feat(#15): add basic character and update camera to follow it
This commit is contained in:
parent
37a7b76d38
commit
9d635eadb8
7 changed files with 214 additions and 45 deletions
|
@ -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)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue