index];
|
||||
if (sprite.type == 'player') {
|
||||
this.player.x = sprite.x;
|
||||
this.player.y = sprite.y;
|
||||
}
|
||||
else {
|
||||
let tmp = new Enemy();
|
||||
tmp.type = sprite.type;
|
||||
tmp.position = new Vec2(posX + sprite.x, posY + sprite.y);
|
||||
room.enemies.push(tmp);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (posX < this.minX)
|
||||
this.minX = posX;
|
||||
if (posY < this.minY)
|
||||
|
@ -349,6 +386,12 @@ class Room {
|
|||
bottomRight: Vec2;
|
||||
topLayer: Array<number>;
|
||||
bottomLayer: Array<number>;
|
||||
enemies: Array<Enemy>
|
||||
}
|
||||
|
||||
export class Enemy {
|
||||
type: String;
|
||||
position: Vec2;
|
||||
}
|
||||
|
||||
enum Facing {
|
||||
|
|
Loading…
Reference in New Issue
Block a user