added basic physics collision checks
This commit is contained in:
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f0bb31f61e
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@ -1,6 +1,7 @@
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import Scene from "../Scene";
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import Viewport from "../../SceneGraph/Viewport";
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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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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(let layer of tilemapData.layers){
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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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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 Tilemap from "../Nodes/Tilemap";
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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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private gameState: GameState;
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private viewport: Viewport
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private parallax: Vec2;
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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 paused: 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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public canvasNode: CanvasNodeFactory;
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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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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.paused = 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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this.canvasNode = new CanvasNodeFactory(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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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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if(!this.paused){
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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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}
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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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protected size: Vec2;
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protected scene: Scene;
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constructor(){
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super();
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this.size = new Vec2(0, 0);
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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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return this.size;
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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 Receiver from "../Events/Receiver";
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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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private eventQueue: EventQueue;
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protected input: InputReceiver;
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protected position: Vec2;
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private receiver: Receiver;
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protected scene: Scene;
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constructor(){
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this.eventQueue = EventQueue.getInstance();
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this.input = InputReceiver.getInstance();
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this.position = new Vec2(0, 0);
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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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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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@ -15,7 +15,7 @@ export default abstract class Tilemap extends GameNode {
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super();
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this.tilesets = new Array<Tileset>();
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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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getTilesets(): Tileset[] {
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@ -36,7 +36,7 @@ export default abstract class Tilemap extends GameNode {
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/**
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* Sets up the tileset using the data loaded from file
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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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}
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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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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.data = layer.data;
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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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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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89
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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}
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}
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class MovementData{
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node: PhysicsNode;
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velocity: Vec2;
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constructor(node: PhysicsNode, velocity: Vec2){
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this.node = node;
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this.velocity = velocity;
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}
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}
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44
src/Physics/PhysicsNode.ts
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44
src/Physics/PhysicsNode.ts
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import Collider from "./Colliders/Collider";
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import GameNode from "../Nodes/GameNode";
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import PhysicsManager from "./PhysicsManager";
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import Vec2 from "../DataTypes/Vec2";
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export default abstract class PhysicsNode extends GameNode {
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protected collider: Collider = null;
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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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constructor(){
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super();
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this.children = new Array();
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this.isMoving = false;
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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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isCollidable(): boolean {
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return this.collider !== null;
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}
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getCollider(): Collider {
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return this.collider;
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}
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move(velocity: Vec2): void {
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this.isMoving = true;
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this.manager.addMovement(this, velocity);
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}
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finishMove(velocity: Vec2): void {
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this.position.add(velocity);
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for(let child of this.children){
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child.getPosition().add(velocity);
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}
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}
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abstract create(): void;
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}
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44
src/Player.ts
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44
src/Player.ts
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import PhysicsNode from "./Physics/PhysicsNode";
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import Vec2 from "./DataTypes/Vec2";
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import Debug from "./Debug/Debug";
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import AABB from "./Physics/Colliders/AABB";
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import PlayerSprite from "./Nodes/PlayerSprite";
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export default class Player extends PhysicsNode {
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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.collider = new AABB();
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this.collider.setSize(new Vec2(50, 50));
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this.position = new Vec2(0, 0);
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this.debug = Debug.getInstance();
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}
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create(): void {
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let sprite = this.scene.canvasNode.add(PlayerSprite);
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sprite.setPosition(this.position);
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sprite.setSize(50, 50);
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this.children.push(sprite);
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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.move(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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}
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11
src/main.ts
11
src/main.ts
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import GameLoop from "./Loop/GameLoop";
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import Scene from "./GameState/Scene";
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import Player from "./Nodes/Player";
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import Player from "./Player";
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import UIElement from "./Nodes/UIElement";
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import ColoredCircle from "./Nodes/ColoredCircle";
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import Color from "./Utils/Color";
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@ -24,7 +23,7 @@ function main(){
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pauseMenu.setParallax(0, 0);
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// Initialize GameObjects
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let player = mainScene.canvasNode.add(Player);
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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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@ -79,11 +78,7 @@ function main(){
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pauseMenu.disable();
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}
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for(let i = 0; i < 10; i++){
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mainScene.canvasNode.add(ColoredCircle);
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}
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backgroundScene.tilemap.add(OrthogonalTilemap, "assets/tilemaps/MultiLayer.json");
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mainScene.tilemap.add(OrthogonalTilemap, "assets/tilemaps/MultiLayer.json");
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|
||||
for(let i = 0; i < 30; i++){
|
||||
let cc = foregroundLayer.canvasNode.add(ColoredCircle);
|
||||
|
|
|
@ -1,7 +1,10 @@
|
|||
{
|
||||
"files": [
|
||||
"src/main.ts",
|
||||
"src/Player.ts",
|
||||
|
||||
"src/DataTypes/Tilesets/TiledData",
|
||||
"src/DataTypes/Tilesets/Tileset",
|
||||
"src/DataTypes/Collection.ts",
|
||||
"src/DataTypes/Map.ts",
|
||||
"src/DataTypes/Queue.ts",
|
||||
|
@ -9,10 +12,15 @@
|
|||
"src/DataTypes/Vec2.ts",
|
||||
"src/DataTypes/Vec4.ts",
|
||||
|
||||
"src/Debug/Debug.ts",
|
||||
|
||||
"src/Events/EventQueue.ts",
|
||||
"src/Events/GameEvent.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/Scene.ts",
|
||||
|
||||
|
@ -21,20 +29,33 @@
|
|||
|
||||
"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/GameNode.ts",
|
||||
"src/Nodes/Player.ts",
|
||||
"src/Nodes/PlayerSprite.ts",
|
||||
"src/Nodes/Tilemap.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/ResourceManager/ResourceManager.ts",
|
||||
|
||||
"src/SceneGraph/SceneGraph.ts",
|
||||
"src/SceneGraph/SceneGraphArray.ts",
|
||||
"src/SceneGraph/Viewport.ts",
|
||||
|
||||
"src/Utils/Color.ts",
|
||||
"src/Utils/MathUtils.ts",
|
||||
"src/Utils/RandUtils.ts"
|
||||
"src/Utils/RandUtils.ts",
|
||||
"src/Utils/StringUtils.ts"
|
||||
],
|
||||
"compilerOptions": {
|
||||
"noImplicitAny": true,
|
||||
|
|
Loading…
Reference in New Issue
Block a user