game-engine/modules/game-objects/player.js

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import { TILE_SIZE } from "../constants.js";
import { GameObject } from "./game-object.js";
export class Player extends GameObject {
constructor({
gameObjects = [],
animations = {},
defaultAnimation = { idle: "bottom" },
x = 0,
y = 0,
speed = 1,
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width = TILE_SIZE,
height = TILE_SIZE,
}) {
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super({ x, y, gameObjects, width, height });
this.speed = speed;
this.keys = [
{ key: "ArrowUp", pressed: false, value: [0, -1] },
{ key: "ArrowDown", pressed: false, value: [0, 1] },
{ key: "ArrowLeft", pressed: false, value: [-1, 0] },
{ key: "ArrowRight", pressed: false, value: [1, 0] },
];
this.availableKeys = this.keys.reduce(
(acc, item) => ({ ...acc, [item.key]: item }),
{}
);
this.eventEmitter.on("levelChanged", (...args) => {
this.x = x;
this.y = y;
});
// TODO: Decouple animation into animation class
this.animations = animations;
this.defaultAnimation = defaultAnimation;
this.currentAnimation = defaultAnimation;
this.currentAnimationFrame = 0;
}
update(delta) {
let idle = true;
this.keys.forEach((item) => {
if (item.pressed) {
this.moveCharacter(delta, ...item.value);
this.updateAnimation(delta, "walk", ...item.value);
idle = false;
}
});
if (idle) {
this.updateAnimation(delta, "idle");
}
}
onKeyPressed(key) {
if (!this.availableKeys[key]) return;
this.availableKeys[key].pressed = true;
}
onKeyReleased(key) {
if (!this.availableKeys[key]) return;
this.availableKeys[key].pressed = false;
}
render(ctx, ...args) {
// TODO: Decouple animation into animation class
const [x, y] = args;
const [spriteSheet] = this.gameObjects;
if (this.debug) {
spriteSheet.sprites.forEach((item, index) => {
item.render(ctx, this.x - x + index * TILE_SIZE, this.y - y);
});
} else {
const [currentAnimationKey] = Object.keys(this.currentAnimation);
const currentAnimationDirection =
this.currentAnimation[currentAnimationKey];
const frames =
this.animations[currentAnimationKey][currentAnimationDirection];
if (!frames) {
throw Error("No animation defined for " + this.currentAnimation);
}
const item = frames.map((frame) => spriteSheet.sprites[frame])[
Math.floor(this.currentAnimationFrame) % frames.length
];
item.render(ctx, this.x - x, this.y - y);
}
}
moveCharacter(delta, dx, dy) {
const speed = Math.floor(delta * this.speed * 100);
this.x = this.x + dx * speed;
this.y = this.y + dy * speed;
// TODO: Check for collisions and stop movement if needed
}
// TODO: Decouple animation into animation class
updateAnimation(delta, animation, dx, dy) {
if (animation === "idle") {
const [value] = Object.values(this.currentAnimation);
this.currentAnimation = { [animation]: value };
return;
}
if (dx !== 0) {
this.currentAnimation = { [animation]: dx > 0 ? "right" : "left" };
} else if (dy !== 0) {
this.currentAnimation = { [animation]: dy > 0 ? "bottom" : "top" };
}
this.currentAnimationFrame += 10 * delta;
}
}