Adding Outline capabilities and a ActionableItem notion.
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18 changed files with 369 additions and 33 deletions
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/**
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* An actionable item represents an in-game object that can be activated using the space-bar.
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* It has coordinates and an "activation radius"
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*/
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import Sprite = Phaser.GameObjects.Sprite;
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import {OutlinePipeline} from "../Shaders/OutlinePipeline";
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export class ActionableItem {
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private readonly activationRadiusSquared : number;
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private isSelectable: boolean = false;
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public constructor(private sprite: Sprite, private activationRadius: number) {
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this.activationRadiusSquared = activationRadius * activationRadius;
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}
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/**
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* Returns the square of the distance to the object center IF we are in item action range
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* OR null if we are out of range.
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*/
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public actionableDistance(x: number, y: number): number|null {
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let distanceSquared = (x - this.sprite.x)*(x - this.sprite.x) + (y - this.sprite.y)*(y - this.sprite.y);
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if (distanceSquared < this.activationRadiusSquared) {
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return distanceSquared;
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} else {
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return null;
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}
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}
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/**
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* Show the outline of the sprite.
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*/
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public selectable(): void {
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if (this.isSelectable) {
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return;
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}
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this.isSelectable = true;
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this.sprite.setPipeline(OutlinePipeline.KEY);
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this.sprite.pipeline.setFloat2('uTextureSize',
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this.sprite.texture.getSourceImage().width, this.sprite.texture.getSourceImage().height);
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}
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/**
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* Hide the outline of the sprite
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*/
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public notSelectable(): void {
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if (!this.isSelectable) {
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return;
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}
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this.isSelectable = false;
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this.sprite.resetPipeline();
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}
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/**
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* Triggered when the "space" key is pressed and the object is in range of being activated.
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*/
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public activate(): void {
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}
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}
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24
front/src/Phaser/Items/Computer/computer.ts
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24
front/src/Phaser/Items/Computer/computer.ts
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import * as Phaser from 'phaser';
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import {Scene} from "phaser";
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import Sprite = Phaser.GameObjects.Sprite;
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import {ITiledMapObject} from "../../Map/ITiledMap";
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import {ItemFactoryInterface} from "../ItemFactoryInterface";
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import {GameScene} from "../../Game/GameScene";
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import {ActionableItem} from "../ActionableItem";
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export default {
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preload: (loader: Phaser.Loader.LoaderPlugin): void => {
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loader.atlas('computer', 'http://maps.workadventure.localhost/computer/computer.png', 'http://maps.workadventure.localhost/computer/computer_atlas.json');
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},
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create: (scene: GameScene): void => {
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},
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factory: (scene: GameScene, object: ITiledMapObject): ActionableItem => {
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// Idée: ESSAYER WebPack? https://paultavares.wordpress.com/2018/07/02/webpack-how-to-generate-an-es-module-bundle/
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let foo = new Sprite(scene, object.x, object.y, 'computer');
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scene.add.existing(foo);
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return new ActionableItem(foo, 32);
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//scene.add.sprite(object.x, object.y, 'computer');
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}
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} as ItemFactoryInterface;
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10
front/src/Phaser/Items/ItemFactoryInterface.ts
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10
front/src/Phaser/Items/ItemFactoryInterface.ts
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import LoaderPlugin = Phaser.Loader.LoaderPlugin;
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import {GameScene} from "../Game/GameScene";
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import {ITiledMapObject} from "../Map/ITiledMap";
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import {ActionableItem} from "./ActionableItem";
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export interface ItemFactoryInterface {
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preload: (loader: LoaderPlugin) => void;
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create: (scene: GameScene) => void;
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factory: (scene: GameScene, object: ITiledMapObject) => ActionableItem;
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}
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