added basic physics collision checks
This commit is contained in:
parent
f0bb31f61e
commit
e6d4d75cd5
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@ -1,6 +1,7 @@
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import Scene from "../Scene";
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import Scene from "../Scene";
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import Viewport from "../../SceneGraph/Viewport";
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import Viewport from "../../SceneGraph/Viewport";
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import CanvasItem from "../../Nodes/CanvasNode"
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import CanvasItem from "../../Nodes/CanvasNode"
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import PlayerSprite from "../../Nodes/PlayerSprite";
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export default class CanvasNodeFactory {
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export default class CanvasNodeFactory {
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private scene: Scene;
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private scene: Scene;
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23
src/GameState/Factories/PhysicsNodeFactory.ts
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23
src/GameState/Factories/PhysicsNodeFactory.ts
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@ -0,0 +1,23 @@
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import Scene from "../Scene";
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import Viewport from "../../SceneGraph/Viewport";
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import PhysicsNode from "../../Physics/PhysicsNode";
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import PhysicsManager from "../../Physics/PhysicsManager";
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export default class PhysicsNodeFactory {
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private scene: Scene;
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private physicsManager: PhysicsManager;
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constructor(scene: Scene, physicsManager: PhysicsManager){
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this.scene = scene;
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this.physicsManager = physicsManager;
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}
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add<T extends PhysicsNode>(constr: new (...a: any) => T, ...args: any): T {
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let instance = new constr(...args);
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instance.init(this.scene);
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instance.addManager(this.physicsManager);
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instance.create();
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this.physicsManager.add(instance);
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return instance;
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}
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}
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@ -20,6 +20,7 @@ export default class TilemapFactory {
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// For each of the layers in the tilemap, create a tilemap
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// For each of the layers in the tilemap, create a tilemap
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for(let layer of tilemapData.layers){
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for(let layer of tilemapData.layers){
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let tilemap = new constr(tilemapData, layer);
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let tilemap = new constr(tilemapData, layer);
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tilemap.init(this.scene);
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// Add to scene
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// Add to scene
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this.scene.addTilemap(tilemap);
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this.scene.addTilemap(tilemap);
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@ -7,12 +7,15 @@ import CanvasNodeFactory from "./Factories/CanvasNodeFactory";
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import GameState from "./GameState";
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import GameState from "./GameState";
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import Tilemap from "../Nodes/Tilemap";
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import Tilemap from "../Nodes/Tilemap";
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import TilemapFactory from "./Factories/TilemapFactory";
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import TilemapFactory from "./Factories/TilemapFactory";
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import PhysicsManager from "../Physics/PhysicsManager";
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import PhysicsNodeFactory from "./Factories/PhysicsNodeFactory";
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export default class Scene {
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export default class Scene {
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private gameState: GameState;
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private gameState: GameState;
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private viewport: Viewport
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private viewport: Viewport
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private parallax: Vec2;
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private parallax: Vec2;
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sceneGraph: SceneGraph;
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sceneGraph: SceneGraph;
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private physicsManager: PhysicsManager;
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private tilemaps: Array<Tilemap>;
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private tilemaps: Array<Tilemap>;
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private paused: boolean;
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private paused: boolean;
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private hidden: boolean;
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private hidden: boolean;
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@ -20,6 +23,7 @@ export default class Scene {
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// Factories
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// Factories
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public canvasNode: CanvasNodeFactory;
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public canvasNode: CanvasNodeFactory;
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public tilemap: TilemapFactory;
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public tilemap: TilemapFactory;
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public physics: PhysicsNodeFactory;
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constructor(viewport: Viewport, gameState: GameState){
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constructor(viewport: Viewport, gameState: GameState){
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this.gameState = gameState;
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this.gameState = gameState;
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@ -29,10 +33,12 @@ export default class Scene {
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this.tilemaps = new Array<Tilemap>();
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this.tilemaps = new Array<Tilemap>();
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this.paused = false;
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this.paused = false;
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this.hidden = false;
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this.hidden = false;
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this.physicsManager = new PhysicsManager();
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// Factories
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// Factories
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this.canvasNode = new CanvasNodeFactory(this, this.viewport);
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this.canvasNode = new CanvasNodeFactory(this, this.viewport);
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this.tilemap = new TilemapFactory(this, this.viewport);
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this.tilemap = new TilemapFactory(this, this.viewport);
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this.physics = new PhysicsNodeFactory(this, this.physicsManager);
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}
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}
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setPaused(pauseValue: boolean): void {
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setPaused(pauseValue: boolean): void {
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@ -84,6 +90,7 @@ export default class Scene {
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update(deltaT: number): void {
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update(deltaT: number): void {
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if(!this.paused){
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if(!this.paused){
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this.viewport.update(deltaT);
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this.viewport.update(deltaT);
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this.physicsManager.update(deltaT);
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this.sceneGraph.update(deltaT);
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this.sceneGraph.update(deltaT);
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}
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}
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}
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}
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@ -4,17 +4,12 @@ import Scene from "../GameState/Scene";
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export default abstract class CanvasNode extends GameNode{
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export default abstract class CanvasNode extends GameNode{
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protected size: Vec2;
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protected size: Vec2;
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protected scene: Scene;
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constructor(){
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constructor(){
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super();
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super();
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this.size = new Vec2(0, 0);
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this.size = new Vec2(0, 0);
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}
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}
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init(scene: Scene){
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this.scene = scene;
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}
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getSize(): Vec2 {
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getSize(): Vec2 {
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return this.size;
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return this.size;
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}
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}
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@ -4,18 +4,28 @@ import Vec2 from "../DataTypes/Vec2";
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import Map from "../DataTypes/Map";
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import Map from "../DataTypes/Map";
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import Receiver from "../Events/Receiver";
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import Receiver from "../Events/Receiver";
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import GameEvent from "../Events/GameEvent";
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import GameEvent from "../Events/GameEvent";
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import Scene from "../GameState/Scene";
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export default abstract class GameNode{
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export default abstract class GameNode{
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private eventQueue: EventQueue;
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private eventQueue: EventQueue;
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protected input: InputReceiver;
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protected input: InputReceiver;
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protected position: Vec2;
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protected position: Vec2;
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private receiver: Receiver;
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private receiver: Receiver;
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protected scene: Scene;
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constructor(){
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constructor(){
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this.eventQueue = EventQueue.getInstance();
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this.eventQueue = EventQueue.getInstance();
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this.input = InputReceiver.getInstance();
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this.input = InputReceiver.getInstance();
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this.position = new Vec2(0, 0);
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this.position = new Vec2(0, 0);
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}
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}
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init(scene: Scene){
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this.scene = scene;
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}
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getScene(): Scene {
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return this.scene;
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}
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getPosition(): Vec2 {
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getPosition(): Vec2 {
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return this.position;
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return this.position;
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@ -1,37 +0,0 @@
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import CanvasNode from "./CanvasNode";
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import Vec2 from "../DataTypes/Vec2";
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import Debug from "../Debug/Debug";
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export default class Player extends CanvasNode{
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velocity: Vec2;
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speed: number;
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debug: Debug;
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constructor(){
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super();
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this.velocity = new Vec2(0, 0);
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this.speed = 300;
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this.size = new Vec2(50, 50);
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this.debug = Debug.getInstance();
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};
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update(deltaT: number): void {
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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.normalize();
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this.velocity = dir.scale(this.speed);
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this.position = this.position.add(this.velocity.scale(deltaT));
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this.debug.log("player", "Player Pos: " + this.position.toFixed());
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}
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render(ctx: CanvasRenderingContext2D, origin: Vec2){
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ctx.fillStyle = "#FF0000";
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ctx.fillRect(this.position.x - origin.x, this.position.y - origin.y, this.size.x, this.size.y);
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}
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}
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18
src/Nodes/PlayerSprite.ts
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18
src/Nodes/PlayerSprite.ts
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import CanvasNode from "./CanvasNode";
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import Vec2 from "../DataTypes/Vec2";
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import Debug from "../Debug/Debug";
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export default class Player extends CanvasNode{
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debug: Debug;
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constructor(){
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super();
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};
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update(deltaT: number): void {}
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render(ctx: CanvasRenderingContext2D, origin: Vec2){
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ctx.fillStyle = "#FF0000";
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ctx.fillRect(this.position.x - origin.x, this.position.y - origin.y, this.size.x, this.size.y);
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}
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}
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super();
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super();
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this.tilesets = new Array<Tileset>();
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this.tilesets = new Array<Tileset>();
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this.worldSize = new Vec2(0, 0);
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this.worldSize = new Vec2(0, 0);
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this.init(tilemapData, layerData);
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this.parseTilemapData(tilemapData, layerData);
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}
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}
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getTilesets(): Tileset[] {
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getTilesets(): Tileset[] {
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/**
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/**
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* Sets up the tileset using the data loaded from file
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* Sets up the tileset using the data loaded from file
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*/
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*/
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abstract init(tilemapData: TiledTilemapData, layerData: TiledLayerData): void;
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abstract parseTilemapData(tilemapData: TiledTilemapData, layerData: TiledLayerData): void;
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abstract render(ctx: CanvasRenderingContext2D, origin: Vec2, viewportSize: Vec2): void;
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abstract render(ctx: CanvasRenderingContext2D, origin: Vec2, viewportSize: Vec2): void;
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}
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}
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@ -5,7 +5,7 @@ import Tileset from "../../DataTypes/Tilesets/Tileset";
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export default class OrthogonalTilemap extends Tilemap {
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export default class OrthogonalTilemap extends Tilemap {
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init(tilemapData: TiledTilemapData, layer: TiledLayerData): void {
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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.worldSize.set(tilemapData.width, tilemapData.height);
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this.data = layer.data;
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this.data = layer.data;
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tilemapData.tilesets.forEach(tilesetData => this.tilesets.push(new Tileset(tilesetData)));
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tilemapData.tilesets.forEach(tilesetData => this.tilesets.push(new Tileset(tilesetData)));
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29
src/Physics/Colliders/AABB.ts
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29
src/Physics/Colliders/AABB.ts
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import Collider from "./Collider";
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import Vec2 from "../../DataTypes/Vec2";
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export default class AABB extends Collider {
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isCollidingWith(other: Collider): boolean {
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if(other instanceof AABB){
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if(other.position.x > this.position.x && other.position.x < this.position.x + this.size.x){
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return other.position.y > this.position.y && other.position.y < this.position.y + this.size.y;
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}
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}
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return false;
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}
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willCollideWith(other: Collider, thisVel: Vec2, otherVel: Vec2): boolean {
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if(other instanceof AABB){
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let thisPos = new Vec2(this.position.x + thisVel.x, this.position.y + thisVel.y);
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let otherPos = new Vec2(other.position.x + otherVel.x, other.position.y + otherVel.y);
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if(otherPos.x > thisPos.x && otherPos.x < thisPos.x + this.size.x){
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return otherPos.y > thisPos.y && otherPos.y < thisPos.y + this.size.y;
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}
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}
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return false;
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}
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update(deltaT: number): void {}
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}
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18
src/Physics/Colliders/Collider.ts
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18
src/Physics/Colliders/Collider.ts
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import GameNode from "../../Nodes/GameNode";
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import Vec2 from "../../DataTypes/Vec2";
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export default abstract class Collider extends GameNode {
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protected size: Vec2;
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getSize(): Vec2 {
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return this.size;
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}
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setSize(size: Vec2): void {
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this.size = size;
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}
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abstract isCollidingWith(other: Collider): boolean;
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abstract willCollideWith(other: Collider, thisVel: Vec2, otherVel: Vec2): boolean;
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}
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89
src/Physics/PhysicsManager.ts
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src/Physics/PhysicsManager.ts
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import PhysicsNode from "./PhysicsNode";
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import Vec2 from "../DataTypes/Vec2";
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export default class PhysicsManager {
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physicsNodes: Array<PhysicsNode>;
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movements: Array<MovementData>;
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constructor(){
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this.physicsNodes = new Array();
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this.movements = new Array();
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}
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add(node: PhysicsNode): void {
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this.physicsNodes.push(node);
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}
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addMovement(node: PhysicsNode, velocity: Vec2){
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this.movements.push(new MovementData(node, velocity));
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}
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update(deltaT: number): void {
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for(let node of this.physicsNodes){
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node.update(deltaT);
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}
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let staticSet = new Array<PhysicsNode>();
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let dynamicSet = new Array<PhysicsNode>();
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// TODO: REALLY bad, the physics system has to be improved, but that isn't the focus for now
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for(let node of this.physicsNodes){
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if(node.isMoving){
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dynamicSet.push(node);
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node.isMoving = false;
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} else {
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staticSet.push(node);
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}
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}
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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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// 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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if(data.node === movingNode){
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velocity = new Vec2(data.velocity.x, data.velocity.y);
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}
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}
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for(let staticNode of staticSet){
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if(movingNode.getCollider().willCollideWith(staticNode.getCollider(), velocity, new Vec2(0, 0))){
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this.handleCollision(movingNode, staticNode, velocity);
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}
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}
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movingNode.finishMove(velocity);
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}
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// Reset movements
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this.movements = new Array();
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}
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handleCollision(movingNode: PhysicsNode, staticNode: PhysicsNode, velocity: Vec2){
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let ASize = movingNode.getCollider().getSize();
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let A = new Vec2(movingNode.getPosition().x + ASize.x, movingNode.getPosition().y + ASize.y);
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let BSize = staticNode.getCollider().getSize();
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let B = new Vec2(staticNode.getPosition().x + BSize.x, staticNode.getPosition().y + BSize.y);
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let firstContact = new Vec2(0, 0);
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firstContact.x = (B.x-(BSize.x/2) - (A.x + (ASize.x/2)))/(velocity.x - 0);
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firstContact.y = (B.y-(BSize.y/2) - (A.y + (ASize.y/2)))/(velocity.y - 0);
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if(firstContact.x < 1 || firstContact.y < 1){
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// We collided
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let firstCollisionTime = Math.min(firstContact.x, firstContact.y);
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velocity.scale(firstCollisionTime);
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}
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|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class MovementData{
|
||||||
|
node: PhysicsNode;
|
||||||
|
velocity: Vec2;
|
||||||
|
constructor(node: PhysicsNode, velocity: Vec2){
|
||||||
|
this.node = node;
|
||||||
|
this.velocity = velocity;
|
||||||
|
}
|
||||||
|
}
|
44
src/Physics/PhysicsNode.ts
Normal file
44
src/Physics/PhysicsNode.ts
Normal file
|
@ -0,0 +1,44 @@
|
||||||
|
import Collider from "./Colliders/Collider";
|
||||||
|
import GameNode from "../Nodes/GameNode";
|
||||||
|
import PhysicsManager from "./PhysicsManager";
|
||||||
|
import Vec2 from "../DataTypes/Vec2";
|
||||||
|
|
||||||
|
export default abstract class PhysicsNode extends GameNode {
|
||||||
|
|
||||||
|
protected collider: Collider = null;
|
||||||
|
protected children: Array<GameNode>;
|
||||||
|
private manager: PhysicsManager;
|
||||||
|
isMoving: boolean;
|
||||||
|
|
||||||
|
constructor(){
|
||||||
|
super();
|
||||||
|
this.children = new Array();
|
||||||
|
this.isMoving = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
addManager(manager: PhysicsManager): void {
|
||||||
|
this.manager = manager;
|
||||||
|
}
|
||||||
|
|
||||||
|
isCollidable(): boolean {
|
||||||
|
return this.collider !== null;
|
||||||
|
}
|
||||||
|
|
||||||
|
getCollider(): Collider {
|
||||||
|
return this.collider;
|
||||||
|
}
|
||||||
|
|
||||||
|
move(velocity: Vec2): void {
|
||||||
|
this.isMoving = true;
|
||||||
|
this.manager.addMovement(this, velocity);
|
||||||
|
}
|
||||||
|
|
||||||
|
finishMove(velocity: Vec2): void {
|
||||||
|
this.position.add(velocity);
|
||||||
|
for(let child of this.children){
|
||||||
|
child.getPosition().add(velocity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
abstract create(): void;
|
||||||
|
}
|
44
src/Player.ts
Normal file
44
src/Player.ts
Normal file
|
@ -0,0 +1,44 @@
|
||||||
|
import PhysicsNode from "./Physics/PhysicsNode";
|
||||||
|
import Vec2 from "./DataTypes/Vec2";
|
||||||
|
import Debug from "./Debug/Debug";
|
||||||
|
import AABB from "./Physics/Colliders/AABB";
|
||||||
|
import PlayerSprite from "./Nodes/PlayerSprite";
|
||||||
|
|
||||||
|
export default class Player extends PhysicsNode {
|
||||||
|
velocity: Vec2;
|
||||||
|
speed: number;
|
||||||
|
debug: Debug;
|
||||||
|
|
||||||
|
constructor(){
|
||||||
|
super();
|
||||||
|
this.velocity = new Vec2(0, 0);
|
||||||
|
this.speed = 300;
|
||||||
|
this.collider = new AABB();
|
||||||
|
this.collider.setSize(new Vec2(50, 50));
|
||||||
|
this.position = new Vec2(0, 0);
|
||||||
|
this.debug = Debug.getInstance();
|
||||||
|
}
|
||||||
|
|
||||||
|
create(): void {
|
||||||
|
let sprite = this.scene.canvasNode.add(PlayerSprite);
|
||||||
|
sprite.setPosition(this.position);
|
||||||
|
sprite.setSize(50, 50);
|
||||||
|
this.children.push(sprite);
|
||||||
|
}
|
||||||
|
|
||||||
|
update(deltaT: number): void {
|
||||||
|
let dir = new Vec2(0, 0);
|
||||||
|
dir.x += this.input.isPressed('a') ? -1 : 0;
|
||||||
|
dir.x += this.input.isPressed('d') ? 1 : 0;
|
||||||
|
dir.y += this.input.isPressed('s') ? 1 : 0;
|
||||||
|
dir.y += this.input.isPressed('w') ? -1 : 0;
|
||||||
|
|
||||||
|
dir.normalize();
|
||||||
|
|
||||||
|
this.velocity = dir.scale(this.speed);
|
||||||
|
this.move(this.velocity.scale(deltaT));
|
||||||
|
|
||||||
|
this.debug.log("player", "Player Pos: " + this.position.toFixed());
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
src/main.ts
11
src/main.ts
|
@ -1,6 +1,5 @@
|
||||||
import GameLoop from "./Loop/GameLoop";
|
import GameLoop from "./Loop/GameLoop";
|
||||||
import Scene from "./GameState/Scene";
|
import Player from "./Player";
|
||||||
import Player from "./Nodes/Player";
|
|
||||||
import UIElement from "./Nodes/UIElement";
|
import UIElement from "./Nodes/UIElement";
|
||||||
import ColoredCircle from "./Nodes/ColoredCircle";
|
import ColoredCircle from "./Nodes/ColoredCircle";
|
||||||
import Color from "./Utils/Color";
|
import Color from "./Utils/Color";
|
||||||
|
@ -24,7 +23,7 @@ function main(){
|
||||||
pauseMenu.setParallax(0, 0);
|
pauseMenu.setParallax(0, 0);
|
||||||
|
|
||||||
// Initialize GameObjects
|
// Initialize GameObjects
|
||||||
let player = mainScene.canvasNode.add(Player);
|
let player = mainScene.physics.add(Player);
|
||||||
mainScene.getViewport().follow(player);
|
mainScene.getViewport().follow(player);
|
||||||
|
|
||||||
let recordButton = uiLayer.canvasNode.add(Button);
|
let recordButton = uiLayer.canvasNode.add(Button);
|
||||||
|
@ -79,11 +78,7 @@ function main(){
|
||||||
pauseMenu.disable();
|
pauseMenu.disable();
|
||||||
}
|
}
|
||||||
|
|
||||||
for(let i = 0; i < 10; i++){
|
mainScene.tilemap.add(OrthogonalTilemap, "assets/tilemaps/MultiLayer.json");
|
||||||
mainScene.canvasNode.add(ColoredCircle);
|
|
||||||
}
|
|
||||||
|
|
||||||
backgroundScene.tilemap.add(OrthogonalTilemap, "assets/tilemaps/MultiLayer.json");
|
|
||||||
|
|
||||||
for(let i = 0; i < 30; i++){
|
for(let i = 0; i < 30; i++){
|
||||||
let cc = foregroundLayer.canvasNode.add(ColoredCircle);
|
let cc = foregroundLayer.canvasNode.add(ColoredCircle);
|
||||||
|
|
|
@ -1,7 +1,10 @@
|
||||||
{
|
{
|
||||||
"files": [
|
"files": [
|
||||||
"src/main.ts",
|
"src/main.ts",
|
||||||
|
"src/Player.ts",
|
||||||
|
|
||||||
|
"src/DataTypes/Tilesets/TiledData",
|
||||||
|
"src/DataTypes/Tilesets/Tileset",
|
||||||
"src/DataTypes/Collection.ts",
|
"src/DataTypes/Collection.ts",
|
||||||
"src/DataTypes/Map.ts",
|
"src/DataTypes/Map.ts",
|
||||||
"src/DataTypes/Queue.ts",
|
"src/DataTypes/Queue.ts",
|
||||||
|
@ -9,10 +12,15 @@
|
||||||
"src/DataTypes/Vec2.ts",
|
"src/DataTypes/Vec2.ts",
|
||||||
"src/DataTypes/Vec4.ts",
|
"src/DataTypes/Vec4.ts",
|
||||||
|
|
||||||
|
"src/Debug/Debug.ts",
|
||||||
|
|
||||||
"src/Events/EventQueue.ts",
|
"src/Events/EventQueue.ts",
|
||||||
"src/Events/GameEvent.ts",
|
"src/Events/GameEvent.ts",
|
||||||
"src/Events/Receiver.ts",
|
"src/Events/Receiver.ts",
|
||||||
|
|
||||||
|
"src/GameState/Factories/CanvasNodeFactory.ts",
|
||||||
|
"src/GameState/Factories/PhysicsNodeFactory.ts",
|
||||||
|
"src/GameState/Factories/TilemapFactory.ts",
|
||||||
"src/GameState/GameState.ts",
|
"src/GameState/GameState.ts",
|
||||||
"src/GameState/Scene.ts",
|
"src/GameState/Scene.ts",
|
||||||
|
|
||||||
|
@ -21,20 +29,33 @@
|
||||||
|
|
||||||
"src/Loop/GameLoop.ts",
|
"src/Loop/GameLoop.ts",
|
||||||
|
|
||||||
|
"src/Nodes/Tilemaps/OrgthogonalTilemap.ts",
|
||||||
|
"src/Nodes/UIElements/Button.ts",
|
||||||
|
"src/Nodes/UIElements/Label.ts",
|
||||||
|
"src/Nodes/CanvasNode.ts",
|
||||||
"src/Nodes/ColoredCircle.ts",
|
"src/Nodes/ColoredCircle.ts",
|
||||||
"src/Nodes/GameNode.ts",
|
"src/Nodes/GameNode.ts",
|
||||||
"src/Nodes/Player.ts",
|
"src/Nodes/PlayerSprite.ts",
|
||||||
|
"src/Nodes/Tilemap.ts",
|
||||||
"src/Nodes/UIElement.ts",
|
"src/Nodes/UIElement.ts",
|
||||||
|
|
||||||
|
"src/Physics/Colliders/AABB.ts",
|
||||||
|
"src/Physics/Colliders/Collider.ts",
|
||||||
|
"src/Physics/PhysicsManager.ts",
|
||||||
|
"src/Physics/PhysicsNode.ts",
|
||||||
|
|
||||||
"src/Playback/Recorder.ts",
|
"src/Playback/Recorder.ts",
|
||||||
|
|
||||||
|
"src/ResourceManager/ResourceManager.ts",
|
||||||
|
|
||||||
"src/SceneGraph/SceneGraph.ts",
|
"src/SceneGraph/SceneGraph.ts",
|
||||||
"src/SceneGraph/SceneGraphArray.ts",
|
"src/SceneGraph/SceneGraphArray.ts",
|
||||||
"src/SceneGraph/Viewport.ts",
|
"src/SceneGraph/Viewport.ts",
|
||||||
|
|
||||||
"src/Utils/Color.ts",
|
"src/Utils/Color.ts",
|
||||||
"src/Utils/MathUtils.ts",
|
"src/Utils/MathUtils.ts",
|
||||||
"src/Utils/RandUtils.ts"
|
"src/Utils/RandUtils.ts",
|
||||||
|
"src/Utils/StringUtils.ts"
|
||||||
],
|
],
|
||||||
"compilerOptions": {
|
"compilerOptions": {
|
||||||
"noImplicitAny": true,
|
"noImplicitAny": true,
|
||||||
|
|
Loading…
Reference in New Issue
Block a user