feat(#15): add basic character and update camera to follow it
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37a7b76d38
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7 changed files with 214 additions and 45 deletions
118
modules/game-objects/player.js
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118
modules/game-objects/player.js
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import { GAME_HEIGHT, GAME_WIDTH, TILE_SIZE } from "../constants.js";
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import { GameObject } from "./game-object.js";
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export class Sprite extends GameObject {
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constructor({ image, x = 0, y = 0, width = 0, height = 0 }) {
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super({ x, y, height, width });
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this.image = image;
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this.imageWidth = this.image.width;
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this.imageHeight = this.image.height;
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}
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render(ctx, sourceX, sourceY) {
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ctx.drawImage(
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this.image,
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this.x,
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this.y,
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this.width,
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this.height,
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sourceX,
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sourceY,
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this.width,
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this.height
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);
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}
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}
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export class SpriteSheet extends GameObject {
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constructor({
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imageId,
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x = 0,
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y = 0,
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tileWidth = 16,
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tileHeight = 16,
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offsetX = 0,
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offsetY = 0,
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}) {
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super({ x, y });
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this.image = document.getElementById(imageId);
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this.imageWidth = this.image.width;
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this.imageHeight = this.image.height;
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this.tileWidth = tileWidth;
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this.tileHeight = tileHeight;
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this.offsetX = offsetX;
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this.offsetY = offsetY;
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this.sprites = this._getSprites();
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}
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_getSprites() {
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const sprites = [];
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for (let row = 0; row < this.imageHeight; row += this.tileHeight) {
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for (let col = 0; col < this.imageWidth; col += this.tileHeight) {
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sprites.push(
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new Sprite({
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image: this.image,
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x: col + this.offsetX,
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y: row + this.offsetY,
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width: this.tileWidth,
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height: this.tileHeight,
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})
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);
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}
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}
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return sprites;
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}
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}
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export class Player extends GameObject {
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constructor({ gameObjects = [], x = 0, y = 0, speed = 1, ...args }) {
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super({ x, y, gameObjects, ...args });
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this.speed = speed;
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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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this.eventEmitter.on("levelChanged", (...args) => {
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this.x = x;
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this.y = y;
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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.moveCharacter(...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, ...args) {
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const [x, y] = args;
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const [spriteSheet] = this.gameObjects;
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const [item] = spriteSheet.sprites;
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item.render(ctx, this.x - x, this.y - y);
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}
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moveCharacter(dx, dy, delta) {
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const speed = Math.floor(delta * this.speed * 100);
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this.x = this.x + dx * speed;
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this.y = this.y + dy * speed;
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// TODO: Check for collisions and stop movement if needed
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}
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}
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