178 lines
5.4 KiB
TypeScript
178 lines
5.4 KiB
TypeScript
import Vec2 from "../DataTypes/Vec2";
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import Vec4 from "../DataTypes/Vec4";
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import GameNode from "../Nodes/GameNode";
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import CanvasNode from "../Nodes/CanvasNode";
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import MathUtils from "../Utils/MathUtils";
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import Queue from "../DataTypes/Queue";
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import AABB from "../DataTypes/AABB";
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import Debug from "../Debug/Debug";
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export default class Viewport {
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private view: AABB;
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private boundary: AABB;
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private following: GameNode;
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/**
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* A queue of previous positions of what this viewport is following. Used for smoothing viewport movement
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*/
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private lastPositions: Queue<Vec2>;
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/**
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* The number of previous positions this viewport tracks
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*/
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private smoothingFactor: number;
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constructor(){
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this.view = new AABB(Vec2.ZERO, Vec2.ZERO);
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this.boundary = new AABB(Vec2.ZERO, Vec2.ZERO);
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this.lastPositions = new Queue();
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this.smoothingFactor = 10;
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}
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/**
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* Returns the position of the viewport as a Vec2
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*/
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getCenter(): Vec2 {
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return this.view.getCenter();
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}
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getOrigin(): Vec2 {
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return this.view.getCenter().clone().sub(this.view.getHalfSize())
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}
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/**
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* Returns the region visible to this viewport
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*/
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getView(): AABB {
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return this.view;
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}
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/**
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* Set the position of the viewport
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* @param vecOrX
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* @param y
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*/
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setCenter(vecOrX: Vec2 | number, y: number = null): void {
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let pos: Vec2;
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if(vecOrX instanceof Vec2){
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pos = vecOrX;
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} else {
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pos = new Vec2(vecOrX, y);
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}
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this.lastPositions.clear();
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this.lastPositions.enqueue(pos);
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}
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/**
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* Returns the size of the viewport as a Vec2
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*/
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getHalfSize(): Vec2 {
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return this.view.getHalfSize();
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}
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/**
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* Sets the size of the viewport
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* @param vecOrX
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* @param y
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*/
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setSize(vecOrX: Vec2 | number, y: number = null): void {
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if(vecOrX instanceof Vec2){
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this.view.setHalfSize(vecOrX.scaled(1/2));
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} else {
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this.view.setHalfSize(new Vec2(vecOrX/2, y/2));
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}
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}
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setHalfSize(vecOrX: Vec2 | number, y: number = null): void {
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if(vecOrX instanceof Vec2){
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this.view.setHalfSize(vecOrX.clone());
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} else {
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this.view.setHalfSize(new Vec2(vecOrX, y));
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}
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}
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/**
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* Sets the smoothing factor for the viewport movement.
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* @param smoothingFactor The smoothing factor for the viewport
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*/
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setSmoothingFactor(smoothingFactor: number): void {
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if(smoothingFactor < 1) smoothingFactor = 1;
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this.smoothingFactor = smoothingFactor;
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}
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/**
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* Returns true if the CanvasNode is inside of the viewport
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* @param node
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*/
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includes(node: CanvasNode): boolean {
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let parallax = node.getLayer().getParallax();
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let center = this.view.getCenter().clone();
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this.view.getCenter().mult(parallax);
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let overlaps = this.view.overlaps(node.getBoundary());
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this.view.setCenter(center);
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return overlaps;
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}
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// TODO: Put some error handling on this for trying to make the bounds too small for the viewport
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// TODO: This should probably be done automatically, or should consider the aspect ratio or something
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/**
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* Sets the bounds of the viewport
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* @param lowerX
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* @param lowerY
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* @param upperX
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* @param upperY
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*/
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setBounds(lowerX: number, lowerY: number, upperX: number, upperY: number): void {
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let hwidth = (upperX - lowerX)/2;
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let hheight = (upperY - lowerY)/2;
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let x = lowerX + hwidth;
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let y = lowerY + hheight;
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this.boundary.setCenter(new Vec2(x, y));
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this.boundary.setHalfSize(new Vec2(hwidth, hheight));
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}
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/**
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* Make the viewport follow the specified GameNode
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* @param node The GameNode to follow
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*/
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follow(node: GameNode): void {
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this.following = node;
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}
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update(deltaT: number): void {
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// If viewport is following an object
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if(this.following){
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// Update our list of previous positions
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this.lastPositions.enqueue(this.following.getPosition().clone());
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if(this.lastPositions.getSize() > this.smoothingFactor){
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this.lastPositions.dequeue();
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}
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// Get the average of the last 10 positions
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let pos = Vec2.ZERO;
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this.lastPositions.forEach(position => pos.add(position));
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pos.scale(1/this.lastPositions.getSize());
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// Set this position either to the object or to its bounds
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pos.x = MathUtils.clamp(pos.x, this.boundary.left + this.view.hw, this.boundary.right - this.view.hw);
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pos.y = MathUtils.clamp(pos.y, this.boundary.top + this.view.hh, this.boundary.bottom - this.view.hh);
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this.view.setCenter(pos);
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} else {
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if(this.lastPositions.getSize() > this.smoothingFactor){
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this.lastPositions.dequeue();
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}
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let pos = Vec2.ZERO;
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this.lastPositions.forEach(position => pos.add(position));
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pos.scale(1/this.lastPositions.getSize());
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// Set this position either to the object or to its bounds
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pos.x = MathUtils.clamp(pos.x, this.boundary.left + this.view.hw, this.boundary.right - this.view.hw);
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pos.y = MathUtils.clamp(pos.y, this.boundary.top + this.view.hh, this.boundary.bottom - this.view.hh);
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this.view.setCenter(pos);
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}
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}
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} |