Merge remote-tracking branch 'remotes/upstream/develop' into tiles-start-positions
This commit is contained in:
commit
7f61e9addd
182 changed files with 17118 additions and 4494 deletions
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@ -1,17 +1,17 @@
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|||
import {ResizableScene} from "../Login/ResizableScene";
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import { ResizableScene } from "../Login/ResizableScene";
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import GameObject = Phaser.GameObjects.GameObject;
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import Events = Phaser.Scenes.Events;
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import AnimationEvents = Phaser.Animations.Events;
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import StructEvents = Phaser.Structs.Events;
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import {SKIP_RENDER_OPTIMIZATIONS} from "../../Enum/EnvironmentVariable";
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import { SKIP_RENDER_OPTIMIZATIONS } from "../../Enum/EnvironmentVariable";
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/**
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* A scene that can track its dirty/pristine state.
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*/
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export abstract class DirtyScene extends ResizableScene {
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private isAlreadyTracking: boolean = false;
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protected dirty:boolean = true;
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private objectListChanged:boolean = true;
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protected dirty: boolean = true;
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private objectListChanged: boolean = true;
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private physicsEnabled: boolean = false;
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/**
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@ -37,6 +37,7 @@ export abstract class DirtyScene extends ResizableScene {
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this.events.on(Events.RENDER, () => {
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this.objectListChanged = false;
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this.dirty = false;
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});
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this.physics.disableUpdate();
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@ -58,7 +59,6 @@ export abstract class DirtyScene extends ResizableScene {
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this.physicsEnabled = false;
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}
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});
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}
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private trackAnimation(): void {
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@ -70,7 +70,7 @@ export abstract class DirtyScene extends ResizableScene {
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}
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public markDirty(): void {
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this.events.once(Phaser.Scenes.Events.POST_UPDATE, () => this.dirty = true);
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this.events.once(Phaser.Scenes.Events.POST_UPDATE, () => (this.dirty = true));
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}
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public onResize(): void {
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@ -1,31 +1,24 @@
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import {GameScene} from "./GameScene";
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import {connectionManager} from "../../Connexion/ConnectionManager";
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import type {Room} from "../../Connexion/Room";
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import {MenuScene, MenuSceneName} from "../Menu/MenuScene";
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import {LoginSceneName} from "../Login/LoginScene";
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import {SelectCharacterSceneName} from "../Login/SelectCharacterScene";
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import {EnableCameraSceneName} from "../Login/EnableCameraScene";
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import {localUserStore} from "../../Connexion/LocalUserStore";
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import {get} from "svelte/store";
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import {requestedCameraState, requestedMicrophoneState} from "../../Stores/MediaStore";
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import {helpCameraSettingsVisibleStore} from "../../Stores/HelpCameraSettingsStore";
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export interface HasMovedEvent {
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direction: string;
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moving: boolean;
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x: number;
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y: number;
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}
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import { GameScene } from "./GameScene";
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import { connectionManager } from "../../Connexion/ConnectionManager";
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import type { Room } from "../../Connexion/Room";
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import { MenuScene, MenuSceneName } from "../Menu/MenuScene";
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import { LoginSceneName } from "../Login/LoginScene";
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import { SelectCharacterSceneName } from "../Login/SelectCharacterScene";
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import { EnableCameraSceneName } from "../Login/EnableCameraScene";
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import { localUserStore } from "../../Connexion/LocalUserStore";
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import { get } from "svelte/store";
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import { requestedCameraState, requestedMicrophoneState } from "../../Stores/MediaStore";
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import { helpCameraSettingsVisibleStore } from "../../Stores/HelpCameraSettingsStore";
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/**
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* This class should be responsible for any scene starting/stopping
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*/
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export class GameManager {
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private playerName: string|null;
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private characterLayers: string[]|null;
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private companion: string|null;
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private startRoom!:Room;
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currentGameSceneName: string|null = null;
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private playerName: string | null;
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private characterLayers: string[] | null;
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private companion: string | null;
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private startRoom!: Room;
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currentGameSceneName: string | null = null;
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constructor() {
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this.playerName = localUserStore.getName();
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@ -56,23 +49,22 @@ export class GameManager {
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localUserStore.setCharacterLayers(layers);
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}
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getPlayerName(): string|null {
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getPlayerName(): string | null {
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return this.playerName;
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}
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getCharacterLayers(): string[] {
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if (!this.characterLayers) {
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throw 'characterLayers are not set';
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throw "characterLayers are not set";
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}
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return this.characterLayers;
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}
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setCompanion(companion: string|null): void {
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setCompanion(companion: string | null): void {
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this.companion = companion;
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}
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getCompanion(): string|null {
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getCompanion(): string | null {
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return this.companion;
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}
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@ -81,18 +73,21 @@ export class GameManager {
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const mapDetail = await room.getMapDetail();
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const gameIndex = scenePlugin.getIndex(roomID);
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if(gameIndex === -1){
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const game : Phaser.Scene = new GameScene(room, mapDetail.mapUrl);
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if (gameIndex === -1) {
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const game: Phaser.Scene = new GameScene(room, mapDetail.mapUrl);
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scenePlugin.add(roomID, game, false);
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}
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}
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public goToStartingMap(scenePlugin: Phaser.Scenes.ScenePlugin): void {
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console.log('starting '+ (this.currentGameSceneName || this.startRoom.id))
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console.log("starting " + (this.currentGameSceneName || this.startRoom.id));
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scenePlugin.start(this.currentGameSceneName || this.startRoom.id);
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scenePlugin.launch(MenuSceneName);
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if(!localUserStore.getHelpCameraSettingsShown() && (!get(requestedMicrophoneState) || !get(requestedCameraState))){
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if (
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!localUserStore.getHelpCameraSettingsShown() &&
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(!get(requestedMicrophoneState) || !get(requestedCameraState))
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) {
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helpCameraSettingsVisibleStore.set(true);
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localUserStore.setHelpCameraSettingsShown();
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}
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@ -109,7 +104,7 @@ export class GameManager {
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* This will close the socket connections and stop the gameScene, but won't remove it.
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*/
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leaveGame(scene: Phaser.Scene, targetSceneName: string, sceneClass: Phaser.Scene): void {
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if (this.currentGameSceneName === null) throw 'No current scene id set!';
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if (this.currentGameSceneName === null) throw "No current scene id set!";
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const gameScene: GameScene = scene.scene.get(this.currentGameSceneName) as GameScene;
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gameScene.cleanupClosingScene();
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scene.scene.stop(this.currentGameSceneName);
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@ -128,13 +123,13 @@ export class GameManager {
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scene.scene.start(this.currentGameSceneName);
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scene.scene.wake(MenuSceneName);
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} else {
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scene.scene.run(fallbackSceneName)
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scene.scene.run(fallbackSceneName);
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}
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}
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public getCurrentGameScene(scene: Phaser.Scene): GameScene {
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if (this.currentGameSceneName === null) throw 'No current scene id set!';
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return scene.scene.get(this.currentGameSceneName) as GameScene
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if (this.currentGameSceneName === null) throw "No current scene id set!";
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return scene.scene.get(this.currentGameSceneName) as GameScene;
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}
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}
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@ -1,7 +1,13 @@
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import type { ITiledMap, ITiledMapLayerProperty } from "../Map/ITiledMap";
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import { LayersIterator } from "../Map/LayersIterator";
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import type { ITiledMap, ITiledMapLayer, ITiledMapLayerProperty } from "../Map/ITiledMap";
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import { flattenGroupLayersMap } from "../Map/LayersFlattener";
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import TilemapLayer = Phaser.Tilemaps.TilemapLayer;
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import { DEPTH_OVERLAY_INDEX } from "./DepthIndexes";
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export type PropertyChangeCallback = (newValue: string | number | boolean | undefined, oldValue: string | number | boolean | undefined, allProps: Map<string, string | boolean | number>) => void;
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export type PropertyChangeCallback = (
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newValue: string | number | boolean | undefined,
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||||
oldValue: string | number | boolean | undefined,
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||||
allProps: Map<string, string | boolean | number>
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) => void;
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||||
|
||||
/**
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* A wrapper around a ITiledMap interface to provide additional capabilities.
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@ -12,41 +18,52 @@ export class GameMap {
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private lastProperties = new Map<string, string | boolean | number>();
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private callbacks = new Map<string, Array<PropertyChangeCallback>>();
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private tileSetPropertyMap: { [tile_index: number]: Array<ITiledMapLayerProperty> } = {}
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public readonly layersIterator: LayersIterator;
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private tileSetPropertyMap: { [tile_index: number]: Array<ITiledMapLayerProperty> } = {};
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public readonly flatLayers: ITiledMapLayer[];
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public readonly phaserLayers: TilemapLayer[] = [];
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public exitUrls: Array<string> = []
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public exitUrls: Array<string> = [];
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public hasStartTile = false;
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public constructor(private map: ITiledMap) {
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this.layersIterator = new LayersIterator(map);
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public constructor(
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private map: ITiledMap,
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phaserMap: Phaser.Tilemaps.Tilemap,
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terrains: Array<Phaser.Tilemaps.Tileset>
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) {
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this.flatLayers = flattenGroupLayersMap(map);
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let depth = -2;
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for (const layer of this.flatLayers) {
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if (layer.type === "tilelayer") {
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this.phaserLayers.push(phaserMap.createLayer(layer.name, terrains, 0, 0).setDepth(depth));
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}
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if (layer.type === "objectgroup" && layer.name === "floorLayer") {
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depth = DEPTH_OVERLAY_INDEX;
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}
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}
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for (const tileset of map.tilesets) {
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tileset?.tiles?.forEach(tile => {
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tileset?.tiles?.forEach((tile) => {
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if (tile.properties) {
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this.tileSetPropertyMap[tileset.firstgid + tile.id] = tile.properties
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tile.properties.forEach(prop => {
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this.tileSetPropertyMap[tileset.firstgid + tile.id] = tile.properties;
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tile.properties.forEach((prop) => {
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if (prop.name == "exitUrl" && typeof prop.value == "string") {
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this.exitUrls.push(prop.value);
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} else if (prop.name == "start") {
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this.hasStartTile = true
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this.hasStartTile = true;
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}
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})
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||||
});
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||||
}
|
||||
})
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public getPropertiesForIndex(index: number): Array<ITiledMapLayerProperty> {
|
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if (this.tileSetPropertyMap[index]) {
|
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return this.tileSetPropertyMap[index]
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return this.tileSetPropertyMap[index];
|
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}
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return []
|
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return [];
|
||||
}
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|
||||
|
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/**
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* Sets the position of the current player (in pixels)
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* This will trigger events if properties are changing.
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|
@ -88,8 +105,8 @@ export class GameMap {
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private getProperties(key: number): Map<string, string | boolean | number> {
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const properties = new Map<string, string | boolean | number>();
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|
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for (const layer of this.layersIterator) {
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if (layer.type !== 'tilelayer') {
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for (const layer of this.flatLayers) {
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if (layer.type !== "tilelayer") {
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continue;
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}
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|
@ -99,7 +116,7 @@ export class GameMap {
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if (tiles[key] == 0) {
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continue;
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}
|
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tileIndex = tiles[key]
|
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tileIndex = tiles[key];
|
||||
}
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||||
|
||||
// There is a tile in this layer, let's embed the properties
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|
@ -113,20 +130,29 @@ export class GameMap {
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}
|
||||
|
||||
if (tileIndex) {
|
||||
this.tileSetPropertyMap[tileIndex]?.forEach(property => {
|
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this.tileSetPropertyMap[tileIndex]?.forEach((property) => {
|
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if (property.value) {
|
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properties.set(property.name, property.value)
|
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properties.set(property.name, property.value);
|
||||
} else if (properties.has(property.name)) {
|
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properties.delete(property.name)
|
||||
properties.delete(property.name);
|
||||
}
|
||||
})
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return properties;
|
||||
}
|
||||
|
||||
private trigger(propName: string, oldValue: string | number | boolean | undefined, newValue: string | number | boolean | undefined, allProps: Map<string, string | boolean | number>) {
|
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public getMap(): ITiledMap {
|
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return this.map;
|
||||
}
|
||||
|
||||
private trigger(
|
||||
propName: string,
|
||||
oldValue: string | number | boolean | undefined,
|
||||
newValue: string | number | boolean | undefined,
|
||||
allProps: Map<string, string | boolean | number>
|
||||
) {
|
||||
const callbacksArray = this.callbacks.get(propName);
|
||||
if (callbacksArray !== undefined) {
|
||||
for (const callback of callbacksArray) {
|
||||
|
@ -146,4 +172,18 @@ export class GameMap {
|
|||
}
|
||||
callbacksArray.push(callback);
|
||||
}
|
||||
|
||||
public findLayer(layerName: string): ITiledMapLayer | undefined {
|
||||
return this.flatLayers.find((layer) => layer.name === layerName);
|
||||
}
|
||||
|
||||
public findPhaserLayer(layerName: string): TilemapLayer | undefined {
|
||||
return this.phaserLayers.find((layer) => layer.layer.name === layerName);
|
||||
}
|
||||
|
||||
public addTerrain(terrain: Phaser.Tilemaps.Tileset): void {
|
||||
for (const phaserLayer of this.phaserLayers) {
|
||||
phaserLayer.tileset.push(terrain);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -1,10 +1,14 @@
|
|||
import type {HasMovedEvent} from "./GameManager";
|
||||
import {MAX_EXTRAPOLATION_TIME} from "../../Enum/EnvironmentVariable";
|
||||
import type {PositionInterface} from "../../Connexion/ConnexionModels";
|
||||
import { MAX_EXTRAPOLATION_TIME } from "../../Enum/EnvironmentVariable";
|
||||
import type { PositionInterface } from "../../Connexion/ConnexionModels";
|
||||
import type { HasPlayerMovedEvent } from "../../Api/Events/HasPlayerMovedEvent";
|
||||
|
||||
export class PlayerMovement {
|
||||
public constructor(private startPosition: PositionInterface, private startTick: number, private endPosition: HasMovedEvent, private endTick: number) {
|
||||
}
|
||||
public constructor(
|
||||
private startPosition: PositionInterface,
|
||||
private startTick: number,
|
||||
private endPosition: HasPlayerMovedEvent,
|
||||
private endTick: number
|
||||
) {}
|
||||
|
||||
public isOutdated(tick: number): boolean {
|
||||
//console.log(tick, this.endTick, MAX_EXTRAPOLATION_TIME)
|
||||
|
@ -17,21 +21,25 @@ export class PlayerMovement {
|
|||
return tick > this.endTick + MAX_EXTRAPOLATION_TIME;
|
||||
}
|
||||
|
||||
public getPosition(tick: number): HasMovedEvent {
|
||||
public getPosition(tick: number): HasPlayerMovedEvent {
|
||||
// Special case: end position reached and end position is not moving
|
||||
if (tick >= this.endTick && this.endPosition.moving === false) {
|
||||
//console.log('Movement finished ', this.endPosition)
|
||||
return this.endPosition;
|
||||
}
|
||||
|
||||
const x = (this.endPosition.x - this.startPosition.x) * ((tick - this.startTick) / (this.endTick - this.startTick)) + this.startPosition.x;
|
||||
const y = (this.endPosition.y - this.startPosition.y) * ((tick - this.startTick) / (this.endTick - this.startTick)) + this.startPosition.y;
|
||||
const x =
|
||||
(this.endPosition.x - this.startPosition.x) * ((tick - this.startTick) / (this.endTick - this.startTick)) +
|
||||
this.startPosition.x;
|
||||
const y =
|
||||
(this.endPosition.y - this.startPosition.y) * ((tick - this.startTick) / (this.endTick - this.startTick)) +
|
||||
this.startPosition.y;
|
||||
//console.log('Computed position ', x, y)
|
||||
return {
|
||||
x,
|
||||
y,
|
||||
direction: this.endPosition.direction,
|
||||
moving: true
|
||||
}
|
||||
moving: true,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,13 +2,13 @@
|
|||
* This class is in charge of computing the position of all players.
|
||||
* Player movement is delayed by 200ms so position depends on ticks.
|
||||
*/
|
||||
import type {PlayerMovement} from "./PlayerMovement";
|
||||
import type {HasMovedEvent} from "./GameManager";
|
||||
import type { HasPlayerMovedEvent } from "../../Api/Events/HasPlayerMovedEvent";
|
||||
import type { PlayerMovement } from "./PlayerMovement";
|
||||
|
||||
export class PlayersPositionInterpolator {
|
||||
playerMovements: Map<number, PlayerMovement> = new Map<number, PlayerMovement>();
|
||||
|
||||
updatePlayerPosition(userId: number, playerMovement: PlayerMovement) : void {
|
||||
updatePlayerPosition(userId: number, playerMovement: PlayerMovement): void {
|
||||
this.playerMovements.set(userId, playerMovement);
|
||||
}
|
||||
|
||||
|
@ -16,15 +16,15 @@ export class PlayersPositionInterpolator {
|
|||
this.playerMovements.delete(userId);
|
||||
}
|
||||
|
||||
getUpdatedPositions(tick: number) : Map<number, HasMovedEvent> {
|
||||
const positions = new Map<number, HasMovedEvent>();
|
||||
getUpdatedPositions(tick: number): Map<number, HasPlayerMovedEvent> {
|
||||
const positions = new Map<number, HasPlayerMovedEvent>();
|
||||
this.playerMovements.forEach((playerMovement: PlayerMovement, userId: number) => {
|
||||
if (playerMovement.isOutdated(tick)) {
|
||||
//console.log("outdated")
|
||||
this.playerMovements.delete(userId);
|
||||
}
|
||||
//console.log("moving")
|
||||
positions.set(userId, playerMovement.getPosition(tick))
|
||||
positions.set(userId, playerMovement.getPosition(tick));
|
||||
});
|
||||
return positions;
|
||||
}
|
||||
|
|
|
@ -1,19 +1,18 @@
|
|||
import type { PositionInterface } from '../../Connexion/ConnexionModels';
|
||||
import type { ITiledMap, ITiledMapLayer, ITiledMapLayerProperty, ITiledMapTileLayer } from '../Map/ITiledMap';
|
||||
import type { GameMap } from './GameMap';
|
||||
import type { PositionInterface } from "../../Connexion/ConnexionModels";
|
||||
import type { ITiledMap, ITiledMapLayer, ITiledMapLayerProperty, ITiledMapTileLayer } from "../Map/ITiledMap";
|
||||
import type { GameMap } from "./GameMap";
|
||||
|
||||
|
||||
const defaultStartLayerName = 'start';
|
||||
const defaultStartLayerName = "start";
|
||||
|
||||
export class StartPositionCalculator {
|
||||
|
||||
public startPosition!: PositionInterface
|
||||
public startPosition!: PositionInterface;
|
||||
|
||||
constructor(
|
||||
private readonly gameMap: GameMap,
|
||||
private readonly mapFile: ITiledMap,
|
||||
private readonly initPosition: PositionInterface | null,
|
||||
private readonly startLayerName: string | null) {
|
||||
public readonly startLayerName: string | null
|
||||
) {
|
||||
this.initStartXAndStartY();
|
||||
}
|
||||
private initStartXAndStartY() {
|
||||
|
@ -32,34 +31,39 @@ export class StartPositionCalculator {
|
|||
}
|
||||
// Still no start position? Something is wrong with the map, we need a "start" layer.
|
||||
if (this.startPosition === undefined) {
|
||||
console.warn('This map is missing a layer named "start" that contains the available default start positions.');
|
||||
console.warn(
|
||||
'This map is missing a layer named "start" that contains the available default start positions.'
|
||||
);
|
||||
// Let's start in the middle of the map
|
||||
this.startPosition = {
|
||||
x: this.mapFile.width * 16,
|
||||
y: this.mapFile.height * 16
|
||||
y: this.mapFile.height * 16,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param selectedLayer this is always the layer that is selected with the hash in the url
|
||||
* @param selectedOrDefaultLayer this can also be the {defaultStartLayerName} if the {selectedLayer} didnt yield any start points
|
||||
*/
|
||||
*
|
||||
* @param selectedLayer this is always the layer that is selected with the hash in the url
|
||||
* @param selectedOrDefaultLayer this can also be the {defaultStartLayerName} if the {selectedLayer} didnt yield any start points
|
||||
*/
|
||||
public initPositionFromLayerName(selectedOrDefaultLayer: string | null, selectedLayer: string | null) {
|
||||
if (!selectedOrDefaultLayer) {
|
||||
selectedOrDefaultLayer = defaultStartLayerName
|
||||
selectedOrDefaultLayer = defaultStartLayerName;
|
||||
}
|
||||
for (const layer of this.gameMap.layersIterator) {
|
||||
if ((selectedOrDefaultLayer === layer.name || layer.name.endsWith('/' + selectedOrDefaultLayer)) && layer.type === 'tilelayer' && (selectedOrDefaultLayer === defaultStartLayerName || this.isStartLayer(layer))) {
|
||||
if (
|
||||
(selectedOrDefaultLayer === layer.name || layer.name.endsWith("/" + selectedOrDefaultLayer)) &&
|
||||
layer.type === "tilelayer" &&
|
||||
(selectedOrDefaultLayer === defaultStartLayerName || this.isStartLayer(layer))
|
||||
) {
|
||||
const startPosition = this.startUser(layer, selectedLayer);
|
||||
this.startPosition = {
|
||||
x: startPosition.x + this.mapFile.tilewidth / 2,
|
||||
y: startPosition.y + this.mapFile.tileheight / 2
|
||||
}
|
||||
y: startPosition.y + this.mapFile.tileheight / 2,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private isStartLayer(layer: ITiledMapLayer): boolean {
|
||||
|
@ -67,14 +71,14 @@ export class StartPositionCalculator {
|
|||
}
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
* @param selectedLayer this is always the layer that is selected with the hash in the url
|
||||
* @param selectedOrDefaultLayer this can also be the default layer if the {selectedLayer} didnt yield any start points
|
||||
* @param selectedOrDefaultLayer this can also be the default layer if the {selectedLayer} didnt yield any start points
|
||||
*/
|
||||
private startUser(selectedOrDefaultLayer: ITiledMapTileLayer, selectedLayer: string | null): PositionInterface {
|
||||
const tiles = selectedOrDefaultLayer.data;
|
||||
if (typeof (tiles) === 'string') {
|
||||
throw new Error('The content of a JSON map must be filled as a JSON array, not as a string');
|
||||
if (typeof tiles === "string") {
|
||||
throw new Error("The content of a JSON map must be filled as a JSON array, not as a string");
|
||||
}
|
||||
const possibleStartPositions: PositionInterface[] = [];
|
||||
tiles.forEach((objectKey: number, key: number) => {
|
||||
|
@ -86,8 +90,11 @@ export class StartPositionCalculator {
|
|||
|
||||
if (selectedLayer && this.gameMap.hasStartTile) {
|
||||
const properties = this.gameMap.getPropertiesForIndex(objectKey);
|
||||
if (!properties.length || !properties.some(property => property.name == "start" && property.value == selectedLayer)) {
|
||||
return
|
||||
if (
|
||||
!properties.length ||
|
||||
!properties.some((property) => property.name == "start" && property.value == selectedLayer)
|
||||
) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
possibleStartPositions.push({ x: x * this.mapFile.tilewidth, y: y * this.mapFile.tilewidth });
|
||||
|
@ -97,7 +104,7 @@ export class StartPositionCalculator {
|
|||
console.warn('The start layer "' + selectedOrDefaultLayer.name + '" for this map is empty.');
|
||||
return {
|
||||
x: 0,
|
||||
y: 0
|
||||
y: 0,
|
||||
};
|
||||
}
|
||||
// Choose one of the available start positions at random amongst the list of available start positions.
|
||||
|
@ -109,10 +116,12 @@ export class StartPositionCalculator {
|
|||
if (!properties) {
|
||||
return undefined;
|
||||
}
|
||||
const obj = properties.find((property: ITiledMapLayerProperty) => property.name.toLowerCase() === name.toLowerCase());
|
||||
const obj = properties.find(
|
||||
(property: ITiledMapLayerProperty) => property.name.toLowerCase() === name.toLowerCase()
|
||||
);
|
||||
if (obj === undefined) {
|
||||
return undefined;
|
||||
}
|
||||
return obj.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue