fixed issues with tilemaps and physics
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033680cf52
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bd961d04d3
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@ -8,6 +8,12 @@ export class TiledTilemapData {
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tilesets: TiledTilesetData[];
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}
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export class TiledLayerProperty {
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name: string;
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type: string;
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value: any;
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}
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export class TiledTilesetData {
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columns: number;
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tilewidth: number;
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@ -31,5 +37,6 @@ export class TiledLayerData {
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name: string;
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opacity: number;
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visible: boolean;
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properties: TiledLayerProperty[];
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}
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@ -27,16 +27,19 @@ export default class TilemapFactory {
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// Add to scene
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this.scene.addTilemap(tilemap);
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let worldSize = tilemap.getWorldSize();
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let tileSize = tilemap.getTileSize();
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if(tilemap.isCollidable()){
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// Create colliders
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let worldSize = tilemap.getWorldSize();
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let tileSize = tilemap.getTileSize();
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tilemap.forEachTile((tileIndex: number, i: number) => {
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if(tileIndex !== 0){
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let x = (i % worldSize.x) * tileSize.x * 4;
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let y = Math.floor(i / worldSize.x) * tileSize.y * 4;
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this.scene.physics.add(StaticBody, new Vec2(x, y), new Vec2(tileSize.x * 4, tileSize.y * 4));
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}
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});
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tilemap.forEachTile((tileIndex: number, i: number) => {
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if(tileIndex !== 0){
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let x = (i % worldSize.x) * tileSize.x * 4;
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let y = Math.floor(i / worldSize.x) * tileSize.y * 4;
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this.scene.physics.add(StaticBody, new Vec2(x, y), new Vec2(tileSize.x * 4, tileSize.y * 4));
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}
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});
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}
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// Load images for the tilesets
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tilemap.getTilesets().forEach(tileset => {
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@ -13,7 +13,7 @@ export default class GameState{
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this.worldSize = new Vec2(1600, 1000);
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this.viewport = new Viewport();
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this.viewport.setSize(800, 500);
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this.viewport.setBounds(0, 0, 1600, 1000);
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this.viewport.setBounds(0, 0, 2560, 1280);
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}
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createScene(): Scene{
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@ -102,15 +102,15 @@ export default class Scene {
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let origin = new Vec2(viewportOrigin.x*this.parallax.x, viewportOrigin.y*this.parallax.y);
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let size = this.viewport.getSize();
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// Render visible set
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visibleSet.forEach(node => node.render(ctx, origin));
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// Render tilemaps
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this.tilemaps.forEach(tilemap => {
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if(tilemap.isReady()){
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if(tilemap.isReady() && tilemap.isVisible()){
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tilemap.render(ctx, origin, size);
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}
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});
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// Render visible set
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visibleSet.forEach(node => node.render(ctx, origin));
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}
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}
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}
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@ -58,8 +58,10 @@ export default class InputReceiver{
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if(event.type === "key_down"){
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let key = event.data.get("key")
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this.keyJustPressed.set(key, true);
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this.keyPressed.set(key, true);
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if(!this.keyPressed.get(key)){
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this.keyJustPressed.set(key, true);
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this.keyPressed.set(key, true);
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}
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}
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if(event.type === "key_up"){
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@ -11,6 +11,8 @@ export default abstract class Tilemap extends GameNode {
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protected tilesets: Tileset[];
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protected worldSize: Vec2;
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protected tileSize: Vec2;
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protected visible: boolean;
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protected collidable: boolean;
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constructor(tilemapData: TiledTilemapData, layerData: TiledLayerData){
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super();
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@ -20,6 +22,14 @@ export default abstract class Tilemap extends GameNode {
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this.parseTilemapData(tilemapData, layerData);
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}
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isCollidable(): boolean {
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return this.collidable;
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}
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isVisible(): boolean {
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return this.visible;
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}
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getTilesets(): Tileset[] {
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return this.tilesets;
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}
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@ -5,10 +5,18 @@ import Tileset from "../../DataTypes/Tilesets/Tileset";
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export default class OrthogonalTilemap extends Tilemap {
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parseTilemapData(tilemapData: TiledTilemapData, layer: TiledLayerData): void {
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this.worldSize.set(tilemapData.width, tilemapData.height);
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this.tileSize.set(tilemapData.tilewidth, tilemapData.tileheight);
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this.data = layer.data;
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this.visible = layer.visible;
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this.collidable = false;
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for(let item of layer.properties){
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if(item.name === "Collidable"){
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this.collidable = item.value;
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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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@ -20,6 +28,7 @@ export default class OrthogonalTilemap extends Tilemap {
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update(deltaT: number): void {}
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// TODO: Don't render tiles that aren't on screen
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render(ctx: CanvasRenderingContext2D, origin: Vec2, viewportSize: Vec2) {
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for(let i = 0; i < this.data.length; i++){
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let tileIndex = this.data[i];
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@ -2,6 +2,7 @@ import PhysicsNode from "./PhysicsNode";
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import Vec2 from "../DataTypes/Vec2";
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import StaticBody from "./StaticBody";
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import Debug from "../Debug/Debug";
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import MathUtils from "../Utils/MathUtils";
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export default class PhysicsManager {
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@ -41,6 +42,7 @@ export default class PhysicsManager {
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// For now, we will only have the moving player, don't bother checking for collisions with other moving things
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for(let movingNode of dynamicSet){
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movingNode.setIsGrounded(false);
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// Get velocity of node
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let velocity = null;
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for(let data of this.movements){
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@ -141,12 +143,34 @@ export default class PhysicsManager {
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collidingY = true;
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}
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if(B.x < A.x){
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// Swap, because B is to the left of A
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let temp: Vec2;
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temp = sizeA;
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sizeA = sizeB;
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sizeB = temp;
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temp = A;
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A = B;
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B = temp;
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temp = velA;
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velA = velB;
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velB = temp;
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}
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if( (firstContact.x < 1 || collidingX) && (firstContact.y < 1 || collidingY)){
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if(collidingX && collidingY){
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// If we're already intersecting, freak out I guess?
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} else {
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let contactTime = Math.min(firstContact.x, firstContact.y);
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velocity.scale(contactTime);
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// let contactTime = Math.min(firstContact.x, firstContact.y);
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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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if(yScale !== 1){
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movingNode.setIsGrounded(true);
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}
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velocity.scale(xScale, yScale);
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}
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}
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}
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@ -9,6 +9,7 @@ export default abstract class PhysicsNode extends GameNode {
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protected children: Array<GameNode>;
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private manager: PhysicsManager;
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isMoving: boolean;
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protected isGrounded: boolean;
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constructor(){
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super();
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@ -16,6 +17,10 @@ export default abstract class PhysicsNode extends GameNode {
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this.isMoving = false;
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}
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setIsGrounded(isGrounded: boolean): void {
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this.isGrounded = isGrounded;
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}
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addManager(manager: PhysicsManager): void {
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this.manager = manager;
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}
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@ -9,15 +9,21 @@ export default class Player extends PhysicsNode {
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speed: number;
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debug: Debug;
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size: Vec2;
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gravity: number = 7000;
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type: string;
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constructor(){
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constructor(type: string){
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super();
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this.type = type;
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this.velocity = new Vec2(0, 0);
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this.speed = 300;
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this.speed = 500;
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this.size = new Vec2(50, 50);
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this.collider = new AABB();
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this.collider.setSize(this.size);
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this.position = new Vec2(0, 0);
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if(this.type === "topdown"){
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this.position = new Vec2(100, 100);
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}
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this.debug = Debug.getInstance();
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}
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@ -29,18 +35,60 @@ export default class Player extends PhysicsNode {
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}
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update(deltaT: number): void {
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if(this.type === "topdown"){
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let dir = this.topdown_computeDirection();
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this.velocity = this.topdown_computeVelocity(dir, deltaT);
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} else {
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let dir = this.platformer_computeDirection();
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this.velocity = this.platformer_computeVelocity(dir, deltaT);
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}
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this.move(new Vec2(this.velocity.x * deltaT, this.velocity.y * deltaT));
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this.debug.log("player", "Player Pos: " + this.position.toFixed() + ", Player Vel: " + this.velocity.toFixed());
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}
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topdown_computeDirection(): Vec2 {
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let dir = new Vec2(0, 0);
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dir.x += this.input.isPressed('a') ? -1 : 0;
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dir.x += this.input.isPressed('d') ? 1 : 0;
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dir.y += this.input.isPressed('s') ? 1 : 0;
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dir.y += this.input.isPressed('w') ? -1 : 0;
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dir.x += this.input.isPressed('d') ? 1 : 0;
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dir.y += this.input.isPressed('w') ? -1 : 0;
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dir.y += this.input.isPressed('s') ? 1 : 0;
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dir.normalize();
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dir.normalize();
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this.velocity = dir.scale(this.speed);
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this.move(this.velocity.scale(deltaT));
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return dir;
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}
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this.debug.log("player", "Player Pos: " + this.position.toFixed() + " " + this.velocity.toFixed());
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topdown_computeVelocity(dir: Vec2, deltaT: number): Vec2 {
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let vel = new Vec2(dir.x * this.speed, dir.y * this.speed);
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return vel
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}
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platformer_computeDirection(): Vec2 {
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let dir = new Vec2(0, 0);
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dir.x += this.input.isPressed('a') ? -1 : 0;
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dir.x += this.input.isPressed('d') ? 1 : 0;
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if(this.isGrounded){
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dir.y += this.input.isJustPressed('w') ? -1 : 0;
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}
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return dir;
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}
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platformer_computeVelocity(dir: Vec2, deltaT: number): Vec2 {
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let vel = new Vec2(0, this.velocity.y);
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if(this.isGrounded){
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vel.y = dir.y*1800;
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}
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vel.y += this.gravity * deltaT;
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vel.x = dir.x * this.speed;
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return vel
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}
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}
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14
src/main.ts
14
src/main.ts
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@ -15,17 +15,12 @@ function main(){
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let backgroundScene = gameState.createScene();
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backgroundScene.setParallax(0.5, 0.5);
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let mainScene = gameState.createScene();
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let foregroundLayer = gameState.createScene();
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foregroundLayer.setParallax(1.5, 1.5);
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let uiLayer = gameState.createScene();
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uiLayer.setParallax(0, 0);
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let pauseMenu = gameState.createScene();
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pauseMenu.setParallax(0, 0);
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// Initialize GameObjects
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let player = mainScene.physics.add(Player);
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mainScene.getViewport().follow(player);
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let recordButton = uiLayer.canvasNode.add(Button);
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recordButton.setSize(100, 50);
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recordButton.setText("Record");
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@ -79,13 +74,8 @@ function main(){
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}
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mainScene.tilemap.add(OrthogonalTilemap, "assets/tilemaps/Platformer.json");
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for(let i = 0; i < 30; i++){
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let cc = foregroundLayer.canvasNode.add(ColoredCircle);
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cc.setSize(80, 80);
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cc.setColor(cc.getColor().lighten().lighten())
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cc.getColor().a = 0.5;
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}
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let player = mainScene.physics.add(Player, "platformer");
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mainScene.getViewport().follow(player);
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pauseMenu.disable();
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