feat(#8): fix 2d camera support

This commit is contained in:
Juan Sebastián Montoya 2024-09-13 23:30:28 -05:00
parent 07c64eadeb
commit c1fe3acc11
5 changed files with 103 additions and 36 deletions

View file

@ -29,10 +29,11 @@ class Game extends GameObject {
height: GAME_HEIGHT,
percentage: 0.9,
});
const mapManagement = new MapManagement({ maps: maps });
const camera = new Camera({ map: mapManagement.selected });
const camera = new Camera({
mapManagement: new MapManagement({ maps: maps }),
});
const debug = new Debug({ debug: false });
this.gameObjects = [canvasResizer, mapManagement, camera, debug];
this.gameObjects = [canvasResizer, camera, debug];
this.canvas = canvas;
this.ctx = this.canvas.getContext("2d");
@ -42,6 +43,12 @@ class Game extends GameObject {
document.getElementById(elementId).addEventListener("click", () => {
this.onMouseClick(elementId);
});
document.addEventListener("keydown", (event) => {
this.onKeyPressed(event.key);
});
document.addEventListener("keyup", (event) => {
this.onKeyReleased(event.key);
});
});
}
@ -59,17 +66,6 @@ class Game extends GameObject {
}
}
function moveCamera(dx, dy) {
cameraX = Math.min(
Math.max(cameraX + dx, 0),
Math.floor((320 - canvasResizer.width) / TILE_SIZE)
);
cameraY = Math.min(
Math.max(cameraY + dy, 0),
Math.floor((240 - canvasResizer.height) / TILE_SIZE)
);
}
async function run() {
const game = new Game({ canvas: document.getElementById("game") });
await game.load();

View file

@ -1,5 +1,5 @@
export const TILE_SIZE = 16;
export const GAME_WIDTH = 320;
export const GAME_HEIGHT = 240;
export const GAME_WIDTH = 160;
export const GAME_HEIGHT = 120;
export const COLS = GAME_WIDTH / TILE_SIZE;
export const ROWS = GAME_HEIGHT / TILE_SIZE;

View file

@ -1,12 +1,67 @@
import { TILE_SIZE } from "../constants.js";
import { GameObject } from "./game-object.js";
import { MapManagement } from "./map-management.js";
export class Camera extends GameObject {
constructor({ map, x = 0, y = 0, width = 320, height = 240 }) {
constructor({ mapManagement, x = 0, y = 0, width = 160, height = 120 }) {
super({ x, y });
this.map = map;
this.mapManagement = mapManagement;
this.gameObjects = [mapManagement];
this.x = x;
this.y = y;
this.width = width;
this.height = height;
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
);
}
}

View file

@ -28,9 +28,15 @@ export class GameObject {
});
}
render(ctx) {
render(ctx, ...args) {
this.gameObjects.forEach((item) => {
item.render(ctx);
item.render(ctx, ...args);
});
}
onKeyPressed(key) {
this.gameObjects.forEach((item) => {
item.onKeyPressed(key);
});
}

View file

@ -1,4 +1,4 @@
import { COLS, ROWS, TILE_SIZE } from "../constants.js";
import { TILE_SIZE } from "../constants.js";
import { createCanvas } from "../utils.js";
import { GameObject } from "./game-object.js";
@ -22,22 +22,20 @@ export class Map extends GameObject {
if (this._level) {
return this._level;
}
const levelConfig = this.levelConfig;
const layer = levelConfig.layers[0];
const { data, height, width } = layer;
const { ctx, canvas } = createCanvas(width * TILE_SIZE, height * TILE_SIZE);
const { ctx, canvas } = createCanvas(COLS * TILE_SIZE, ROWS * TILE_SIZE);
for (let row = 0; row < height; row++) {
for (let col = 0; col < width; col++) {
if (row < 0 || col < 0 || row >= height || col >= width) continue;
const image = this.image;
const width = this.width;
const level = this.levelConfig;
const layer = level.layers[0];
const data = layer.data;
for (let row = 0; row < ROWS; row++) {
for (let col = 0; col < COLS; col++) {
const tile = data[row * COLS + col] - 1;
const tile = data[row * width + col] - 1;
ctx.drawImage(
image,
(tile * TILE_SIZE) % width,
Math.floor((tile * TILE_SIZE) / width) * TILE_SIZE,
this.image,
(tile * TILE_SIZE) % this.width,
Math.floor((tile * TILE_SIZE) / this.width) * TILE_SIZE,
TILE_SIZE,
TILE_SIZE,
col * TILE_SIZE,
@ -47,13 +45,25 @@ export class Map extends GameObject {
);
}
}
return (this._level = canvas);
}
render(ctx) {
render(ctx, sourceX, sourceY, width, height) {
if (!this.levelConfig || !this.selected) {
return;
}
ctx.drawImage(this.level, 0, 0);
ctx.drawImage(
this.level,
sourceX,
sourceY,
width,
height,
0,
0,
width,
height
);
}
}