added tilemaps and a resource loader
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33
src/DataTypes/Tilesets/TiledData.ts
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33
src/DataTypes/Tilesets/TiledData.ts
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@ -0,0 +1,33 @@
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export class TiledTilemapData {
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height: number;
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width: number;
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orientation: string;
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layers: TiledLayerData[];
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tilesets: TiledTilesetData[];
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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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tileheight: number;
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tilecount: number;
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firstgid: number;
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imageheight: number;
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imagewidth: number;
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margin: number;
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spacing: number;
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name: string;
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image: string;
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}
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export class TiledLayerData {
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data: number[];
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x: number;
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y: number;
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width: number;
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height: number;
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name: string;
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opacity: number;
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visible: boolean;
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}
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80
src/DataTypes/Tilesets/Tileset.ts
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80
src/DataTypes/Tilesets/Tileset.ts
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import Vec2 from "../Vec2";
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import { TiledTilesetData } from "./TiledData";
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/**
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* The data representation of a Tileset for the game engine. This represents one image,
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* with a startIndex if required (as it is with Tiled using two images in one tilset).
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*/
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export default class Tileset {
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protected imageUrl: string;
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protected image: HTMLImageElement = null;
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protected imageSize: Vec2;
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protected startIndex: number;
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protected endIndex: number;
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protected tileSize: Vec2;
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protected numRows: number;
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protected numCols: number;
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constructor(tilesetData: TiledTilesetData){
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this.initFromTiledData(tilesetData);
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}
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initFromTiledData(tiledData: TiledTilesetData){
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this.numRows = tiledData.tilecount/tiledData.columns;
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this.numCols = tiledData.columns;
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this.startIndex = tiledData.firstgid;
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this.endIndex = this.startIndex + tiledData.tilecount - 1;
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this.tileSize = new Vec2(tiledData.tilewidth, tiledData.tilewidth);
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this.imageUrl = tiledData.image;
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this.imageSize = new Vec2(tiledData.imagewidth, tiledData.imageheight);
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}
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getImageUrl(): string {
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return this.imageUrl
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}
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getImage(): HTMLImageElement {
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return this.image;
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}
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setImage(image: HTMLImageElement){
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this.image = image;
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}
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getStartIndex(): number {
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return this.startIndex;
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}
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getTileSize(): Vec2 {
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return this.tileSize;
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}
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getNumRows(): number {
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return this.numRows;
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}
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getNumCols(): number {
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return this.numCols;
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}
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isReady(): boolean {
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return this.image !== null;
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}
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hasTile(tileIndex: number): boolean {
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return tileIndex >= this.startIndex && tileIndex <= this.endIndex;
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}
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renderTile(ctx: CanvasRenderingContext2D, tileIndex: number, dataIndex: number, worldSize: Vec2, origin: Vec2): void {
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let index = tileIndex - this.startIndex;
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let row = Math.floor(index / this.numCols);
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let col = index % this.numCols;
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let width = this.tileSize.x;
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let height = this.tileSize.y;
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let left = col * width;
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let top = row * height;
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let x = (dataIndex % worldSize.x) * width * 4;
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let y = Math.floor(dataIndex / worldSize.x) * height * 4;
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ctx.drawImage(this.image, left, top, width, height, x - origin.x, y - origin.y, width * 4, height * 4);
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}
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}
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37
src/GameState/Factories/TilemapFactory.ts
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37
src/GameState/Factories/TilemapFactory.ts
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import Scene from "../Scene";
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import Viewport from "../../SceneGraph/Viewport";
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import Tilemap from "../../Nodes/Tilemap"
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import ResourceManager from "../../ResourceManager/ResourceManager";
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import { TiledTilemapData } from "../../DataTypes/Tilesets/TiledData";
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import StringUtils from "../../Utils/StringUtils";
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export default class TilemapFactory {
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private scene: Scene;
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private viewport: Viewport;
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private resourceManager: ResourceManager;
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constructor(scene: Scene, viewport: Viewport){
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this.scene = scene;
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this.resourceManager = ResourceManager.getInstance();
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}
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add<T extends Tilemap>(constr: new (...a: any) => T, path: string, ...args: any): void {
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this.resourceManager.loadTilemap(path, (tilemapData: TiledTilemapData) => {
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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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// Add to scene
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this.scene.addTilemap(tilemap);
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// Load images for the tilesets
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tilemap.getTilesets().forEach(tileset => {
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let imagePath = StringUtils.getPathFromFilePath(path) + tileset.getImageUrl();
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this.resourceManager.loadImage(imagePath, (path: string, image: HTMLImageElement) => {
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tileset.setImage(image);
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})
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});
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}
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});
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}
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}
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@ -3,30 +3,36 @@ import Viewport from "../SceneGraph/Viewport";
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import SceneGraph from "../SceneGraph/SceneGraph";
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import SceneGraphArray from "../SceneGraph/SceneGraphArray";
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import CanvasNode from "../Nodes/CanvasNode";
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import CavnasNodeFactory from "./Factories/CanvasNodeFactory";
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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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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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sceneGraph: SceneGraph;
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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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// Factories
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public canvas: CavnasNodeFactory;
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public canvasNode: CanvasNodeFactory;
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public tilemap: TilemapFactory;
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constructor(viewport: Viewport, gameState: GameState){
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this.gameState = gameState;
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this.viewport = viewport;
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this.parallax = new Vec2(1, 1);
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this.sceneGraph = new SceneGraphArray(this.viewport, this);
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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.canvas = new CanvasNodeFactory(this, this.viewport);
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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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}
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setPaused(pauseValue: boolean): void {
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this.sceneGraph.addNode(children);
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}
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addTilemap(tilemap: Tilemap): void {
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this.tilemaps.push(tilemap);
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}
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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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let visibleSet = this.sceneGraph.getVisibleSet();
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let viewportOrigin = this.viewport.getPosition();
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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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tilemap.render(ctx, origin, size);
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}
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});
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}
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}
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}
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@ -4,6 +4,7 @@ import InputHandler from "../Input/InputHandler";
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import Recorder from "../Playback/Recorder";
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import GameState from "../GameState/GameState";
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import Debug from "../Debug/Debug";
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import ResourceManager from "../ResourceManager/ResourceManager";
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export default class GameLoop{
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// The amount of time to spend on a physics step
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private recorder: Recorder;
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private gameState: GameState;
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private debug: Debug;
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private resourceManager: ResourceManager;
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constructor(){
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this.maxFPS = 60;
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this.recorder = new Recorder();
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this.gameState = new GameState();
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this.debug = Debug.getInstance();
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this.resourceManager = ResourceManager.getInstance();
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}
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private initializeCanvas(canvas: HTMLCanvasElement, width: number, height: number): CanvasRenderingContext2D {
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canvas.width = width;
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canvas.height = height;
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return canvas.getContext("2d");
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let ctx = canvas.getContext("2d");
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ctx.imageSmoothingEnabled = false;
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return ctx;
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}
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setMaxFPS(initMax: number): void {
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import GameNode from "./GameNode";
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import Vec2 from "../DataTypes/Vec2";
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import Viewport from "../SceneGraph/Viewport";
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import Scene from "../GameState/Scene";
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export default abstract class CanvasNode extends GameNode{
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super();
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this.position = new Vec2(RandUtils.randInt(0, 1000), RandUtils.randInt(0, 1000));
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this.color = RandUtils.randColor();
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console.log(this.color.toStringRGB());
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this.size = new Vec2(50, 50);
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}
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42
src/Nodes/Tilemap.ts
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42
src/Nodes/Tilemap.ts
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import Vec2 from "../DataTypes/Vec2";
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import GameNode from "./GameNode";
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import Tileset from "../DataTypes/Tilesets/Tileset";
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import { TiledTilemapData, TiledLayerData } from "../DataTypes/Tilesets/TiledData"
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/**
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* Represents one layer of tiles
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*/
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export default abstract class Tilemap extends GameNode {
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protected data: number[];
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protected tilesets: Tileset[];
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protected worldSize: Vec2;
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constructor(tilemapData: TiledTilemapData, layerData: TiledLayerData){
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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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}
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getTilesets(): Tileset[] {
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return this.tilesets;
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}
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isReady(): boolean {
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if(this.tilesets.length !== 0){
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for(let tileset of this.tilesets){
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if(!tileset.isReady()){
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return false;
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}
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}
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}
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return true;
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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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*/
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abstract init(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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27
src/Nodes/Tilemaps/OrthogonalTilemap.ts
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27
src/Nodes/Tilemaps/OrthogonalTilemap.ts
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import Tilemap from "../Tilemap";
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import Vec2 from "../../DataTypes/Vec2";
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import { TiledTilemapData, TiledLayerData } from "../../DataTypes/Tilesets/TiledData";
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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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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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}
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update(deltaT: number): void {}
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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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for(let tileset of this.tilesets){
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if(tileset.hasTile(tileIndex)){
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tileset.renderTile(ctx, tileIndex, i, this.worldSize, origin);
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}
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}
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}
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}
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}
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43
src/ResourceManager/ResourceManager.ts
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43
src/ResourceManager/ResourceManager.ts
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export default class ResourceManager {
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private static instance: ResourceManager;
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private constructor(){};
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static getInstance(): ResourceManager {
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if(!this.instance){
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this.instance = new ResourceManager();
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}
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return this.instance;
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}
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public loadTilemap(pathToTilemapJSON: string, callback: Function): void {
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this.loadTextFile(pathToTilemapJSON, (fileText: string) => {
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let tilemapObject = JSON.parse(fileText);
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callback(tilemapObject);
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});
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}
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private loadTextFile(textFilePath: string, callback: Function): void {
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let xobj: XMLHttpRequest = new XMLHttpRequest();
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xobj.overrideMimeType("application/json");
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xobj.open('GET', textFilePath, true);
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xobj.onreadystatechange = function () {
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if ((xobj.readyState == 4) && (xobj.status == 200)) {
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callback(xobj.responseText);
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}
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};
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xobj.send(null);
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}
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// TODO: When you switch to WebGL, make sure to make this private and make a "loadTexture" function
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public loadImage(path: string, callback: Function): void {
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var image = new Image();
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image.onload = function () {
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callback(path, image);
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}
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image.src = path;
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}
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}
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8
src/Utils/StringUtils.ts
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8
src/Utils/StringUtils.ts
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export default class StringUtils {
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static getPathFromFilePath(filePath: string): string {
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let splitPath = filePath.split("/");
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splitPath.pop();
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splitPath.push("");
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return splitPath.join("/");
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}
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}
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28
src/main.ts
28
src/main.ts
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@ -6,6 +6,7 @@ import ColoredCircle from "./Nodes/ColoredCircle";
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import Color from "./Utils/Color";
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import Button from "./Nodes/UIElements/Button";
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import {} from "./index";
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import OrthogonalTilemap from "./Nodes/Tilemaps/OrthogonalTilemap";
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function main(){
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// Create the game object
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pauseMenu.setParallax(0, 0);
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// Initialize GameObjects
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let player = mainScene.canvas.add(Player);
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let player = mainScene.canvasNode.add(Player);
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mainScene.getViewport().follow(player);
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let recordButton = uiLayer.canvas.add(Button);
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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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recordButton.setPosition(400, 30);
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recordButton.onClickEventId = "record_button_press";
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let stopButton = uiLayer.canvas.add(Button);
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let stopButton = uiLayer.canvasNode.add(Button);
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stopButton.setSize(100, 50);
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stopButton.setText("Stop");
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stopButton.setPosition(550, 30);
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stopButton.onClickEventId = "stop_button_press";
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let playButton = uiLayer.canvas.add(Button);
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let playButton = uiLayer.canvasNode.add(Button);
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playButton.setSize(100, 50);
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playButton.setText("Play");
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playButton.setPosition(700, 30);
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playButton.onClickEventId = "play_button_press";
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let cycleFramerateButton = uiLayer.canvas.add(Button);
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let cycleFramerateButton = uiLayer.canvasNode.add(Button);
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cycleFramerateButton.setSize(150, 50);
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cycleFramerateButton.setText("Cycle FPS");
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cycleFramerateButton.setPosition(5, 400);
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@ -55,7 +56,7 @@ function main(){
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i = (i + 1) % 3;
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}
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let pauseButton = uiLayer.canvas.add(Button);
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let pauseButton = uiLayer.canvasNode.add(Button);
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pauseButton.setSize(100, 50);
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pauseButton.setText("Pause");
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pauseButton.setPosition(700, 400);
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@ -64,12 +65,12 @@ function main(){
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pauseMenu.enable();
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}
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let modalBackground = pauseMenu.canvas.add(UIElement);
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let modalBackground = pauseMenu.canvasNode.add(UIElement);
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modalBackground.setSize(400, 200);
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modalBackground.setBackgroundColor(new Color(0, 0, 0, 0.4));
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modalBackground.setPosition(200, 100);
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let resumeButton = pauseMenu.canvas.add(Button);
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let resumeButton = pauseMenu.canvasNode.add(Button);
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resumeButton.setSize(100, 50);
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resumeButton.setText("Resume");
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resumeButton.setPosition(400, 200);
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@ -79,18 +80,13 @@ function main(){
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}
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for(let i = 0; i < 10; i++){
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mainScene.canvas.add(ColoredCircle);
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mainScene.canvasNode.add(ColoredCircle);
|
||||
}
|
||||
|
||||
for(let i = 0; i < 20; i++){
|
||||
let cc = backgroundScene.canvas.add(ColoredCircle);
|
||||
cc.setSize(30, 30);
|
||||
cc.setColor(cc.getColor().darken().darken())
|
||||
cc.getColor().a = 0.8;
|
||||
}
|
||||
backgroundScene.tilemap.add(OrthogonalTilemap, "assets/tilemaps/MultiLayer.json");
|
||||
|
||||
for(let i = 0; i < 30; i++){
|
||||
let cc = foregroundLayer.canvas.add(ColoredCircle);
|
||||
let cc = foregroundLayer.canvasNode.add(ColoredCircle);
|
||||
cc.setSize(80, 80);
|
||||
cc.setColor(cc.getColor().lighten().lighten())
|
||||
cc.getColor().a = 0.5;
|
||||
|
|
Loading…
Reference in New Issue
Block a user