feat(#8): fix 2d camera support
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parent
07c64eadeb
commit
c1fe3acc11
5 changed files with 103 additions and 36 deletions
24
index.js
24
index.js
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@ -29,10 +29,11 @@ class Game extends GameObject {
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height: GAME_HEIGHT,
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percentage: 0.9,
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});
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const mapManagement = new MapManagement({ maps: maps });
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const camera = new Camera({ map: mapManagement.selected });
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const camera = new Camera({
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mapManagement: new MapManagement({ maps: maps }),
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});
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const debug = new Debug({ debug: false });
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this.gameObjects = [canvasResizer, mapManagement, camera, debug];
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this.gameObjects = [canvasResizer, camera, debug];
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this.canvas = canvas;
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this.ctx = this.canvas.getContext("2d");
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@ -42,6 +43,12 @@ class Game extends GameObject {
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document.getElementById(elementId).addEventListener("click", () => {
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this.onMouseClick(elementId);
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});
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document.addEventListener("keydown", (event) => {
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this.onKeyPressed(event.key);
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});
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document.addEventListener("keyup", (event) => {
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this.onKeyReleased(event.key);
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});
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});
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}
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@ -59,17 +66,6 @@ class Game extends GameObject {
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}
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}
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function moveCamera(dx, dy) {
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cameraX = Math.min(
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Math.max(cameraX + dx, 0),
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Math.floor((320 - canvasResizer.width) / TILE_SIZE)
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);
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cameraY = Math.min(
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Math.max(cameraY + dy, 0),
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Math.floor((240 - canvasResizer.height) / TILE_SIZE)
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);
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}
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async function run() {
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const game = new Game({ canvas: document.getElementById("game") });
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await game.load();
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@ -1,5 +1,5 @@
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export const TILE_SIZE = 16;
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export const GAME_WIDTH = 320;
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export const GAME_HEIGHT = 240;
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export const GAME_WIDTH = 160;
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export const GAME_HEIGHT = 120;
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export const COLS = GAME_WIDTH / TILE_SIZE;
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export const ROWS = GAME_HEIGHT / TILE_SIZE;
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@ -1,12 +1,67 @@
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import { TILE_SIZE } from "../constants.js";
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import { GameObject } from "./game-object.js";
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import { MapManagement } from "./map-management.js";
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export class Camera extends GameObject {
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constructor({ map, x = 0, y = 0, width = 320, height = 240 }) {
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constructor({ mapManagement, x = 0, y = 0, width = 160, height = 120 }) {
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super({ x, y });
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this.map = map;
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this.mapManagement = mapManagement;
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this.gameObjects = [mapManagement];
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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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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}
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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.moveCamera(...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) {
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this.gameObjects.forEach((item) =>
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item.render(ctx, this.x, this.y, this.width, this.height)
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);
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}
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moveCamera(dx, dy, delta) {
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const { levelConfig } = this.mapManagement.selected;
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const layer = levelConfig.layers[0];
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const { height, width } = layer;
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const floorX = dx > 0 ? Math.floor : Math.ceil;
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const floorY = dy > 0 ? Math.floor : Math.ceil;
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this.x = Math.min(
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Math.max(this.x + floorX(dx * (delta * 100)), 0),
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width * TILE_SIZE - this.width
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);
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this.y = Math.min(
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Math.max(this.y + floorY(dy * (delta * 100)), 0),
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height * TILE_SIZE - this.height
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);
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}
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}
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@ -28,9 +28,15 @@ export class GameObject {
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});
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}
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render(ctx) {
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render(ctx, ...args) {
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this.gameObjects.forEach((item) => {
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item.render(ctx);
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item.render(ctx, ...args);
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});
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}
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onKeyPressed(key) {
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this.gameObjects.forEach((item) => {
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item.onKeyPressed(key);
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});
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}
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@ -1,4 +1,4 @@
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import { COLS, ROWS, TILE_SIZE } from "../constants.js";
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import { TILE_SIZE } from "../constants.js";
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import { createCanvas } from "../utils.js";
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import { GameObject } from "./game-object.js";
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@ -22,22 +22,20 @@ export class Map extends GameObject {
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if (this._level) {
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return this._level;
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}
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const levelConfig = this.levelConfig;
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const layer = levelConfig.layers[0];
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const { data, height, width } = layer;
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const { ctx, canvas } = createCanvas(width * TILE_SIZE, height * TILE_SIZE);
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const { ctx, canvas } = createCanvas(COLS * TILE_SIZE, ROWS * TILE_SIZE);
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for (let row = 0; row < height; row++) {
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for (let col = 0; col < width; col++) {
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if (row < 0 || col < 0 || row >= height || col >= width) continue;
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const image = this.image;
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const width = this.width;
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const level = this.levelConfig;
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const layer = level.layers[0];
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const data = layer.data;
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for (let row = 0; row < ROWS; row++) {
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for (let col = 0; col < COLS; col++) {
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const tile = data[row * COLS + col] - 1;
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const tile = data[row * width + col] - 1;
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ctx.drawImage(
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image,
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(tile * TILE_SIZE) % width,
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Math.floor((tile * TILE_SIZE) / width) * TILE_SIZE,
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this.image,
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(tile * TILE_SIZE) % this.width,
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Math.floor((tile * TILE_SIZE) / this.width) * TILE_SIZE,
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TILE_SIZE,
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TILE_SIZE,
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col * TILE_SIZE,
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@ -47,13 +45,25 @@ export class Map extends GameObject {
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);
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}
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}
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return (this._level = canvas);
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}
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render(ctx) {
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render(ctx, sourceX, sourceY, width, height) {
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if (!this.levelConfig || !this.selected) {
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return;
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}
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ctx.drawImage(this.level, 0, 0);
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ctx.drawImage(
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this.level,
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sourceX,
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sourceY,
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width,
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height,
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0,
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0,
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width,
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height
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);
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}
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}
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