feat(#15): add basic character and update camera to follow it

This commit is contained in:
Juan Sebastián Montoya 2024-09-20 00:46:42 -05:00
parent 37a7b76d38
commit 9d635eadb8
7 changed files with 214 additions and 45 deletions

View file

@ -9,41 +9,23 @@ export class Camera extends GameObject {
width = GAME_WIDTH,
height = GAME_HEIGHT,
speed = 1,
target = { x: 0, y: 0, width: 0, height: 0 }, // A camera that follows a target
}) {
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("changeLevel", () => {
this.target = target;
this.eventEmitter.on("levelChanged", () => {
this.x = x;
this.y = y;
});
this.eventEmitter.on("targetChanged", (target) => {
this.target = target;
});
}
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;
super.update(delta);
this.followTarget();
}
render(ctx) {
@ -52,16 +34,19 @@ export class Camera extends GameObject {
);
}
moveCamera(dx, dy, delta) {
followTarget() {
const { x, y, width: tWidth, height: tHeight } = this.target;
const centerX = x + tWidth / 2;
const centerY = y + tHeight / 2;
const [item] = this.gameObjects;
const { height, width } = item.selected ?? item;
this.x = Math.min(
Math.max(this.x + dx * Math.floor(delta * this.speed * 100), 0),
width * TILE_SIZE - this.width
this.x = Math.max(
0,
Math.min(centerX - this.width / 2, width * TILE_SIZE - this.width)
);
this.y = Math.min(
Math.max(this.y + dy * Math.floor(delta * this.speed * 100), 0),
height * TILE_SIZE - this.height
this.y = Math.max(
0,
Math.min(centerY - this.height / 2, height * TILE_SIZE - this.height)
);
}
}