added support for Tiled object layers
This commit is contained in:
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a67521ea26
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@ -35,6 +35,7 @@ export class TiledTilesetData {
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spacing: number;
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name: string;
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image: string;
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tiles: Array<TiledCollectionTile>
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}
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/**
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@ -50,5 +51,27 @@ export class TiledLayerData {
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opacity: number;
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visible: boolean;
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properties: TiledLayerProperty[];
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type: string;
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objects: Array<TiledObject>;
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}
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export class TiledObject {
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gid: number;
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height: number;
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width: number;
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id: number;
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name: string;;
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properties: Array<TiledLayerProperty>;
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rotation: number;
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type: string;
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visible: boolean;
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x: number;
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y: number;
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}
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export class TiledCollectionTile {
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id: number;
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image: string;
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imageheight: number;
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imagewidth: number;
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}
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@ -1,3 +1,4 @@
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import ResourceManager from "../../ResourceManager/ResourceManager";
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import Vec2 from "../Vec2";
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import { TiledTilesetData } from "./TiledData";
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@ -6,8 +7,7 @@ import { TiledTilesetData } from "./TiledData";
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* with a startIndex if required (as it is with Tiled using two images in one tilset).
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*/
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export default class Tileset {
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protected imageUrl: string;
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protected image: HTMLImageElement = null;
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protected imageKey: string;
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protected imageSize: Vec2;
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protected startIndex: number;
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protected endIndex: number;
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@ -31,20 +31,31 @@ export default class Tileset {
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this.startIndex = tiledData.firstgid;
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this.endIndex = this.startIndex + tiledData.tilecount - 1;
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this.tileSize = new Vec2(tiledData.tilewidth, tiledData.tilewidth);
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this.imageUrl = tiledData.image;
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this.imageKey = tiledData.image;
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this.imageSize = new Vec2(tiledData.imagewidth, tiledData.imageheight);
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}
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getImageUrl(): string {
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return this.imageUrl
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getImageKey(): string {
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return this.imageKey;
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}
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getImage(): HTMLImageElement {
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return this.image;
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}
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/**
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* Returns a Vec2 containing the left and top offset from the image origin for this tile.
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* @param tileIndex The index of the tile from startIndex to endIndex of this tileset
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*/
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getImageOffsetForTile(tileIndex: number): Vec2 {
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// Get the true index
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let index = tileIndex - this.startIndex;
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let row = Math.floor(index / this.numCols);
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let col = index % this.numCols;
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let width = this.tileSize.x;
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let height = this.tileSize.y;
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setImage(image: HTMLImageElement){
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this.image = image;
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// Calculate the position to start a crop in the tileset image
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let left = col * width;
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let top = row * height;
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return new Vec2(left, top);
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}
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getStartIndex(): number {
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@ -77,6 +88,8 @@ export default class Tileset {
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* @param scale The scale of the tilemap
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*/
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renderTile(ctx: CanvasRenderingContext2D, tileIndex: number, dataIndex: number, worldSize: Vec2, origin: Vec2, scale: Vec2): void {
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let image = ResourceManager.getInstance().getImage(this.imageKey);
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// Get the true index
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let index = tileIndex - this.startIndex;
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let row = Math.floor(index / this.numCols);
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@ -91,6 +104,6 @@ export default class Tileset {
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// Calculate the position in the world to render the tile
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let x = (dataIndex % worldSize.x) * width * scale.x;
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let y = Math.floor(dataIndex / worldSize.x) * height * scale.y;
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ctx.drawImage(this.image, left, top, width, height, x - origin.x, y - origin.y, width * scale.x, height * scale.y);
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ctx.drawImage(image, left, top, width, height, x - origin.x, y - origin.y, width * scale.x, height * scale.y);
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}
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}
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@ -147,6 +147,14 @@ export default class Vec2 {
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return this;
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}
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/**
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* Returns the squared distance between this vector and another vector
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* @param other
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*/
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distanceSqTo(other: Vec2): number {
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return (this.x - other.x)*(this.x - other.x) + (this.y - other.y)*(this.y - other.y);
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}
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/**
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* Returns a string representation of this vector rounded to 1 decimal point
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*/
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@ -36,16 +36,16 @@ export default class MainScene extends Scene {
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startScene(){
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// Add the background tilemap
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let backgroundTilemap = this.add.tilemap("background", OrthogonalTilemap)[0];
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let backgroundTilemapLayer = this.add.tilemap("background")[0];
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// ...and make it have parallax
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backgroundTilemap.getLayer().setParallax(0.5, 0.8);
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backgroundTilemap.getLayer().setAlpha(0.5);
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backgroundTilemapLayer.setParallax(0.5, 0.8);
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backgroundTilemapLayer.setAlpha(0.5);
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// Add the music and start playing it on a loop
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_music", loop: true, holdReference: true});
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// Add the tilemap
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this.add.tilemap("platformer", OrthogonalTilemap);
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this.add.tilemap("platformer");
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// Create the main game layer
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let mainLayer = this.addLayer();
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@ -6,12 +6,29 @@ import Vec2 from "../DataTypes/Vec2";
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*/
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export default abstract class CanvasNode extends GameNode{
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protected size: Vec2;
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protected scale: Vec2;
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constructor(){
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super();
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this.size = new Vec2(0, 0);
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this.scale = new Vec2(1, 1);
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}
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/**
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* Returns the scale of the sprite
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*/
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getScale(): Vec2 {
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return this.scale;
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}
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/**
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* Sets the scale of the sprite to the value provided
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* @param scale
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*/
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setScale(scale: Vec2): void {
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this.scale = scale;
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}
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getSize(): Vec2 {
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return this.size;
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}
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@ -7,29 +7,22 @@ import Vec2 from "../../DataTypes/Vec2";
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*/
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export default class Sprite extends CanvasNode {
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private imageId: string;
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private scale: Vec2;
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private imageOffset: Vec2;
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constructor(imageId: string){
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super();
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this.imageId = imageId;
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let image = ResourceManager.getInstance().getImage(this.imageId);
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this.size = new Vec2(image.width, image.height);
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this.scale = new Vec2(1, 1);
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this.imageOffset = Vec2.ZERO;
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}
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/**
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* Returns the scale of the sprite
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* Sets the offset of the sprite from (0, 0) in the image's coordinates
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* @param offset
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*/
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getScale(): Vec2 {
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return this.scale;
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}
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/**
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* Sets the scale of the sprite to the value provided
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* @param scale
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*/
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setScale(scale: Vec2): void {
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this.scale = scale;
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setImageOffset(offset: Vec2): void {
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this.imageOffset = offset;
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}
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update(deltaT: number): void {}
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@ -38,7 +31,7 @@ export default class Sprite extends CanvasNode {
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let image = ResourceManager.getInstance().getImage(this.imageId);
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let origin = this.getViewportOriginWithParallax();
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ctx.drawImage(image,
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0, 0, this.size.x, this.size.y,
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this.imageOffset.x, this.imageOffset.y, this.size.x, this.size.y,
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this.position.x - origin.x, this.position.y - origin.y, this.size.x * this.scale.x, this.size.y * this.scale.y);
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}
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}
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@ -17,9 +17,9 @@ export default abstract class Tilemap extends GameNode {
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public visible: boolean;
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// TODO: Make this no longer be specific to Tiled
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constructor(tilemapData: TiledTilemapData, layer: TiledLayerData) {
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constructor(tilemapData: TiledTilemapData, layer: TiledLayerData, tilesets: Array<Tileset>) {
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super();
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this.tilesets = new Array<Tileset>();
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this.tilesets = tilesets;
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this.worldSize = new Vec2(0, 0);
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this.tileSize = new Vec2(0, 0);
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@ -26,8 +26,6 @@ export default class OrthogonalTilemap extends Tilemap {
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}
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}
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}
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tilemapData.tilesets.forEach(tilesetData => this.tilesets.push(new Tileset(tilesetData)));
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}
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/**
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@ -142,15 +142,14 @@ export default class PhysicsManager {
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})
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}
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private handleCollision(movingNode: PhysicsNode, staticNode: PhysicsNode, velocity: Vec2, id: String){
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private collideWithStaticNode(movingNode: PhysicsNode, staticNode: PhysicsNode, velocity: Vec2){
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let sizeA = movingNode.getCollider().getSize();
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let posA = movingNode.getPosition();
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let velA = velocity;
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let sizeB = staticNode.getCollider().getSize();
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let posB = staticNode.getPosition();
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let velB = new Vec2(0, 0);
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let [firstContact, _, collidingX, collidingY] = this.getTimeOfAABBCollision(posA, sizeA, velA, posB, sizeB, velB);
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let [firstContact, _, collidingX, collidingY] = this.getTimeOfAABBCollision(posA, sizeA, velA, posB, sizeB, new Vec2(0, 0));
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if( (firstContact.x < 1 || collidingX) && (firstContact.y < 1 || collidingY)){
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if(collidingX && collidingY){
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@ -160,9 +159,20 @@ export default class PhysicsManager {
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// velocity.scale(contactTime);
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let xScale = MathUtils.clamp(firstContact.x, 0, 1);
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let yScale = MathUtils.clamp(firstContact.y, 0, 1);
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// Handle special case of stickiness on perfect corner to corner collisions
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if(xScale === yScale){
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xScale = 1;
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}
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// If we are scaling y, we're on the ground, so tell the node it's grounded
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// TODO - This is a bug, check to make sure our velocity is going downwards
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// Maybe feed in a downward direction to check to be sure
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if(yScale !== 1){
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movingNode.setGrounded(true);
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}
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// Scale the velocity of the node
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velocity.scale(xScale, yScale);
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}
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}
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@ -284,7 +294,9 @@ export default class PhysicsManager {
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// TODO handle collisions between dynamic nodes
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// We probably want to sort them by their left edges
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// TODO: handle collisions between dynamic nodes and static nodes
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for(let staticNode of staticSet){
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this.collideWithStaticNode(movingNode, staticNode, velocity);
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}
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// Handle Collisions with the tilemaps
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for(let tilemap of this.tilemaps){
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@ -30,6 +30,10 @@ export default abstract class PhysicsNode extends GameNode {
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this.manager = manager;
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}
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addChild(child: GameNode): void {
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this.children.push(child);
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}
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isCollidable(): boolean {
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return this.collider !== null;
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}
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@ -14,6 +14,7 @@ export default class StaticBody extends PhysicsNode {
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this.collider.setPosition(position.x, position.y);
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this.collider.setSize(new Vec2(size.x, size.y));
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this.id = StaticBody.numCreated.toString();
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this.moving = false;
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StaticBody.numCreated += 1;
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}
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@ -233,9 +233,18 @@ export default class ResourceManager {
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// Grab the tileset images we need to load and add them to the imageloading queue
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for(let tileset of tilemapObject.tilesets){
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let key = tileset.image;
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let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
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this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
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if(tileset.image){
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let key = tileset.image;
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let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
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this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
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} else if(tileset.tiles){
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for(let tile of tileset.tiles){
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let key = tile.image;
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let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
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this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
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}
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}
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}
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// Finish loading
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@ -2,6 +2,13 @@ import Scene from "../Scene";
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import Tilemap from "../../Nodes/Tilemap";
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import PhysicsManager from "../../Physics/PhysicsManager";
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import ResourceManager from "../../ResourceManager/ResourceManager";
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import OrthogonalTilemap from "../../Nodes/Tilemaps/OrthogonalTilemap";
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import Layer from "../Layer";
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import Tileset from "../../DataTypes/Tilesets/Tileset";
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import Vec2 from "../../DataTypes/Vec2";
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import { TiledCollectionTile } from "../../DataTypes/Tilesets/TiledData";
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import Sprite from "../../Nodes/Sprites/Sprite";
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import StaticBody from "../../Physics/StaticBody";
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export default class TilemapFactory {
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private scene: Scene;
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@ -22,40 +29,117 @@ export default class TilemapFactory {
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* @param constr The constructor of the desired tilemap
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* @param args Additional arguments to send to the tilemap constructor
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*/
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add = <T extends Tilemap>(key: string, constr: new (...a: any) => T, ...args: any): Array<Tilemap> => {
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add = (key: string): Array<Layer> => {
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// Get Tilemap Data
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let tilemapData = this.resourceManager.getTilemap(key);
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// Get the return values
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let tilemaps = new Array<Tilemap>();
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for(let layer of tilemapData.layers){
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// Create a new tilemap object for the layer
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let tilemap = new constr(tilemapData, layer);
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tilemap.setScene(this.scene);
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// Add tilemap to scene
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this.tilemaps.push(tilemap);
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// Create a new layer in the scene
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let sceneLayer = this.scene.addLayer();
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sceneLayer.addNode(tilemap);
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// Register tilemap with physics if it's collidable
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if(tilemap.isCollidable()){
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this.physicsManager.addTilemap(tilemap);
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}
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// Assign each tileset it's image
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tilemap.getTilesets().forEach(tileset => {
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let image = this.resourceManager.getImage(tileset.getImageUrl());
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tileset.setImage(image);
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});
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// Update the return value
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tilemaps.push(tilemap);
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// Set the constructor for this tilemap to either be orthographic or isometric
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let constr: new(...args: any) => Tilemap;
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if(tilemapData.orientation === "orthographic"){
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constr = OrthogonalTilemap;
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} else {
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// No isometric tilemap support right now, so Orthographic tilemap
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constr = OrthogonalTilemap;
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}
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return tilemaps;
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// Initialize the return value array
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let sceneLayers = new Array<Layer>();
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// Create all of the tilesets for this tilemap
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let tilesets = new Array<Tileset>();
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let collectionTiles = new Array<TiledCollectionTile>();
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for(let tileset of tilemapData.tilesets){
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if(tileset.image){
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// If this is a standard tileset and not a collection, create a tileset for it.
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// TODO - We are ignoring collection tilesets for now. This is likely not a great idea in practice,
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// as theoretically someone could want to use one for a standard tilemap. We are assuming for now
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// that we only want to use them for object layers
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tilesets.push(new Tileset(tileset));
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} else {
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tileset.tiles.forEach(tile => tile.id += tileset.firstgid);
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collectionTiles.push(...tileset.tiles);
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}
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}
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// Loop over the layers of the tilemap and create tiledlayers or object layers
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for(let layer of tilemapData.layers){
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let sceneLayer = this.scene.addLayer();
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if(layer.type === "tilelayer"){
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// Create a new tilemap object for the layer
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let tilemap = new constr(tilemapData, layer, tilesets);
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tilemap.setScene(this.scene);
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// Add tilemap to scene
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this.tilemaps.push(tilemap);
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sceneLayer.addNode(tilemap);
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// Register tilemap with physics if it's collidable
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if(tilemap.isCollidable()){
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this.physicsManager.addTilemap(tilemap);
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}
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} else {
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// Layer is an object layer, so add each object as a sprite to a new layer
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for(let obj of layer.objects){
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// Check if obj is collidable
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let collidable = false;
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for(let prop of obj.properties){
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if(prop.name === "Collidable"){
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collidable = prop.value;
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}
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}
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let sprite: Sprite;
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// Check if obj is a tile from a tileset
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for(let tileset of tilesets){
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if(tileset.hasTile(obj.gid)){
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// The object is a tile from this set
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let imageKey = tileset.getImageKey();
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let offset = tileset.getImageOffsetForTile(obj.gid);
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sprite = this.scene.add.sprite(imageKey, sceneLayer);
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let size = tileset.getTileSize().clone();
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sprite.setPosition(obj.x*4, (obj.y - size.y)*4);
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sprite.setImageOffset(offset);
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sprite.setSize(size);
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sprite.setScale(new Vec2(4, 4));
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}
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}
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// Not in a tileset, must correspond to a collection
|
||||
if(!sprite){
|
||||
for(let tile of collectionTiles){
|
||||
if(obj.gid === tile.id){
|
||||
let imageKey = tile.image;
|
||||
sprite = this.scene.add.sprite(imageKey, sceneLayer);
|
||||
sprite.setPosition(obj.x*4, (obj.y - tile.imageheight)*4);
|
||||
sprite.setScale(new Vec2(4, 4));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now we have sprite. Associate it with our physics object if there is one
|
||||
if(collidable){
|
||||
let pos = sprite.getPosition().clone();
|
||||
pos.x = Math.floor(pos.x);
|
||||
pos.y = Math.floor(pos.y);
|
||||
let size = sprite.getSize().clone().mult(sprite.getScale());
|
||||
let staticBody = this.scene.add.physics(StaticBody, sceneLayer, pos, size);
|
||||
staticBody.addChild(sprite);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Update the return value
|
||||
sceneLayers.push(sceneLayer);
|
||||
}
|
||||
|
||||
return sceneLayers;
|
||||
}
|
||||
}
|
|
@ -89,11 +89,12 @@ export default class Viewport {
|
|||
includes(node: CanvasNode): boolean {
|
||||
let nodePos = node.getPosition();
|
||||
let nodeSize = node.getSize();
|
||||
let nodeScale = node.getScale();
|
||||
let parallax = node.getLayer().getParallax();
|
||||
let originX = this.position.x*parallax.x;
|
||||
let originY = this.position.y*parallax.y;
|
||||
if(nodePos.x + nodeSize.x > originX && nodePos.x < originX + this.size.x){
|
||||
if(nodePos.y + nodeSize.y > originY && nodePos.y < originY + this.size.y){
|
||||
if(nodePos.x + nodeSize.x * nodeScale.x > originX && nodePos.x < originX + this.size.x){
|
||||
if(nodePos.y + nodeSize.y * nodeScale.y > originY && nodePos.y < originY + this.size.y){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -35,16 +35,16 @@ export default class SecondScene extends Scene {
|
|||
|
||||
startScene(){
|
||||
// Add the background tilemap
|
||||
let backgroundTilemap = this.add.tilemap("background2", OrthogonalTilemap)[0];
|
||||
let backgroundTilemapLayer = this.add.tilemap("background2")[0];
|
||||
// ...and make it have parallax
|
||||
backgroundTilemap.getLayer().setParallax(1, 1);
|
||||
backgroundTilemap.getLayer().setAlpha(0.2);
|
||||
backgroundTilemapLayer.setParallax(1, 1);
|
||||
backgroundTilemapLayer.setAlpha(0.2);
|
||||
|
||||
// Add the music and start playing it on a loop
|
||||
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_music", loop: true, holdReference: true});
|
||||
|
||||
// Add the tilemap
|
||||
this.add.tilemap("level2", OrthogonalTilemap);
|
||||
this.add.tilemap("level2");
|
||||
|
||||
// Create the main game layer
|
||||
let mainLayer = this.addLayer();
|
||||
|
|
Loading…
Reference in New Issue
Block a user