ShatteredSword/src/Wolfie2D/SceneGraph/Viewport.ts

290 lines
9.4 KiB
TypeScript

import Vec2 from "../DataTypes/Vec2";
import GameNode from "../Nodes/GameNode";
import CanvasNode from "../Nodes/CanvasNode";
import MathUtils from "../Utils/MathUtils";
import Queue from "../DataTypes/Queue";
import AABB from "../DataTypes/Shapes/AABB";
import Input from "../Input/Input";
import ParallaxLayer from "../Scene/Layers/ParallaxLayer";
import UILayer from "../Scene/Layers/UILayer";
/**
* The viewport of the game. Corresponds to the visible window displayed in the browser.
* The viewport keeps track of its position in the game world, and can act as a camera to follow objects.
*/
export default class Viewport {
/** The AABB that contains the position and size of the viewport view */
private view: AABB;
/** The boundary for the viewport. This represents the limits to where the viewport can go */
private boundary: AABB;
/** The GameNode the Viewport is following */
private following: GameNode;
/** The position the GameNode is focusing on. This is overridden if "following" is set. */
private focus: Vec2;
/** A queue of previous positions of what this viewport is following. Used for smoothing viewport movement */
private lastPositions: Queue<Vec2>;
/** The number of previous positions this viewport tracks */
private smoothingFactor: number;
/** A boolean tha represents whether the player can zoom by scrolling with the mouse wheel */
private scrollZoomEnabled: boolean;
/** The amount that is zoomed in or out. */
private ZOOM_FACTOR: number = 1.2;
/** The size of the canvas */
private canvasSize: Vec2;
constructor(canvasSize: Vec2, zoomLevel: number){
this.view = new AABB(Vec2.ZERO, Vec2.ZERO);
this.boundary = new AABB(Vec2.ZERO, Vec2.ZERO);
this.lastPositions = new Queue();
this.smoothingFactor = 10;
this.scrollZoomEnabled = false;
this.canvasSize = Vec2.ZERO;
this.focus = Vec2.ZERO;
// Set the size of the canvas
this.setCanvasSize(canvasSize);
console.log(canvasSize, zoomLevel);
// Set the size of the viewport
this.setSize(canvasSize);
this.setZoomLevel(zoomLevel);
console.log(this.getHalfSize().toString());
// Set the center (and make the viewport stay there)
this.setCenter(this.view.halfSize.clone());
this.setFocus(this.view.halfSize.clone());
}
/** Enables the viewport to zoom in and out */
enableZoom(): void {
this.scrollZoomEnabled = true;
}
/**
* Returns the position of the viewport
* @returns The center of the viewport as a Vec2
*/
getCenter(): Vec2 {
return this.view.center;
}
/**
* Returns a new Vec2 with the origin of the viewport
* @returns The top left cornder of the Vieport as a Vec2
*/
getOrigin(): Vec2 {
return new Vec2(this.view.left, this.view.top);
}
/**
* Returns the region visible to this viewport
* @returns The AABB containing the region visible to the viewport
*/
getView(): AABB {
return this.view;
}
/**
* Set the position of the viewport
* @param vecOrX The new position or the x-coordinate of the new position
* @param y The y-coordinate of the new position
*/
setCenter(vecOrX: Vec2 | number, y: number = null): void {
let pos: Vec2;
if(vecOrX instanceof Vec2){
pos = vecOrX;
} else {
pos = new Vec2(vecOrX, y);
}
this.view.center = pos;
}
/**
* Returns the size of the viewport as a Vec2
* @returns The half-size of the viewport as a Vec2
*/
getHalfSize(): Vec2 {
return this.view.getHalfSize();
}
/**
* Sets the size of the viewport
* @param vecOrX The new width of the viewport or the new size as a Vec2
* @param y The new height of the viewport
*/
setSize(vecOrX: Vec2 | number, y: number = null): void {
if(vecOrX instanceof Vec2){
this.view.setHalfSize(vecOrX.scaled(1/2));
} else {
this.view.setHalfSize(new Vec2(vecOrX/2, y/2));
}
}
/**
* Sets the half-size of the viewport
* @param vecOrX The new half-width of the viewport or the new half-size as a Vec2
* @param y The new height of the viewport
*/
setHalfSize(vecOrX: Vec2 | number, y: number = null): void {
if(vecOrX instanceof Vec2){
this.view.setHalfSize(vecOrX.clone());
} else {
this.view.setHalfSize(new Vec2(vecOrX, y));
}
}
/**
* Updates the viewport with the size of the current Canvas
* @param vecOrX The width of the canvas, or the canvas size as a Vec2
* @param y The height of the canvas
*/
setCanvasSize(vecOrX: Vec2 | number, y: number = null): void {
if(vecOrX instanceof Vec2){
this.canvasSize = vecOrX.clone();
} else {
this.canvasSize = new Vec2(vecOrX, y);
}
}
/**
* Sets the zoom level of the viewport
* @param zoom The zoom level
*/
setZoomLevel(zoom: number): void {
this.view.halfSize.scale(1/zoom);
}
/**
* Gets the zoom level of the viewport
* @returns The zoom level
*/
getZoomLevel(): number {
return this.canvasSize.x/this.view.hw/2
}
/**
* Sets the smoothing factor for the viewport movement.
* @param smoothingFactor The smoothing factor for the viewport
*/
setSmoothingFactor(smoothingFactor: number): void {
if(smoothingFactor < 1) smoothingFactor = 1;
this.smoothingFactor = smoothingFactor;
}
/**
* Tells the viewport to focus on a point. Overidden by "following".
* @param focus The point the viewport should focus on
*/
setFocus(focus: Vec2): void {
this.focus.copy(focus);
}
/**
* Returns true if the CanvasNode is inside of the viewport
* @param node The node to check
* @returns True if the node is currently visible in the viewport, false if not
*/
includes(node: CanvasNode): boolean {
let parallax = node.getLayer() instanceof ParallaxLayer || node.getLayer() instanceof UILayer ? (<ParallaxLayer>node.getLayer()).parallax : new Vec2(1, 1);
let center = this.view.center.clone();
this.view.center.mult(parallax);
let overlaps = this.view.overlaps(node.boundary);
this.view.center = center
return overlaps;
}
// TODO: Put some error handling on this for trying to make the bounds too small for the viewport
// TODO: This should probably be done automatically, or should consider the aspect ratio or something
/**
* Sets the bounds of the viewport
* @param lowerX The left edge of the viewport
* @param lowerY The top edge of the viewport
* @param upperX The right edge of the viewport
* @param upperY The bottom edge of the viewport
*/
setBounds(lowerX: number, lowerY: number, upperX: number, upperY: number): void {
let hwidth = (upperX - lowerX)/2;
let hheight = (upperY - lowerY)/2;
let x = lowerX + hwidth;
let y = lowerY + hheight;
this.boundary.center.set(x, y);
this.boundary.halfSize.set(hwidth, hheight);
}
/**
* Make the viewport follow the specified GameNode
* @param node The GameNode to follow
*/
follow(node: GameNode): void {
this.following = node;
}
updateView(): void {
if(this.lastPositions.getSize() > this.smoothingFactor){
this.lastPositions.dequeue();
}
// Get the average of the last 10 positions
let pos = Vec2.ZERO;
this.lastPositions.forEach(position => pos.add(position));
pos.scale(1/this.lastPositions.getSize());
// Set this position either to the object or to its bounds
pos.x = MathUtils.clamp(pos.x, this.boundary.left + this.view.hw, this.boundary.right - this.view.hw);
pos.y = MathUtils.clamp(pos.y, this.boundary.top + this.view.hh, this.boundary.bottom - this.view.hh);
// Assure there are no lines in the tilemap
pos.x = Math.floor(pos.x);
pos.y = Math.floor(pos.y);
this.view.center.copy(pos);
}
update(deltaT: number): void {
// If zoom is enabled
if(this.scrollZoomEnabled){
if(Input.didJustScroll()){
let currentSize = this.view.getHalfSize().clone();
if(Input.getScrollDirection() < 0){
// Zoom in
currentSize.scale(1/this.ZOOM_FACTOR);
} else {
// Zoom out
currentSize.scale(this.ZOOM_FACTOR);
}
if(currentSize.x > this.boundary.hw){
let factor = this.boundary.hw/currentSize.x;
currentSize.x = this.boundary.hw;
currentSize.y *= factor;
}
if(currentSize.y > this.boundary.hh){
let factor = this.boundary.hh/currentSize.y;
currentSize.y = this.boundary.hh;
currentSize.x *= factor;
}
this.view.setHalfSize(currentSize);
}
}
// If viewport is following an object
if(this.following){
// Update our list of previous positions
this.lastPositions.enqueue(this.following.position.clone());
} else {
this.lastPositions.enqueue(this.focus);
}
this.updateView();
}
}