feat(#8): modularizing

This commit is contained in:
Juan Sebastián Montoya 2024-09-13 21:45:59 -05:00
parent f300fe1be7
commit 32dd2ad599
11 changed files with 271 additions and 94 deletions

142
index.js
View file

@ -1,55 +1,61 @@
import { CanvasResizer } from "./modules/canvas-resizer.js";
import { getLevel } from "./modules/utils.js";
import { GAME_HEIGHT, GAME_WIDTH } from "./modules/constants.js";
import {
Camera,
CanvasResizer,
Debug,
GameObject,
MapManagement,
} from "./modules/game-objects/index.js";
const TILE_SIZE = 16;
const canvasResizer = new CanvasResizer({
canvas: document.getElementById("game"),
width: 320 / 2,
height: 240 / 2,
percentage: 0.9,
});
const maps = [
{
name: "overworld",
imageId: "overworld",
elementId: "level1",
selected: true,
},
{ name: "ocean", imageId: "overworld", elementId: "level2" },
];
const cols = canvasResizer.width / TILE_SIZE;
const rows = canvasResizer.height / TILE_SIZE;
const ctx = canvasResizer.canvas.getContext("2d");
let debug = false;
let cameraX = 0;
let cameraY = 0;
const clicableObjects = ["debug", "level1", "level2"];
async function drawLevel({ levelName, imageName }) {
const levelImage = document.getElementById(imageName);
const level = await getLevel(levelName);
const layer = level.layers[0];
const { data, width, height } = layer; // Obtenemos la capa del tilemap, con su numero de columnas y filas
class Game extends GameObject {
constructor({ canvas }) {
super();
const endCol = cameraX + cols;
const endRow = cameraY + rows;
const canvasResizer = new CanvasResizer({
canvas: canvas,
width: GAME_WIDTH,
height: GAME_HEIGHT,
percentage: 0.9,
});
const mapManagement = new MapManagement({ maps: maps });
const camera = new Camera({ map: mapManagement.selected });
const debug = new Debug({ debug: false });
this.gameObjects = [canvasResizer, mapManagement, camera, debug];
for (let row = cameraY; row <= endRow; row++) {
for (let col = cameraX; col <= endCol; col++) {
if (row < 0 || col < 0 || row >= height || col >= width) continue; // Omitimos tiles fuera del rango del tilemap
this.canvas = canvas;
this.ctx = this.canvas.getContext("2d");
this.lastTime = 0;
if (debug) {
ctx.strokeRect(
(col - cameraX) * TILE_SIZE,
(row - cameraY) * TILE_SIZE,
TILE_SIZE,
TILE_SIZE
);
}
const tile = data[row * width + col];
ctx.drawImage(
levelImage,
((tile - 1) * TILE_SIZE) % levelImage.width,
Math.floor(((tile - 1) * TILE_SIZE) / levelImage.width) * TILE_SIZE,
TILE_SIZE,
TILE_SIZE,
(col - cameraX) * TILE_SIZE,
(row - cameraY) * TILE_SIZE,
TILE_SIZE,
TILE_SIZE
);
}
clicableObjects.forEach((elementId) => {
document.getElementById(elementId).addEventListener("click", () => {
this.onMouseClick(elementId);
});
});
}
clear(ctx) {
ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
loop(time) {
const delta = (time - this.lastTime) / 1000;
this.lastTime = time;
this.update(delta);
this.clear(this.ctx);
this.render(this.ctx);
requestAnimationFrame(this.loop.bind(this));
}
}
@ -65,47 +71,9 @@ function moveCamera(dx, dy) {
}
async function run() {
await canvasResizer.load();
let selectedLevel = { levelName: "overworld", imageName: "overworld" };
const debugButton = document.getElementById("debug");
debugButton.addEventListener("click", async () => {
debug = !debug;
await drawLevel(selectedLevel);
});
const level1Button = document.getElementById("level1");
level1Button.addEventListener("click", async () => {
selectedLevel = { levelName: "overworld", imageName: "overworld" };
await drawLevel(selectedLevel);
});
const level2Button = document.getElementById("level2");
level2Button.addEventListener("click", async () => {
selectedLevel = { levelName: "ocean", imageName: "overworld" };
await drawLevel(selectedLevel);
});
window.addEventListener("keydown", (event) => {
switch (event.key) {
case "ArrowUp":
moveCamera(0, -1);
break;
case "ArrowDown":
moveCamera(0, 1);
break;
case "ArrowLeft":
moveCamera(-1, 0);
break;
case "ArrowRight":
moveCamera(1, 0);
break;
}
drawLevel(selectedLevel);
});
await drawLevel(selectedLevel);
const game = new Game({ canvas: document.getElementById("game") });
await game.load();
game.loop(0);
}
run();