ran prettier

This commit is contained in:
Hanusiak Piotr 2021-12-03 10:11:16 +01:00
parent a1a83775d6
commit 4bc21a95c5
5 changed files with 71 additions and 58 deletions

View file

@ -1,9 +1,15 @@
import type { ITiledMap, ITiledMapLayer, ITiledMapObject, ITiledMapObjectLayer, ITiledMapProperty } from "../Map/ITiledMap";
import type {
ITiledMap,
ITiledMapLayer,
ITiledMapObject,
ITiledMapObjectLayer,
ITiledMapProperty,
} from "../Map/ITiledMap";
import { flattenGroupLayersMap } from "../Map/LayersFlattener";
import TilemapLayer = Phaser.Tilemaps.TilemapLayer;
import { DEPTH_OVERLAY_INDEX } from "./DepthIndexes";
import { GameMapProperties } from "./GameMapProperties";
import { MathUtils } from '../../Utils/MathUtils';
import { MathUtils } from "../../Utils/MathUtils";
export type PropertyChangeCallback = (
newValue: string | number | boolean | undefined,
@ -28,20 +34,20 @@ export type zoneChangeCallback = (
export class GameMap {
/**
* oldKey is the index of the previous tile.
*/
*/
private oldKey: number | undefined;
/**
* key is the index of the current tile.
*/
*/
private key: number | undefined;
/**
* oldPosition is the previous position of the player.
*/
private oldPosition: { x: number, y: number } | undefined;
private oldPosition: { x: number; y: number } | undefined;
/**
* position is the current position of the player.
*/
private position: { x: number, y: number } | undefined;
private position: { x: number; y: number } | undefined;
private lastProperties = new Map<string, string | boolean | number>();
private propertiesChangeCallbacks = new Map<string, Array<PropertyChangeCallback>>();
@ -117,19 +123,19 @@ export class GameMap {
this.oldPosition = this.position;
this.position = { x, y };
this.triggerZonesChange();
this.oldKey = this.key;
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;
this.triggerAllProperties();
this.triggerLayersChange();
}
@ -189,25 +195,27 @@ export class GameMap {
* We user Tiled Objects with type "zone" as zones with defined x, y, width and height for easier event triggering.
*/
private triggerZonesChange(): void {
const zones = this.tiledObjects.filter(object => object.type === "zone");
const zones = this.tiledObjects.filter((object) => object.type === "zone");
// P.H. NOTE: We could also get all of the zones and add properties of occupied tiles to them, so we could later on check collision by using tileKeys
// TODO: Change this to an array with currently occupied sone instead of doing elimination process
const zonesByOldPosition = this.oldPosition ?
zones.filter((zone) => {
if (!this.oldPosition) {
return false;
}
return MathUtils.isOverlappingWithRectangle(this.oldPosition, zone);
}) : [];
const zonesByOldPosition = this.oldPosition
? zones.filter((zone) => {
if (!this.oldPosition) {
return false;
}
return MathUtils.isOverlappingWithRectangle(this.oldPosition, zone);
})
: [];
const zonesByNewPosition = this.position ?
zones.filter((zone) => {
if (!this.position) {
return false;
}
return MathUtils.isOverlappingWithRectangle(this.position, zone);
}) : [];
const zonesByNewPosition = this.position
? zones.filter((zone) => {
if (!this.position) {
return false;
}
return MathUtils.isOverlappingWithRectangle(this.position, zone);
})
: [];
const enterZones = new Set(zonesByNewPosition);
const leaveZones = new Set(zonesByOldPosition);
@ -459,7 +467,7 @@ export class GameMap {
private getObjectsFromLayers(layers: ITiledMapLayer[]): ITiledMapObject[] {
const objects: ITiledMapObject[] = [];
const objectLayers = layers.filter(layer => layer.type === "objectgroup");
const objectLayers = layers.filter((layer) => layer.type === "objectgroup");
for (const objectLayer of objectLayers) {
if (this.isOfTypeITiledMapObjectLayer(objectLayer)) {
objects.push(...objectLayer.objects);