ShatteredSword/src/Scene/Factories/TilemapFactory.ts

148 lines
6.2 KiB
TypeScript

import Scene from "../Scene";
import Tilemap from "../../Nodes/Tilemap";
import PhysicsManager from "../../Physics/PhysicsManager";
import ResourceManager from "../../ResourceManager/ResourceManager";
import OrthogonalTilemap from "../../Nodes/Tilemaps/OrthogonalTilemap";
import Layer from "../Layer";
import Tileset from "../../DataTypes/Tilesets/Tileset";
import Vec2 from "../../DataTypes/Vec2";
import { TiledCollectionTile } from "../../DataTypes/Tilesets/TiledData";
import Sprite from "../../Nodes/Sprites/Sprite";
import StaticBody from "../../Physics/StaticBody";
export default class TilemapFactory {
private scene: Scene;
private tilemaps: Array<Tilemap>;
private physicsManager: PhysicsManager;
private resourceManager: ResourceManager;
init(scene: Scene, tilemaps: Array<Tilemap>, physicsManager: PhysicsManager): void {
this.scene = scene;
this.tilemaps = tilemaps;
this.physicsManager = physicsManager;
this.resourceManager = ResourceManager.getInstance();
}
/**
* Adds a tilemap to the scene
* @param key The key of the loaded tilemap to load
* @param constr The constructor of the desired tilemap
* @param args Additional arguments to send to the tilemap constructor
*/
add = (key: string): Array<Layer> => {
// Get Tilemap Data
let tilemapData = this.resourceManager.getTilemap(key);
// Set the constructor for this tilemap to either be orthographic or isometric
let constr: new(...args: any) => Tilemap;
if(tilemapData.orientation === "orthographic"){
constr = OrthogonalTilemap;
} else {
// No isometric tilemap support right now, so Orthographic tilemap
constr = OrthogonalTilemap;
}
// Initialize the return value array
let sceneLayers = new Array<Layer>();
// Create all of the tilesets for this tilemap
let tilesets = new Array<Tileset>();
let collectionTiles = new Array<TiledCollectionTile>();
for(let tileset of tilemapData.tilesets){
if(tileset.image){
// If this is a standard tileset and not a collection, create a tileset for it.
// TODO - We are ignoring collection tilesets for now. This is likely not a great idea in practice,
// as theoretically someone could want to use one for a standard tilemap. We are assuming for now
// that we only want to use them for object layers
tilesets.push(new Tileset(tileset));
} else {
tileset.tiles.forEach(tile => tile.id += tileset.firstgid);
collectionTiles.push(...tileset.tiles);
}
}
// Loop over the layers of the tilemap and create tiledlayers or object layers
for(let layer of tilemapData.layers){
let sceneLayer = this.scene.addLayer();
if(layer.type === "tilelayer"){
// Create a new tilemap object for the layer
let tilemap = new constr(tilemapData, layer, tilesets);
tilemap.setId(this.scene.generateId());
tilemap.setScene(this.scene);
// Add tilemap to scene
this.tilemaps.push(tilemap);
sceneLayer.addNode(tilemap);
// Register tilemap with physics if it's collidable
if(tilemap.isCollidable()){
this.physicsManager.addTilemap(tilemap);
}
} else {
// Layer is an object layer, so add each object as a sprite to a new layer
for(let obj of layer.objects){
// Check if obj is collidable
let collidable = false;
if(obj.properties){
for(let prop of obj.properties){
if(prop.name === "Collidable"){
collidable = prop.value;
}
}
}
let sprite: Sprite;
// Check if obj is a tile from a tileset
for(let tileset of tilesets){
if(tileset.hasTile(obj.gid)){
// The object is a tile from this set
let imageKey = tileset.getImageKey();
let offset = tileset.getImageOffsetForTile(obj.gid);
sprite = this.scene.add.sprite(imageKey, sceneLayer);
let size = tileset.getTileSize().clone();
sprite.setPosition(obj.x*4, (obj.y - size.y)*4);
sprite.setImageOffset(offset);
sprite.setSize(size);
sprite.setScale(new Vec2(4, 4));
}
}
// Not in a tileset, must correspond to a collection
if(!sprite){
for(let tile of collectionTiles){
if(obj.gid === tile.id){
let imageKey = tile.image;
sprite = this.scene.add.sprite(imageKey, sceneLayer);
sprite.setPosition(obj.x*4, (obj.y - tile.imageheight)*4);
sprite.setScale(new Vec2(4, 4));
}
}
}
// Now we have sprite. Associate it with our physics object if there is one
if(collidable){
let pos = sprite.getPosition().clone();
pos.x = Math.floor(pos.x);
pos.y = Math.floor(pos.y);
let size = sprite.getSize().clone().mult(sprite.getScale());
let staticBody = this.scene.add.physics(StaticBody, sceneLayer, pos, size);
staticBody.addChild(sprite);
}
}
}
// Update the return value
sceneLayers.push(sceneLayer);
}
return sceneLayers;
}
}