108 lines
3.2 KiB
JavaScript
108 lines
3.2 KiB
JavaScript
import { TILE_SIZE } from "../constants.js";
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import { GameObject } from "./game-object.js";
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export class Player extends GameObject {
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constructor({
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gameObjects = [],
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animations = {},
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defaultAnimation = { idle: "bottom" },
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x = 0,
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y = 0,
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speed = 1,
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width = TILE_SIZE,
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height = TILE_SIZE,
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}) {
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super({ x, y, gameObjects, width, height });
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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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// TODO: Decouple animation into animation class
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this.animations = animations;
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this.defaultAnimation = defaultAnimation;
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this.currentAnimation = defaultAnimation;
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this.currentAnimationFrame = 0;
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}
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update(delta) {
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let idle = true;
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this.keys.forEach((item) => {
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if (item.pressed) {
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this.moveCharacter(delta, ...item.value);
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this.updateAnimation(delta, "walk", ...item.value);
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idle = false;
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}
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});
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if (idle) {
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this.updateAnimation(delta, "idle");
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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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// TODO: Decouple animation into animation class
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const [x, y] = args;
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const [spriteSheet] = this.gameObjects;
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if (this.debug) {
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spriteSheet.sprites.forEach((item, index) => {
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item.render(ctx, this.x - x + index * TILE_SIZE, this.y - y);
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});
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} else {
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const [currentAnimationKey] = Object.keys(this.currentAnimation);
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const currentAnimationDirection =
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this.currentAnimation[currentAnimationKey];
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const frames =
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this.animations[currentAnimationKey][currentAnimationDirection];
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if (!frames) {
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throw Error("No animation defined for " + this.currentAnimation);
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}
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const item = frames.map((frame) => spriteSheet.sprites[frame])[
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Math.floor(this.currentAnimationFrame) % frames.length
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];
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item.render(ctx, this.x - x, this.y - y);
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}
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}
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moveCharacter(delta, dx, dy) {
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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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// TODO: Decouple animation into animation class
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updateAnimation(delta, animation, dx, dy) {
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if (animation === "idle") {
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const [value] = Object.values(this.currentAnimation);
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this.currentAnimation = { [animation]: value };
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return;
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}
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if (dx !== 0) {
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this.currentAnimation = { [animation]: dx > 0 ? "right" : "left" };
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} else if (dy !== 0) {
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this.currentAnimation = { [animation]: dy > 0 ? "bottom" : "top" };
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}
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this.currentAnimationFrame += 10 * delta;
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}
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}
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