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

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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;
this.gameObjects = [mapManagement];
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this.x = x;
this.y = y;
this.width = width;
this.height = height;
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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 }),
{}
);
}
update(delta) {
this.keys.forEach((item) => {
if (item.pressed) {
this.moveCamera(...item.value, delta);
}
});
}
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) {
this.gameObjects.forEach((item) =>
item.render(ctx, this.x, this.y, this.width, this.height)
);
}
moveCamera(dx, dy, delta) {
const { levelConfig } = this.mapManagement.selected;
const layer = levelConfig.layers[0];
const { height, width } = layer;
const floorX = dx > 0 ? Math.floor : Math.ceil;
const floorY = dy > 0 ? Math.floor : Math.ceil;
this.x = Math.min(
Math.max(this.x + floorX(dx * (delta * 100)), 0),
width * TILE_SIZE - this.width
);
this.y = Math.min(
Math.max(this.y + floorY(dy * (delta * 100)), 0),
height * TILE_SIZE - this.height
);
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}
}