game-engine/modules/game-objects/map.js

69 lines
1.7 KiB
JavaScript

import { TILE_SIZE } from "../constants.js";
import { createCanvas } from "../utils.js";
import { GameObject } from "./game-object.js";
export class Map extends GameObject {
constructor({ name, imageId, elementId, selected = false }) {
super();
this.name = name;
this.imageId = imageId;
this.image = document.getElementById(imageId);
this.width = this.image.width;
this.selected = selected;
this.elementId = elementId;
}
async load() {
const levelConfig = await fetch("/resources/" + this.name + ".json");
this.levelConfig = await levelConfig.json();
}
get level() {
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);
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 tile = data[row * width + col] - 1;
ctx.drawImage(
this.image,
(tile * TILE_SIZE) % this.width,
Math.floor((tile * TILE_SIZE) / this.width) * TILE_SIZE,
TILE_SIZE,
TILE_SIZE,
col * TILE_SIZE,
row * TILE_SIZE,
TILE_SIZE,
TILE_SIZE
);
}
}
return (this._level = canvas);
}
render(ctx, sourceX, sourceY, width, height) {
if (!this.levelConfig || !this.selected) {
return;
}
ctx.drawImage(
this.level,
sourceX,
sourceY,
width,
height,
0,
0,
width,
height
);
}
}