feat(#6): add basic camera support

This commit is contained in:
Juan Sebastián Montoya 2024-09-13 16:14:53 -05:00
parent 3c2a7907b4
commit f300fe1be7
2 changed files with 51 additions and 11 deletions

View file

@ -6,7 +6,7 @@
name="viewport"
content="width=device-width, initial-scale=1.0"
/>
<title>Baena</title>
<title>Game Engine</title>
<link
rel="stylesheet"
href="index.css"

View file

@ -4,8 +4,8 @@ import { getLevel } from "./modules/utils.js";
const TILE_SIZE = 16;
const canvasResizer = new CanvasResizer({
canvas: document.getElementById("game"),
width: 320,
height: 240,
width: 320 / 2,
height: 240 / 2,
percentage: 0.9,
});
@ -13,28 +13,39 @@ const cols = canvasResizer.width / TILE_SIZE;
const rows = canvasResizer.height / TILE_SIZE;
const ctx = canvasResizer.canvas.getContext("2d");
let debug = false;
let cameraX = 0;
let cameraY = 0;
async function drawLevel({ levelName, imageName }) {
const levelImage = document.getElementById(imageName);
const level = await getLevel(levelName);
const layer = level.layers[0];
const data = layer.data;
const { data, width, height } = layer; // Obtenemos la capa del tilemap, con su numero de columnas y filas
const endCol = cameraX + cols;
const endRow = cameraY + rows;
for (let row = cameraY; row <= endRow; row++) {
for (let col = cameraX; col <= endCol; col++) {
if (row < 0 || col < 0 || row >= height || col >= width) continue; // Omitimos tiles fuera del rango del tilemap
for (let row = 0; row < rows; row++) {
for (let col = 0; col < cols; col++) {
if (debug) {
ctx.strokeRect(col * TILE_SIZE, row * TILE_SIZE, TILE_SIZE, TILE_SIZE);
ctx.strokeRect(
(col - cameraX) * TILE_SIZE,
(row - cameraY) * TILE_SIZE,
TILE_SIZE,
TILE_SIZE
);
}
const tile = data[row * cols + col];
const tile = data[row * width + col];
ctx.drawImage(
levelImage,
((tile - 1) * TILE_SIZE) % levelImage.width,
Math.floor(((tile - 1) * TILE_SIZE) / levelImage.width) * TILE_SIZE,
TILE_SIZE,
TILE_SIZE,
col * TILE_SIZE,
row * TILE_SIZE,
(col - cameraX) * TILE_SIZE,
(row - cameraY) * TILE_SIZE,
TILE_SIZE,
TILE_SIZE
);
@ -42,6 +53,17 @@ async function drawLevel({ levelName, imageName }) {
}
}
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() {
await canvasResizer.load();
@ -65,6 +87,24 @@ async function run() {
await drawLevel(selectedLevel);
});
window.addEventListener("keydown", (event) => {
switch (event.key) {
case "ArrowUp":
moveCamera(0, -1);
break;
case "ArrowDown":
moveCamera(0, 1);
break;
case "ArrowLeft":
moveCamera(-1, 0);
break;
case "ArrowRight":
moveCamera(1, 0);
break;
}
drawLevel(selectedLevel);
});
await drawLevel(selectedLevel);
}