feat: added player position
This commit is contained in:
parent
d748b21dfe
commit
d53b8ce4d3
|
@ -22,6 +22,13 @@
|
||||||
"width": 3,
|
"width": 3,
|
||||||
"alt_tile": [477, 479]
|
"alt_tile": [477, 479]
|
||||||
}
|
}
|
||||||
|
],
|
||||||
|
"sprites": [
|
||||||
|
{
|
||||||
|
"type": "player",
|
||||||
|
"x": 5,
|
||||||
|
"y": 19
|
||||||
|
}
|
||||||
]
|
]
|
||||||
},
|
},
|
||||||
"exit": {
|
"exit": {
|
||||||
|
|
|
@ -10,6 +10,7 @@ import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
|
||||||
|
|
||||||
export default class Tutorial extends GameLevel{
|
export default class Tutorial extends GameLevel{
|
||||||
private map: TiledTilemapData;
|
private map: TiledTilemapData;
|
||||||
|
private rmg: RandomMapGenerator;
|
||||||
|
|
||||||
|
|
||||||
loadScene(): void {
|
loadScene(): void {
|
||||||
|
@ -18,8 +19,8 @@ export default class Tutorial extends GameLevel{
|
||||||
// this.load.tilemap("forest1", "shattered_sword_assets/tilemaps/Tutorial.json");
|
// this.load.tilemap("forest1", "shattered_sword_assets/tilemaps/Tutorial.json");
|
||||||
// let map = localStorage.getItem("map");
|
// let map = localStorage.getItem("map");
|
||||||
this.randomSeed = Math.floor(Math.random()*10000000000);
|
this.randomSeed = Math.floor(Math.random()*10000000000);
|
||||||
let rmg = new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json", this.randomSeed);
|
this.rmg = new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json", this.randomSeed);
|
||||||
this.map = rmg.getMap();
|
this.map = this.rmg.getMap();
|
||||||
this.load.tilemapFromObject("forest1", this.map);
|
this.load.tilemapFromObject("forest1", this.map);
|
||||||
|
|
||||||
this.load.spritesheet("player", "shattered_sword_assets/spritesheets/Hiro.json")
|
this.load.spritesheet("player", "shattered_sword_assets/spritesheets/Hiro.json")
|
||||||
|
@ -36,10 +37,11 @@ export default class Tutorial extends GameLevel{
|
||||||
// Add the level 1 tilemap
|
// Add the level 1 tilemap
|
||||||
this.add.tilemap("forest1", new Vec2(2, 2));
|
this.add.tilemap("forest1", new Vec2(2, 2));
|
||||||
console.log("width,height:"+this.map.width,this.map.height);
|
console.log("width,height:"+this.map.width,this.map.height);
|
||||||
this.viewport.setBounds(0, -500, this.map.width*32, this.map.height*32);
|
this.viewport.setBounds(0, 0, this.map.width*32, this.map.height*32);
|
||||||
this.viewport.follow(this.player);
|
this.viewport.follow(this.player);
|
||||||
|
|
||||||
this.playerSpawn = new Vec2(5*32, 9*32);
|
console.log(this.rmg.getPlayer().toString());
|
||||||
|
this.playerSpawn = this.rmg.getPlayer().scale(32);
|
||||||
|
|
||||||
// Do generic setup for a GameLevel
|
// Do generic setup for a GameLevel
|
||||||
super.startScene();
|
super.startScene();
|
||||||
|
|
|
@ -252,8 +252,6 @@ export default class RandomMapGenerator {
|
||||||
let roomHeight = room.bottomRight.y - room.topLeft.y + 1;
|
let roomHeight = room.bottomRight.y - room.topLeft.y + 1;
|
||||||
room.topLeft.x -= this.minX;
|
room.topLeft.x -= this.minX;
|
||||||
room.topLeft.y -= this.minY;
|
room.topLeft.y -= this.minY;
|
||||||
room.bottomRight.x -= this.minX;
|
|
||||||
room.bottomRight.y -= this.minY;
|
|
||||||
for (let i = 0; i < roomHeight; i++)
|
for (let i = 0; i < roomHeight; i++)
|
||||||
for (let j = 0; j < roomWidth; j++) {
|
for (let j = 0; j < roomWidth; j++) {
|
||||||
this.map.layers[0].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.bottomLayer[i * roomWidth + j];
|
this.map.layers[0].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.bottomLayer[i * roomWidth + j];
|
||||||
|
@ -362,7 +360,7 @@ export default class RandomMapGenerator {
|
||||||
if (this.gen.random() <= sprite.possibility) {
|
if (this.gen.random() <= sprite.possibility) {
|
||||||
let tmp = new Enemy();
|
let tmp = new Enemy();
|
||||||
tmp.type = sprite.type;
|
tmp.type = sprite.type;
|
||||||
tmp.position = new Vec2(posX + sprite.x, posY + sprite.y);
|
tmp.position = new Vec2(sprite.x, sprite.y);
|
||||||
room.enemies.push(tmp);
|
room.enemies.push(tmp);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue
Block a user