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import { TILE_SIZE } from "../constants.js";
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import { GameObject } from "./game-object.js";
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import { MapManagement } from "./map-management.js";
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export class Camera extends GameObject {
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constructor({ mapManagement, x = 0, y = 0, width = 160, height = 120 }) {
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super({ x, y });
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this.mapManagement = mapManagement;
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this.gameObjects = [mapManagement];
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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this.keys = [
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{ key: "ArrowUp", pressed: false, value: [0, -1] },
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{ key: "ArrowDown", pressed: false, value: [0, 1] },
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{ key: "ArrowLeft", pressed: false, value: [-1, 0] },
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{ key: "ArrowRight", pressed: false, value: [1, 0] },
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];
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this.availableKeys = this.keys.reduce(
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(acc, item) => ({ ...acc, [item.key]: item }),
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{}
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);
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}
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update(delta) {
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this.keys.forEach((item) => {
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if (item.pressed) {
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this.moveCamera(...item.value, delta);
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}
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});
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}
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onKeyPressed(key) {
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if (!this.availableKeys[key]) return;
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this.availableKeys[key].pressed = true;
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}
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onKeyReleased(key) {
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if (!this.availableKeys[key]) return;
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this.availableKeys[key].pressed = false;
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}
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render(ctx) {
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this.gameObjects.forEach((item) =>
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item.render(ctx, this.x, this.y, this.width, this.height)
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);
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}
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moveCamera(dx, dy, delta) {
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const { levelConfig } = this.mapManagement.selected;
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const layer = levelConfig.layers[0];
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const { height, width } = layer;
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const floorX = dx > 0 ? Math.floor : Math.ceil;
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const floorY = dy > 0 ? Math.floor : Math.ceil;
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this.x = Math.min(
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Math.max(this.x + floorX(dx * (delta * 100)), 0),
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width * TILE_SIZE - this.width
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);
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this.y = Math.min(
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Math.max(this.y + floorY(dy * (delta * 100)), 0),
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height * TILE_SIZE - this.height
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);
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}
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}
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