feat: added player position

This commit is contained in:
Renge 2022-04-13 18:56:35 -04:00
parent d748b21dfe
commit d53b8ce4d3
3 changed files with 14 additions and 7 deletions

View File

@ -22,6 +22,13 @@
"width": 3,
"alt_tile": [477, 479]
}
],
"sprites": [
{
"type": "player",
"x": 5,
"y": 19
}
]
},
"exit": {

View File

@ -10,6 +10,7 @@ import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
export default class Tutorial extends GameLevel{
private map: TiledTilemapData;
private rmg: RandomMapGenerator;
loadScene(): void {
@ -18,8 +19,8 @@ export default class Tutorial extends GameLevel{
// this.load.tilemap("forest1", "shattered_sword_assets/tilemaps/Tutorial.json");
// let map = localStorage.getItem("map");
this.randomSeed = Math.floor(Math.random()*10000000000);
let rmg = new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json", this.randomSeed);
this.map = rmg.getMap();
this.rmg = new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json", this.randomSeed);
this.map = this.rmg.getMap();
this.load.tilemapFromObject("forest1", this.map);
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
this.add.tilemap("forest1", new Vec2(2, 2));
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.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
super.startScene();

View File

@ -252,8 +252,6 @@ export default class RandomMapGenerator {
let roomHeight = room.bottomRight.y - room.topLeft.y + 1;
room.topLeft.x -= this.minX;
room.topLeft.y -= this.minY;
room.bottomRight.x -= this.minX;
room.bottomRight.y -= this.minY;
for (let i = 0; i < roomHeight; i++)
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];
@ -362,7 +360,7 @@ export default class RandomMapGenerator {
if (this.gen.random() <= sprite.possibility) {
let tmp = new Enemy();
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);
}
}