Adding a GameMap class that helps tracking when the properties of the tiles the user is changes (when the user moves)
This commit is contained in:
parent
4d90d4b50b
commit
168697eb46
2 changed files with 107 additions and 0 deletions
97
front/src/Phaser/Game/GameMap.ts
Normal file
97
front/src/Phaser/Game/GameMap.ts
Normal file
|
@ -0,0 +1,97 @@
|
|||
import {ITiledMap} from "../Map/ITiledMap";
|
||||
|
||||
export type PropertyChangeCallback = (oldValue: string | number | boolean | undefined, newValue: string | number | boolean | undefined) => void;
|
||||
|
||||
/**
|
||||
* A wrapper around a ITiledMap interface to provide additional capabilities.
|
||||
* It is used to handle layer properties.
|
||||
*/
|
||||
export class GameMap {
|
||||
private key: number|undefined;
|
||||
private lastProperties = new Map<string, string|boolean|number>();
|
||||
private callbacks = new Map<string, Array<PropertyChangeCallback>>();
|
||||
|
||||
public constructor(private map: ITiledMap) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the position of the current player (in pixels)
|
||||
* This will trigger events if properties are changing.
|
||||
*/
|
||||
public setPosition(x: number, y: number) {
|
||||
const xMap = Math.floor(x / this.map.tilewidth);
|
||||
const yMap = Math.floor(y / this.map.tileheight);
|
||||
const key = xMap + yMap * this.map.width;
|
||||
if (key === this.key) {
|
||||
return;
|
||||
}
|
||||
this.key = key;
|
||||
|
||||
const newProps = this.getProperties(key);
|
||||
const oldProps = this.lastProperties;
|
||||
|
||||
// Let's compare the 2 maps:
|
||||
// First new properties vs oldProperties
|
||||
for (const [newPropName, newPropValue] of newProps.entries()) {
|
||||
const oldPropValue = oldProps.get(newPropName);
|
||||
if (oldPropValue !== newPropValue) {
|
||||
this.trigger(newPropName, oldPropValue, newPropValue);
|
||||
}
|
||||
}
|
||||
|
||||
for (const [oldPropName, oldPropValue] of oldProps.entries()) {
|
||||
if (!newProps.has(oldPropName)) {
|
||||
// We found a property that disappeared
|
||||
this.trigger(oldPropName, oldPropValue, undefined);
|
||||
}
|
||||
}
|
||||
|
||||
this.lastProperties = newProps;
|
||||
}
|
||||
|
||||
private getProperties(key: number): Map<string, string|boolean|number> {
|
||||
const properties = new Map<string, string|boolean|number>();
|
||||
|
||||
for (const layer of this.map.layers) {
|
||||
if (layer.type !== 'tilelayer') {
|
||||
continue;
|
||||
}
|
||||
const tiles = layer.data as number[];
|
||||
if (tiles[key] == 0) {
|
||||
continue;
|
||||
}
|
||||
// There is a tile in this layer, let's embed the properties
|
||||
if (layer.properties !== undefined) {
|
||||
for (const layerProperty of layer.properties) {
|
||||
if (layerProperty.value === undefined) {
|
||||
continue;
|
||||
}
|
||||
properties.set(layerProperty.name, layerProperty.value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return properties;
|
||||
}
|
||||
|
||||
private trigger(propName: string, oldValue: string | number | boolean | undefined, newValue: string | number | boolean | undefined) {
|
||||
let callbacksArray = this.callbacks.get(propName);
|
||||
if (callbacksArray !== undefined) {
|
||||
for (const callback of callbacksArray) {
|
||||
callback(oldValue, newValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Registers a callback called when the user moves to a tile where the property propName is different from the last tile the user was on.
|
||||
*/
|
||||
public onPropertyChange(propName: string, callback: PropertyChangeCallback) {
|
||||
let callbacksArray = this.callbacks.get(propName);
|
||||
if (callbacksArray === undefined) {
|
||||
callbacksArray = new Array<PropertyChangeCallback>();
|
||||
this.callbacks.set(propName, callbacksArray);
|
||||
}
|
||||
callbacksArray.push(callback);
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue