Bug fixes to engine across all HWs, event data for tweens
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@ -24,7 +24,6 @@ export default class GoapActionPlanner {
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//Build tree from 0 to 1
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this.buildTree(0, goal, possibleActions, currentStatus);
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console.log(this.graph.toString());
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//Run djikstra to find shortest path
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this.path = GraphUtils.djikstra(this.graph, 0);
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@ -34,7 +33,6 @@ export default class GoapActionPlanner {
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let i = 1;
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while(this.path[i] !== -1){
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console.log(this.path[i]);
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if (this.path[i] !== 0){
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plan.push(<GoapAction>this.mapping.get(this.path[i]));
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}
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@ -47,9 +45,6 @@ export default class GoapActionPlanner {
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buildTree(root: number, goal:string, possibleActions: Array<GoapAction>, currentStatus: Array<string>): void {
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//For each possible action
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possibleActions.forEach(action => {
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console.log("root:" + root + ",action precons:" + action.preconditions.toString()
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+ ", action effects:" + action.effects.toString() + ", current Status:" + currentStatus.toString())
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//Can it be performed?
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if (action.checkPreconditions(currentStatus)){
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//This action can be performed
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@ -59,7 +54,6 @@ export default class GoapActionPlanner {
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//Check if the new node is the goal
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if (newStatus.includes(goal)){
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console.log("AT GOAL");
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let newNode = this.graph.addNode() - 1;
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this.mapping.set(newNode, action);
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this.graph.addEdge(root, newNode, action.cost);
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@ -73,7 +67,6 @@ export default class GoapActionPlanner {
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this.graph.addEdge(root, newNode, action.cost);
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//Recursive call
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console.log(possibleActions.indexOf(action))
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let newActions = possibleActions.filter(act => act !== action)
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this.buildTree(newNode, goal, newActions, action.effects);
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}
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@ -86,8 +86,8 @@ export default class OrthogonalTilemap extends Tilemap {
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let row = Math.floor(index / this.numCols);
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// Get the world position
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let x = col * this.tileSize.x;
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let y = row * this.tileSize.y;
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let x = col * this.tileSize.x * this.scale.x;
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let y = row * this.tileSize.y * this.scale.y;
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return new Vec2(x, y);
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}
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@ -264,7 +264,7 @@ export default class BasicPhysicsManager extends PhysicsManager {
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// Also check for triggers
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for(let overlap of overlaps){
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// Check for a trigger. If we care about the trigger, react
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if(overlap.other.isTrigger && (overlap.other.triggerMask & node.group)){
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if(overlap.other.isTrigger && (overlap.other.triggerMask & node.group) && node.group != -1){
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// Get the bit that this group is represented by
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let index = Math.floor(Math.log2(node.group));
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@ -50,6 +50,9 @@ export class TweenData {
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/** The name of the event to send (if any) when the tween finishes playing */
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onEnd: string
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/** Extra data to be sent when the onEnd event is fired. Keys with the name 'key' or 'node' are reserved and can't be used as names for your extra data */
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onEndData: Record<string, any>;
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// Members for management by the tween manager
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/** The progress of this tween through its effects */
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progress: number;
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@ -6,65 +6,97 @@ import Scene from "../../Scene/Scene";
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import Timer from "../../Timing/Timer";
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import Color from "../../Utils/Color";
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import { EaseFunctionType } from "../../Utils/EaseFunctions";
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import MathUtils from "../../Utils/MathUtils";
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import RandUtils from "../../Utils/RandUtils";
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import ParticleSystemManager from "./ParticleSystemManager";
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/*
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-Move particle system to HW#4, particle class and particle manager(object pool), source, randomized period of decay,
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semi-randomized approach for spawning, should be general purpose
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and load some settings from a json (location, states, colors, randomization).
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Should be effect when balloon is popped
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*/
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export default class ParticleSystem implements Updateable {
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/** Pool for all particles */
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protected particlePool: Array<Particle>;
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/** Lifetime for each particle */
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protected lifetime: number;
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protected liveParticles: number;
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protected maxLiveParticles: number;
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protected sourcePoint: Vec2;
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protected particleSize: Vec2;
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/** Timer for how long a particle system lasts before being turned off */
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protected systemLifetime: Timer;
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protected systemRunning: boolean;
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protected color: Color = new Color(255, 0, 0);
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constructor(poolSize: number, sourcePoint: Vec2, lifetime: number, size: number, maxParticles: number) {
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/** Particles that can be rendered per frame */
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protected particlesPerFrame: number;
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/** Total number of particles to render, this will be incremented overtime by particlesPerFrame */
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protected particlesToRender: number;
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protected particleMass: number;
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/**
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* Construct a particle system
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*
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* @param poolSize The pool size, i.e the total number of particles that will be created
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* @param sourcePoint The initial source point each particle will start at when the system is running, can be changed
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* @param lifetime Lifetime of each particle before they are set inactive
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* @param size Size of each particle
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* @param mass Initial mass of each particle, can be changed
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* @param maxParticlesPerFrame Total number of particles that can be created during a given frame.
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*/
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constructor(poolSize: number, sourcePoint: Vec2, lifetime: number, size: number, mass: number, maxParticlesPerFrame: number) {
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this.particlePool = new Array(poolSize);
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this.sourcePoint = sourcePoint;
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this.lifetime = lifetime;
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this.particleSize = new Vec2(size, size);
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this.maxLiveParticles = maxParticles;
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this.systemRunning = false;
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this.particlesPerFrame = maxParticlesPerFrame;
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this.particlesToRender = this.particlesPerFrame;
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this.particleMass = mass;
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ParticleSystemManager.getInstance().registerParticleSystem(this);
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}
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initalizePool(scene: Scene, layer: string, type: ParticleSystemType, mass: number) {
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/** Initialize the pool of all particles, creating the assets in advance */
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initializePool(scene: Scene, layer: string) {
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for (let i = 0; i < this.particlePool.length; i++) {
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this.particlePool[i] = <Particle>scene.add.graphic(GraphicType.PARTICLE, layer,
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{ position: this.sourcePoint.clone(), size: this.particleSize.clone(), mass: mass });
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{ position: this.sourcePoint.clone(), size: this.particleSize.clone(), mass: this.particleMass });
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this.particlePool[i].addPhysics();
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this.particlePool[i].isCollidable = false;
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this.particlePool[i].visible = false;
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}
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}
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startSystem(time: number, startPoint?: Vec2) {
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/**
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* Start up the particle system to run for a set amount of time
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* @param time Time for the particle systme to run
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* @param mass Optional change of mass for each particle
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* @param startPoint Optional change of start position for each particle
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*/
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startSystem(time: number, mass?: number, startPoint?: Vec2) {
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//Stop the system to reset all particles
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this.stopSystem();
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//Set the timer
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this.systemLifetime = new Timer(time);
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//Update optional parameters
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if (mass !== undefined)
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this.particleMass = mass;
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if (startPoint !== undefined)
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this.sourcePoint = startPoint;
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//Start the timer, set flags, and give the initial amount of particles to render
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this.systemLifetime.start();
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this.systemRunning = true;
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this.sourcePoint = startPoint;
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this.particlesToRender = this.particlesPerFrame;
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}
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stopSystem() {
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console.log(this);
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this.systemRunning = false;
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for (let particle of this.particlePool) {
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if (particle.inUse) {
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@ -77,15 +109,35 @@ export default class ParticleSystem implements Updateable {
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this.color = color;
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}
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/**
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* Default implementation of setParticleAnimation, no tween animations occur, but each particle is given a random
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* velocity. It's encouraged for you to override this function and implement your own tween animations.
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*
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* @param particle
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*/
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setParticleAnimation(particle: Particle) {
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particle.vel = RandUtils.randVec(-50, 50, -100, 100);
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particle.tweens.add("active", {
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startDelay: 0,
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duration: this.lifetime,
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effects: []
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});
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}
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update(deltaT: number) {
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// Exit if the system isn't currently running
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if (!this.systemRunning) {
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return;
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}
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// Stop the system if our timer is up
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if (this.systemLifetime.isStopped()) {
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this.stopSystem();
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}
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else {
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for (let particle of this.particlePool) {
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for (let i = 0; i < this.particlesToRender; i++) {
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let particle = this.particlePool[i];
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// If a particle is in use, decrease it's age and update it's velocity, if it has one
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if (particle.inUse) {
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particle.decrementAge(deltaT * 1000);
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@ -93,71 +145,27 @@ export default class ParticleSystem implements Updateable {
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particle.setParticleInactive();
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}
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//particle.vel.y += 200*deltaT;
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particle.move(particle.vel.scaled(deltaT));
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}
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else {
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// Set the particle to active
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particle.setParticleActive(this.lifetime, this.sourcePoint.clone());
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// Update particle color, mass, and alpha
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particle.color = this.color;
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particle.alpha = 1;
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//particle.size.set(1)
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particle.vel = RandUtils.randVec(-50, 50, -100, 100);
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particle.mass = this.particleMass;
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particle.tweens.add("active", {
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startDelay: 0,
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duration: 2000,
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effects: [
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{
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property: "alpha",
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resetOnComplete: true,
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start: 1,
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end: 0,
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ease: EaseFunctionType.IN_OUT_SINE
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},
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/*{
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property: "colorR",
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resetOnComplete: true,
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start: particle.color.r,
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end: 255,
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ease: EaseFunctionType.IN_OUT_SINE
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},
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{
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property: "colorG",
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resetOnComplete: true,
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start: particle.color.g,
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end: 255,
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ease: EaseFunctionType.IN_OUT_SINE
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},
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{
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property: "colorB",
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resetOnComplete: true,
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start: particle.color.b,
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end: 255,
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ease: EaseFunctionType.IN_OUT_SINE
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},*/
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{
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property: "velY",
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resetOnComplete: true,
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start: particle.vel.y,
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end: particle.vel.y + ((this.lifetime * particle.mass)/2),
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ease: EaseFunctionType.IN_OUT_SINE
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}
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]
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});
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// Give particle tween animations
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this.setParticleAnimation(particle);
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particle.tweens.play("active");
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//particle.vel = RandUtils.randVec(-150, 150, -100, 100);
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//console.log(particle.vel.toString());
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}
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}
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// Update the amount of particles that can be rendered based on the particles per frame, clamping if we go over the total number
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// of particles in our pool
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this.particlesToRender = MathUtils.clamp(this.particlesToRender+this.particlesPerFrame, 0, this.particlePool.length);
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}
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}
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}
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export enum ParticleSystemType {
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emitter = "emitter",
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burst = "burst"
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}
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@ -143,7 +143,16 @@ export default class TweenController {
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// If it has an onEnd, send an event
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if(tween.onEnd){
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this.emitter.fireEvent(tween.onEnd, {key: key, node: this.owner.id});
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let data: Record<string, any> = {key: key, node: this.owner.id}
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// If it has onEnd event data, add each entry, as long as the key is not named 'key' or 'node'
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if (tween.onEndData) {
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Object.keys(tween.onEndData).forEach(key => {
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if (key !== "key" && key !== "node") {
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data[key] = tween.onEndData[key];
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}
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})
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}
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this.emitter.fireEvent(tween.onEnd, data);
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}
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}
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}
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