phaserLayers managed by Gamemap
Implementation of LayersFlattener Implementation of Setting properties of a layer form script Update show/hide layer form script Update unit test of LayersIteratorTest
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11 changed files with 258 additions and 196 deletions
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@ -92,6 +92,7 @@ import {PinchManager} from "../UserInput/PinchManager";
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import {joystickBaseImg, joystickBaseKey, joystickThumbImg, joystickThumbKey} from "../Components/MobileJoystick";
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import {waScaleManager} from "../Services/WaScaleManager";
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import {LayerEvent} from "../../Api/Events/LayerEvent";
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import {SetPropertyEvent} from "../../Api/Events/setPropertyEvent";
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export interface GameSceneInitInterface {
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initPosition: PointInterface|null,
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@ -136,7 +137,6 @@ export class GameScene extends DirtyScene implements CenterListener {
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MapPlayers!: Phaser.Physics.Arcade.Group;
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MapPlayersByKey : Map<number, RemotePlayer> = new Map<number, RemotePlayer>();
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Map!: Phaser.Tilemaps.Tilemap;
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Layers!: Array<Phaser.Tilemaps.TilemapLayer>;
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Objects!: Array<Phaser.Physics.Arcade.Sprite>;
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mapFile!: ITiledMap;
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groups: Map<number, Sprite>;
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@ -392,7 +392,6 @@ export class GameScene extends DirtyScene implements CenterListener {
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//initalise map
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this.Map = this.add.tilemap(this.MapUrlFile);
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this.gameMap = new GameMap(this.mapFile);
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const mapDirUrl = this.MapUrlFile.substr(0, this.MapUrlFile.lastIndexOf('/'));
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this.mapFile.tilesets.forEach((tileset: ITiledTileSet) => {
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this.Terrains.push(this.Map.addTilesetImage(tileset.name, `${mapDirUrl}/${tileset.image}`, tileset.tilewidth, tileset.tileheight, tileset.margin, tileset.spacing/*, tileset.firstgid*/));
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@ -402,11 +401,9 @@ export class GameScene extends DirtyScene implements CenterListener {
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this.physics.world.setBounds(0, 0, this.Map.widthInPixels, this.Map.heightInPixels);
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//add layer on map
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this.Layers = new Array<Phaser.Tilemaps.TilemapLayer>();
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let depth = -2;
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for (const layer of this.gameMap.layersIterator) {
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this.gameMap = new GameMap(this.mapFile, this.Map, this.Terrains);
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for (const layer of this.gameMap.flatLayers) {
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if (layer.type === 'tilelayer') {
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this.addLayer(this.Map.createLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
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const exitSceneUrl = this.getExitSceneUrl(layer);
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if (exitSceneUrl !== undefined) {
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@ -417,9 +414,6 @@ export class GameScene extends DirtyScene implements CenterListener {
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this.loadNextGame(exitUrl);
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}
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}
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if (layer.type === 'objectgroup' && layer.name === 'floorLayer') {
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depth = 10000;
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}
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if (layer.type === 'objectgroup') {
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for (const object of layer.objects) {
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if (object.text) {
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@ -428,9 +422,6 @@ export class GameScene extends DirtyScene implements CenterListener {
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}
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}
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}
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if (depth === -2) {
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throw new Error('Your map MUST contain a layer of type "objectgroup" whose name is "floorLayer" that represents the layer characters are drawn at. This layer cannot be contained in a group.');
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}
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this.initStartXAndStartY();
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@ -884,15 +875,38 @@ ${escapedMessage}
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this.setLayerVisibility(layerEvent.name, false);
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}));
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this.iframeSubscriptionList.push(iframeListener.setPropertyStream.subscribe((setProperty) => {
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this.setPropertyLayer(setProperty.layerName, setProperty.propertyName, setProperty.propertyValue);
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}));
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}
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private setPropertyLayer(layerName: string, propertyName: string, propertyValue: string | number | boolean | undefined): void {
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const layer = this.gameMap.findLayer(layerName);
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if (layer === undefined) {
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console.warn('Could not find layer "' + layerName + '" when calling setProperty');
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return;
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}
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const property = (layer.properties as ITiledMapLayerProperty[])?.find((property) => property.name === propertyName);
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if (property === undefined) {
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layer.properties = [];
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layer.properties.push({name : propertyName, type : typeof propertyValue, value : propertyValue});
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return;
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}
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property.value = propertyValue;
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}
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private setLayerVisibility(layerName: string, visible: boolean): void {
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const layer = this.Layers.find((layer) => layer.layer.name === layerName);
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const layer = this.gameMap.findLayer(layerName);
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if (layer === undefined) {
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console.warn('Could not find layer "' + layerName + '" when calling WA.hideLayer / WA.showLayer');
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return;
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}
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layer.setVisible(visible);
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if(layer.type != "tilelayer"){
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console.warn('The layer "' + layerName + '" is not a tilelayer. It can not be show/hide');
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return;
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}
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layer.phaserLayer?.setVisible(visible);
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this.dirty = true;
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}
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@ -1001,7 +1015,7 @@ ${escapedMessage}
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}
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private initPositionFromLayerName(layerName: string) {
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for (const layer of this.gameMap.layersIterator) {
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for (const layer of this.gameMap.flatLayers) {
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if ((layerName === layer.name || layer.name.endsWith('/'+layerName)) && layer.type === 'tilelayer' && (layerName === defaultStartLayerName || this.isStartLayer(layer))) {
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const startPosition = this.startUser(layer);
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this.startX = startPosition.x + this.mapFile.tilewidth/2;
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@ -1091,27 +1105,29 @@ ${escapedMessage}
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this.updateCameraOffset();
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}
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addLayer(Layer : Phaser.Tilemaps.TilemapLayer){
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this.Layers.push(Layer);
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}
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createCollisionWithPlayer() {
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this.physics.disableUpdate();
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//add collision layer
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this.Layers.forEach((Layer: Phaser.Tilemaps.TilemapLayer) => {
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this.physics.add.collider(this.CurrentPlayer, Layer, (object1: GameObject, object2: GameObject) => {
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//this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
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});
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Layer.setCollisionByProperty({collides: true});
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if (DEBUG_MODE) {
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//debug code to see the collision hitbox of the object in the top layer
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Layer.renderDebug(this.add.graphics(), {
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tileColor: null, //non-colliding tiles
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collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles,
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faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
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for (const Layer of this.gameMap.flatLayers) {
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if (Layer.type == "tilelayer") {
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if (Layer.phaserLayer === undefined) {
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throw new Error('phaserLayer of layer "' + Layer.name + '" is undefined');
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}
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this.physics.add.collider(this.CurrentPlayer, Layer.phaserLayer, (object1: GameObject, object2: GameObject) => {
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//this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
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});
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Layer.phaserLayer.setCollisionByProperty({collides: true});
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if (DEBUG_MODE) {
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//debug code to see the collision hitbox of the object in the top layer
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Layer.phaserLayer.renderDebug(this.add.graphics(), {
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tileColor: null, //non-colliding tiles
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collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles,
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faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
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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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}
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createCurrentPlayer(){
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