added support for Tiled object layers

This commit is contained in:
Joe Weaver 2020-09-20 14:05:22 -04:00
parent a67521ea26
commit 9cb4f55d9a
15 changed files with 239 additions and 76 deletions

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@ -35,6 +35,7 @@ export class TiledTilesetData {
spacing: number;
name: string;
image: string;
tiles: Array<TiledCollectionTile>
}
/**
@ -50,5 +51,27 @@ export class TiledLayerData {
opacity: number;
visible: boolean;
properties: TiledLayerProperty[];
type: string;
objects: Array<TiledObject>;
}
export class TiledObject {
gid: number;
height: number;
width: number;
id: number;
name: string;;
properties: Array<TiledLayerProperty>;
rotation: number;
type: string;
visible: boolean;
x: number;
y: number;
}
export class TiledCollectionTile {
id: number;
image: string;
imageheight: number;
imagewidth: number;
}

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@ -1,3 +1,4 @@
import ResourceManager from "../../ResourceManager/ResourceManager";
import Vec2 from "../Vec2";
import { TiledTilesetData } from "./TiledData";
@ -6,8 +7,7 @@ import { TiledTilesetData } from "./TiledData";
* with a startIndex if required (as it is with Tiled using two images in one tilset).
*/
export default class Tileset {
protected imageUrl: string;
protected image: HTMLImageElement = null;
protected imageKey: string;
protected imageSize: Vec2;
protected startIndex: number;
protected endIndex: number;
@ -31,20 +31,31 @@ export default class Tileset {
this.startIndex = tiledData.firstgid;
this.endIndex = this.startIndex + tiledData.tilecount - 1;
this.tileSize = new Vec2(tiledData.tilewidth, tiledData.tilewidth);
this.imageUrl = tiledData.image;
this.imageKey = tiledData.image;
this.imageSize = new Vec2(tiledData.imagewidth, tiledData.imageheight);
}
getImageUrl(): string {
return this.imageUrl
getImageKey(): string {
return this.imageKey;
}
getImage(): HTMLImageElement {
return this.image;
}
/**
* Returns a Vec2 containing the left and top offset from the image origin for this tile.
* @param tileIndex The index of the tile from startIndex to endIndex of this tileset
*/
getImageOffsetForTile(tileIndex: number): Vec2 {
// Get the true index
let index = tileIndex - this.startIndex;
let row = Math.floor(index / this.numCols);
let col = index % this.numCols;
let width = this.tileSize.x;
let height = this.tileSize.y;
setImage(image: HTMLImageElement){
this.image = image;
// Calculate the position to start a crop in the tileset image
let left = col * width;
let top = row * height;
return new Vec2(left, top);
}
getStartIndex(): number {
@ -77,6 +88,8 @@ export default class Tileset {
* @param scale The scale of the tilemap
*/
renderTile(ctx: CanvasRenderingContext2D, tileIndex: number, dataIndex: number, worldSize: Vec2, origin: Vec2, scale: Vec2): void {
let image = ResourceManager.getInstance().getImage(this.imageKey);
// Get the true index
let index = tileIndex - this.startIndex;
let row = Math.floor(index / this.numCols);
@ -91,6 +104,6 @@ export default class Tileset {
// Calculate the position in the world to render the tile
let x = (dataIndex % worldSize.x) * width * scale.x;
let y = Math.floor(dataIndex / worldSize.x) * height * scale.y;
ctx.drawImage(this.image, left, top, width, height, x - origin.x, y - origin.y, width * scale.x, height * scale.y);
ctx.drawImage(image, left, top, width, height, x - origin.x, y - origin.y, width * scale.x, height * scale.y);
}
}

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@ -147,6 +147,14 @@ export default class Vec2 {
return this;
}
/**
* Returns the squared distance between this vector and another vector
* @param other
*/
distanceSqTo(other: Vec2): number {
return (this.x - other.x)*(this.x - other.x) + (this.y - other.y)*(this.y - other.y);
}
/**
* Returns a string representation of this vector rounded to 1 decimal point
*/

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@ -36,16 +36,16 @@ export default class MainScene extends Scene {
startScene(){
// Add the background tilemap
let backgroundTilemap = this.add.tilemap("background", OrthogonalTilemap)[0];
let backgroundTilemapLayer = this.add.tilemap("background")[0];
// ...and make it have parallax
backgroundTilemap.getLayer().setParallax(0.5, 0.8);
backgroundTilemap.getLayer().setAlpha(0.5);
backgroundTilemapLayer.setParallax(0.5, 0.8);
backgroundTilemapLayer.setAlpha(0.5);
// 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("platformer", OrthogonalTilemap);
this.add.tilemap("platformer");
// Create the main game layer
let mainLayer = this.addLayer();

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@ -6,10 +6,27 @@ import Vec2 from "../DataTypes/Vec2";
*/
export default abstract class CanvasNode extends GameNode{
protected size: Vec2;
protected scale: Vec2;
constructor(){
super();
this.size = new Vec2(0, 0);
this.scale = new Vec2(1, 1);
}
/**
* Returns the scale of the sprite
*/
getScale(): Vec2 {
return this.scale;
}
/**
* Sets the scale of the sprite to the value provided
* @param scale
*/
setScale(scale: Vec2): void {
this.scale = scale;
}
getSize(): Vec2 {

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@ -7,29 +7,22 @@ import Vec2 from "../../DataTypes/Vec2";
*/
export default class Sprite extends CanvasNode {
private imageId: string;
private scale: Vec2;
private imageOffset: Vec2;
constructor(imageId: string){
super();
this.imageId = imageId;
let image = ResourceManager.getInstance().getImage(this.imageId);
this.size = new Vec2(image.width, image.height);
this.scale = new Vec2(1, 1);
this.imageOffset = Vec2.ZERO;
}
/**
* Returns the scale of the sprite
* Sets the offset of the sprite from (0, 0) in the image's coordinates
* @param offset
*/
getScale(): Vec2 {
return this.scale;
}
/**
* Sets the scale of the sprite to the value provided
* @param scale
*/
setScale(scale: Vec2): void {
this.scale = scale;
setImageOffset(offset: Vec2): void {
this.imageOffset = offset;
}
update(deltaT: number): void {}
@ -38,7 +31,7 @@ export default class Sprite extends CanvasNode {
let image = ResourceManager.getInstance().getImage(this.imageId);
let origin = this.getViewportOriginWithParallax();
ctx.drawImage(image,
0, 0, this.size.x, this.size.y,
this.imageOffset.x, this.imageOffset.y, this.size.x, this.size.y,
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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@ -17,9 +17,9 @@ export default abstract class Tilemap extends GameNode {
public visible: boolean;
// TODO: Make this no longer be specific to Tiled
constructor(tilemapData: TiledTilemapData, layer: TiledLayerData) {
constructor(tilemapData: TiledTilemapData, layer: TiledLayerData, tilesets: Array<Tileset>) {
super();
this.tilesets = new Array<Tileset>();
this.tilesets = tilesets;
this.worldSize = new Vec2(0, 0);
this.tileSize = new Vec2(0, 0);

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@ -26,8 +26,6 @@ export default class OrthogonalTilemap extends Tilemap {
}
}
}
tilemapData.tilesets.forEach(tilesetData => this.tilesets.push(new Tileset(tilesetData)));
}
/**

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@ -142,15 +142,14 @@ export default class PhysicsManager {
})
}
private handleCollision(movingNode: PhysicsNode, staticNode: PhysicsNode, velocity: Vec2, id: String){
private collideWithStaticNode(movingNode: PhysicsNode, staticNode: PhysicsNode, velocity: Vec2){
let sizeA = movingNode.getCollider().getSize();
let posA = movingNode.getPosition();
let velA = velocity;
let sizeB = staticNode.getCollider().getSize();
let posB = staticNode.getPosition();
let velB = new Vec2(0, 0);
let [firstContact, _, collidingX, collidingY] = this.getTimeOfAABBCollision(posA, sizeA, velA, posB, sizeB, velB);
let [firstContact, _, collidingX, collidingY] = this.getTimeOfAABBCollision(posA, sizeA, velA, posB, sizeB, new Vec2(0, 0));
if( (firstContact.x < 1 || collidingX) && (firstContact.y < 1 || collidingY)){
if(collidingX && collidingY){
@ -160,9 +159,20 @@ export default class PhysicsManager {
// velocity.scale(contactTime);
let xScale = MathUtils.clamp(firstContact.x, 0, 1);
let yScale = MathUtils.clamp(firstContact.y, 0, 1);
// Handle special case of stickiness on perfect corner to corner collisions
if(xScale === yScale){
xScale = 1;
}
// If we are scaling y, we're on the ground, so tell the node it's grounded
// TODO - This is a bug, check to make sure our velocity is going downwards
// Maybe feed in a downward direction to check to be sure
if(yScale !== 1){
movingNode.setGrounded(true);
}
// Scale the velocity of the node
velocity.scale(xScale, yScale);
}
}
@ -284,7 +294,9 @@ export default class PhysicsManager {
// TODO handle collisions between dynamic nodes
// We probably want to sort them by their left edges
// TODO: handle collisions between dynamic nodes and static nodes
for(let staticNode of staticSet){
this.collideWithStaticNode(movingNode, staticNode, velocity);
}
// Handle Collisions with the tilemaps
for(let tilemap of this.tilemaps){

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@ -30,6 +30,10 @@ export default abstract class PhysicsNode extends GameNode {
this.manager = manager;
}
addChild(child: GameNode): void {
this.children.push(child);
}
isCollidable(): boolean {
return this.collider !== null;
}

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@ -14,6 +14,7 @@ export default class StaticBody extends PhysicsNode {
this.collider.setPosition(position.x, position.y);
this.collider.setSize(new Vec2(size.x, size.y));
this.id = StaticBody.numCreated.toString();
this.moving = false;
StaticBody.numCreated += 1;
}

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@ -233,9 +233,18 @@ export default class ResourceManager {
// Grab the tileset images we need to load and add them to the imageloading queue
for(let tileset of tilemapObject.tilesets){
if(tileset.image){
let key = tileset.image;
let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
} else if(tileset.tiles){
for(let tile of tileset.tiles){
let key = tile.image;
let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
}
}
}
// Finish loading

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@ -2,6 +2,13 @@ import Scene from "../Scene";
import Tilemap from "../../Nodes/Tilemap";
import PhysicsManager from "../../Physics/PhysicsManager";
import ResourceManager from "../../ResourceManager/ResourceManager";
import OrthogonalTilemap from "../../Nodes/Tilemaps/OrthogonalTilemap";
import Layer from "../Layer";
import Tileset from "../../DataTypes/Tilesets/Tileset";
import Vec2 from "../../DataTypes/Vec2";
import { TiledCollectionTile } from "../../DataTypes/Tilesets/TiledData";
import Sprite from "../../Nodes/Sprites/Sprite";
import StaticBody from "../../Physics/StaticBody";
export default class TilemapFactory {
private scene: Scene;
@ -22,40 +29,117 @@ export default class TilemapFactory {
* @param constr The constructor of the desired tilemap
* @param args Additional arguments to send to the tilemap constructor
*/
add = <T extends Tilemap>(key: string, constr: new (...a: any) => T, ...args: any): Array<Tilemap> => {
add = (key: string): Array<Layer> => {
// Get Tilemap Data
let tilemapData = this.resourceManager.getTilemap(key);
// Get the return values
let tilemaps = new Array<Tilemap>();
// Set the constructor for this tilemap to either be orthographic or isometric
let constr: new(...args: any) => Tilemap;
if(tilemapData.orientation === "orthographic"){
constr = OrthogonalTilemap;
} else {
// No isometric tilemap support right now, so Orthographic tilemap
constr = OrthogonalTilemap;
}
// Initialize the return value array
let sceneLayers = new Array<Layer>();
// Create all of the tilesets for this tilemap
let tilesets = new Array<Tileset>();
let collectionTiles = new Array<TiledCollectionTile>();
for(let tileset of tilemapData.tilesets){
if(tileset.image){
// If this is a standard tileset and not a collection, create a tileset for it.
// TODO - We are ignoring collection tilesets for now. This is likely not a great idea in practice,
// as theoretically someone could want to use one for a standard tilemap. We are assuming for now
// that we only want to use them for object layers
tilesets.push(new Tileset(tileset));
} else {
tileset.tiles.forEach(tile => tile.id += tileset.firstgid);
collectionTiles.push(...tileset.tiles);
}
}
// Loop over the layers of the tilemap and create tiledlayers or object layers
for(let layer of tilemapData.layers){
let sceneLayer = this.scene.addLayer();
if(layer.type === "tilelayer"){
// Create a new tilemap object for the layer
let tilemap = new constr(tilemapData, layer);
let tilemap = new constr(tilemapData, layer, tilesets);
tilemap.setScene(this.scene);
// Add tilemap to scene
this.tilemaps.push(tilemap);
// Create a new layer in the scene
let sceneLayer = this.scene.addLayer();
sceneLayer.addNode(tilemap);
// Register tilemap with physics if it's collidable
if(tilemap.isCollidable()){
this.physicsManager.addTilemap(tilemap);
}
} else {
// Layer is an object layer, so add each object as a sprite to a new layer
for(let obj of layer.objects){
// Check if obj is collidable
let collidable = false;
// Assign each tileset it's image
tilemap.getTilesets().forEach(tileset => {
let image = this.resourceManager.getImage(tileset.getImageUrl());
tileset.setImage(image);
});
for(let prop of obj.properties){
if(prop.name === "Collidable"){
collidable = prop.value;
}
}
let sprite: Sprite;
// Check if obj is a tile from a tileset
for(let tileset of tilesets){
if(tileset.hasTile(obj.gid)){
// The object is a tile from this set
let imageKey = tileset.getImageKey();
let offset = tileset.getImageOffsetForTile(obj.gid);
sprite = this.scene.add.sprite(imageKey, sceneLayer);
let size = tileset.getTileSize().clone();
sprite.setPosition(obj.x*4, (obj.y - size.y)*4);
sprite.setImageOffset(offset);
sprite.setSize(size);
sprite.setScale(new Vec2(4, 4));
}
}
// 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
tilemaps.push(tilemap);
sceneLayers.push(sceneLayer);
}
return tilemaps;
return sceneLayers;
}
}

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@ -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;
}
}

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@ -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();