Compare commits
4 commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
109cee0052 | ||
| 2858898ec2 | |||
| c859e20ffc | |||
| 62e58f77ae |
18 changed files with 618 additions and 77 deletions
2
VERSION
2
VERSION
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@ -1 +1 @@
|
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0.4.0
|
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0.5.0
|
||||
|
|
|
|||
|
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@ -1,10 +1,12 @@
|
|||
import js from '@eslint/js';
|
||||
import globals from 'globals';
|
||||
import tseslint from 'typescript-eslint';
|
||||
import prettier from 'eslint-config-prettier';
|
||||
|
||||
export default [
|
||||
js.configs.recommended,
|
||||
...tseslint.configs.recommended,
|
||||
prettier,
|
||||
{
|
||||
languageOptions: {
|
||||
ecmaVersion: 2022,
|
||||
|
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@ -27,7 +29,6 @@ export default [
|
|||
],
|
||||
'@typescript-eslint/no-explicit-any': 'warn',
|
||||
'no-console': 'off',
|
||||
indent: ['error', 2],
|
||||
'@typescript-eslint/explicit-module-boundary-types': 'off',
|
||||
'@typescript-eslint/no-non-null-assertion': 'warn',
|
||||
},
|
||||
|
|
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|||
19
package-lock.json
generated
19
package-lock.json
generated
|
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@ -7,12 +7,12 @@
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|||
"": {
|
||||
"name": "slime-genesis-poc",
|
||||
"version": "0.1.0",
|
||||
"hasInstallScript": true,
|
||||
"devDependencies": {
|
||||
"@eslint/js": "^9.39.2",
|
||||
"@typescript-eslint/eslint-plugin": "^8.52.0",
|
||||
"@typescript-eslint/parser": "^8.52.0",
|
||||
"eslint": "^9.39.2",
|
||||
"eslint-config-prettier": "^10.1.8",
|
||||
"globals": "^17.0.0",
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||||
"husky": "^9.1.7",
|
||||
"lint-staged": "^16.2.7",
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||||
|
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@ -1753,6 +1753,22 @@
|
|||
}
|
||||
}
|
||||
},
|
||||
"node_modules/eslint-config-prettier": {
|
||||
"version": "10.1.8",
|
||||
"resolved": "https://registry.npmjs.org/eslint-config-prettier/-/eslint-config-prettier-10.1.8.tgz",
|
||||
"integrity": "sha512-82GZUjRS0p/jganf6q1rEO25VSoHH0hKPCTrgillPjdI/3bgBhAE1QzHrHTizjpRvy6pGAvKjDJtk2pF9NDq8w==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"bin": {
|
||||
"eslint-config-prettier": "bin/cli.js"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://opencollective.com/eslint-config-prettier"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"eslint": ">=7.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/eslint-scope": {
|
||||
"version": "8.4.0",
|
||||
"resolved": "https://registry.npmjs.org/eslint-scope/-/eslint-scope-8.4.0.tgz",
|
||||
|
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@ -3120,7 +3136,6 @@
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|||
"integrity": "sha512-mplynKqc1C2hTVYxd0PU2xQAc22TI1vShAYGksCCfxbn/dFwnHTNi1bvYsBTkhdUNtGIf5xNOg938rrSSYvS9A==",
|
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"dev": true,
|
||||
"license": "ISC",
|
||||
"peer": true,
|
||||
"bin": {
|
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"yaml": "bin.mjs"
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},
|
||||
|
|
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|||
|
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@ -18,6 +18,7 @@
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|||
"@typescript-eslint/eslint-plugin": "^8.52.0",
|
||||
"@typescript-eslint/parser": "^8.52.0",
|
||||
"eslint": "^9.39.2",
|
||||
"eslint-config-prettier": "^10.1.8",
|
||||
"globals": "^17.0.0",
|
||||
"husky": "^9.1.7",
|
||||
"lint-staged": "^16.2.7",
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||||
|
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@ -2,7 +2,7 @@ name: slime
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|||
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services:
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app:
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image: git.jusemon.com/jusemon/slime:0.4.0
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image: git.jusemon.com/jusemon/slime:0.5.0
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restart: unless-stopped
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networks:
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|
|
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58
src/components/Camera.ts
Normal file
58
src/components/Camera.ts
Normal file
|
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@ -0,0 +1,58 @@
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import { Component } from '../core/Component.ts';
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import { ComponentType } from '../core/Constants.ts';
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/**
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* Component for camera/viewport management.
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*/
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export class Camera extends Component {
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x: number;
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y: number;
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targetX: number;
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targetY: number;
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smoothness: number;
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bounds: {
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minX: number;
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maxX: number;
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minY: number;
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maxY: number;
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};
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viewportWidth: number;
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viewportHeight: number;
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constructor(viewportWidth: number, viewportHeight: number, smoothness = 0.15) {
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super(ComponentType.CAMERA);
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this.x = 0;
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this.y = 0;
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this.targetX = 0;
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this.targetY = 0;
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this.smoothness = smoothness;
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this.viewportWidth = viewportWidth;
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this.viewportHeight = viewportHeight;
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this.bounds = {
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minX: 0,
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maxX: 0,
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minY: 0,
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maxY: 0,
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};
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}
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/**
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* Set camera bounds based on map size.
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* @param mapWidth - Total map width in pixels
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* @param mapHeight - Total map height in pixels
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*/
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setBounds(mapWidth: number, mapHeight: number): void {
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this.bounds.minX = this.viewportWidth / 2;
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this.bounds.maxX = mapWidth - this.viewportWidth / 2;
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this.bounds.minY = this.viewportHeight / 2;
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this.bounds.maxY = mapHeight - this.viewportHeight / 2;
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}
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/**
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* Clamp camera position to bounds.
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*/
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clampToBounds(): void {
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this.x = Math.max(this.bounds.minX, Math.min(this.bounds.maxX, this.x));
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this.y = Math.max(this.bounds.minY, Math.min(this.bounds.maxY, this.y));
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}
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}
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@ -10,6 +10,10 @@ export class Stealth extends Component {
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isStealthed: boolean;
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stealthLevel: number;
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detectionRadius: number;
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camouflageColor: string | null;
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baseColor: string | null;
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sizeMultiplier: number;
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formAppearance: string | null;
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constructor() {
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super(ComponentType.STEALTH);
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@ -18,16 +22,29 @@ export class Stealth extends Component {
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this.isStealthed = false;
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this.stealthLevel = 0;
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this.detectionRadius = 100;
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this.camouflageColor = null;
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this.baseColor = null;
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this.sizeMultiplier = 1.0;
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this.formAppearance = null;
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}
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/**
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* Enter stealth mode.
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* @param type - The type of stealth (e.g., 'slime', 'human')
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* @param baseColor - Original entity color to restore later
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*/
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enterStealth(type: string): void {
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enterStealth(type: string, baseColor?: string): void {
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this.stealthType = type;
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this.isStealthed = true;
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this.visibility = 0.3;
|
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if (baseColor) {
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this.baseColor = baseColor;
|
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}
|
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if (type === 'slime') {
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this.sizeMultiplier = 0.6;
|
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} else {
|
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this.sizeMultiplier = 1.0;
|
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}
|
||||
}
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|
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/**
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@ -36,6 +53,9 @@ export class Stealth extends Component {
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exitStealth(): void {
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this.isStealthed = false;
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this.visibility = 1.0;
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this.camouflageColor = null;
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this.sizeMultiplier = 1.0;
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this.formAppearance = null;
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}
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|
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/**
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|
|
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102
src/core/ColorSampler.ts
Normal file
102
src/core/ColorSampler.ts
Normal file
|
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@ -0,0 +1,102 @@
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import type { TileMap } from './TileMap.ts';
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import { Palette } from './Palette.ts';
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/**
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* Utility for sampling colors from the background and tile map.
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*/
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export class ColorSampler {
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private static cache: Map<string, string> = new Map();
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private static cacheFrame: number = 0;
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/**
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* Sample the dominant color from a region around a position based on tile map and background.
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* @param tileMap - The tile map to sample from
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* @param x - Center X coordinate in world space
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* @param y - Center Y coordinate in world space
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* @param radius - Sampling radius in pixels
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* @returns Dominant color as hex string (e.g., '#1a1a2e')
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*/
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static sampleDominantColor(
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tileMap: TileMap | null,
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x: number,
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y: number,
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radius: number
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): string {
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const cacheKey = `${Math.floor(x / 20)}_${Math.floor(y / 20)}`;
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const currentFrame = Math.floor(Date.now() / 200);
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if (currentFrame !== this.cacheFrame) {
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this.cache.clear();
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this.cacheFrame = currentFrame;
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}
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if (this.cache.has(cacheKey)) {
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return this.cache.get(cacheKey) || Palette.VOID;
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}
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|
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if (!tileMap) {
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return Palette.VOID;
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}
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const tileSize = tileMap.tileSize;
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const startCol = Math.max(0, Math.floor((x - radius) / tileSize));
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const endCol = Math.min(tileMap.cols, Math.ceil((x + radius) / tileSize));
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const startRow = Math.max(0, Math.floor((y - radius) / tileSize));
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const endRow = Math.min(tileMap.rows, Math.ceil((y + radius) / tileSize));
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const colorCounts: Map<string, number> = new Map();
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let totalTiles = 0;
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|
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for (let r = startRow; r < endRow; r++) {
|
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for (let c = startCol; c < endCol; c++) {
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const tileType = tileMap.getTile(c, r);
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let color: string;
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if (tileType === 1) {
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color = Palette.DARK_BLUE;
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} else {
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const distFromCenter = Math.sqrt(
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Math.pow(c * tileSize - x, 2) + Math.pow(r * tileSize - y, 2)
|
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);
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if (distFromCenter < radius) {
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const noise = Math.sin(c * 0.1 + r * 0.1) * 0.1;
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if (Math.random() < 0.3 + noise) {
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color = Palette.DARKER_BLUE;
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} else {
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color = Palette.VOID;
|
||||
}
|
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} else {
|
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continue;
|
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}
|
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}
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|
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colorCounts.set(color, (colorCounts.get(color) || 0) + 1);
|
||||
totalTiles++;
|
||||
}
|
||||
}
|
||||
|
||||
if (totalTiles === 0) {
|
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return Palette.VOID;
|
||||
}
|
||||
|
||||
let dominantColor = Palette.VOID;
|
||||
let maxCount = 0;
|
||||
|
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colorCounts.forEach((count, color) => {
|
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if (count > maxCount) {
|
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maxCount = count;
|
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dominantColor = color;
|
||||
}
|
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});
|
||||
|
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this.cache.set(cacheKey, dominantColor);
|
||||
return dominantColor;
|
||||
}
|
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|
||||
/**
|
||||
* Clear the color sampling cache.
|
||||
*/
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static clearCache(): void {
|
||||
this.cache.clear();
|
||||
}
|
||||
}
|
||||
|
|
@ -32,6 +32,7 @@ export enum ComponentType {
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INVENTORY = 'Inventory',
|
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MUSIC = 'Music',
|
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SOUND_EFFECTS = 'SoundEffects',
|
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CAMERA = 'Camera',
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -83,4 +84,5 @@ export enum SystemName {
|
|||
HEALTH_REGEN = 'HealthRegenerationSystem',
|
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MUSIC = 'MusicSystem',
|
||||
SOUND_EFFECTS = 'SoundEffectsSystem',
|
||||
CAMERA = 'CameraSystem',
|
||||
}
|
||||
|
|
|
|||
|
|
@ -44,7 +44,7 @@ export class Engine {
|
|||
this.ctx.imageSmoothingEnabled = false;
|
||||
|
||||
this.deltaTime = 0;
|
||||
this.tileMap = LevelLoader.loadSimpleLevel(20, 15, 16);
|
||||
this.tileMap = LevelLoader.loadDesignedLevel(200, 150, 16);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
|||
|
|
@ -27,4 +27,99 @@ export class LevelLoader {
|
|||
}
|
||||
return map;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a larger designed map with rooms, corridors, and interesting layout.
|
||||
* @param cols - Map width in tiles (default 200)
|
||||
* @param rows - Map height in tiles (default 150)
|
||||
* @param tileSize - Tile size in pixels (default 16)
|
||||
* @returns The generated tile map
|
||||
*/
|
||||
static loadDesignedLevel(cols = 200, rows = 150, tileSize = 16): TileMap {
|
||||
const map = new TileMap(cols, rows, tileSize);
|
||||
|
||||
for (let r = 0; r < rows; r++) {
|
||||
for (let c = 0; c < cols; c++) {
|
||||
if (r === 0 || r === rows - 1 || c === 0 || c === cols - 1) {
|
||||
map.setTile(c, r, 1);
|
||||
} else {
|
||||
map.setTile(c, r, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const roomCount = 15;
|
||||
const rooms: Array<{ x: number; y: number; w: number; h: number }> = [];
|
||||
|
||||
for (let i = 0; i < roomCount; i++) {
|
||||
const roomW = 8 + Math.floor(Math.random() * 12);
|
||||
const roomH = 8 + Math.floor(Math.random() * 12);
|
||||
const roomX = 2 + Math.floor(Math.random() * (cols - roomW - 4));
|
||||
const roomY = 2 + Math.floor(Math.random() * (rows - roomH - 4));
|
||||
|
||||
let overlaps = false;
|
||||
for (const existingRoom of rooms) {
|
||||
if (
|
||||
roomX < existingRoom.x + existingRoom.w + 2 &&
|
||||
roomX + roomW + 2 > existingRoom.x &&
|
||||
roomY < existingRoom.y + existingRoom.h + 2 &&
|
||||
roomY + roomH + 2 > existingRoom.y
|
||||
) {
|
||||
overlaps = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!overlaps) {
|
||||
rooms.push({ x: roomX, y: roomY, w: roomW, h: roomH });
|
||||
|
||||
for (let ry = roomY; ry < roomY + roomH; ry++) {
|
||||
for (let rx = roomX; rx < roomX + roomW; rx++) {
|
||||
if (rx > 0 && rx < cols - 1 && ry > 0 && ry < rows - 1) {
|
||||
map.setTile(rx, ry, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = 1; i < rooms.length; i++) {
|
||||
const prevRoom = rooms[i - 1];
|
||||
const currRoom = rooms[i];
|
||||
|
||||
const startX = Math.floor(prevRoom.x + prevRoom.w / 2);
|
||||
const startY = Math.floor(prevRoom.y + prevRoom.h / 2);
|
||||
const endX = Math.floor(currRoom.x + currRoom.w / 2);
|
||||
const endY = Math.floor(currRoom.y + currRoom.h / 2);
|
||||
|
||||
let x = startX;
|
||||
let y = startY;
|
||||
|
||||
while (x !== endX || y !== endY) {
|
||||
if (x > 0 && x < cols - 1 && y > 0 && y < rows - 1) {
|
||||
map.setTile(x, y, 0);
|
||||
}
|
||||
|
||||
if (x < endX) x++;
|
||||
else if (x > endX) x--;
|
||||
|
||||
if (y < endY) y++;
|
||||
else if (y > endY) y--;
|
||||
}
|
||||
|
||||
if (x > 0 && x < cols - 1 && y > 0 && y < rows - 1) {
|
||||
map.setTile(x, y, 0);
|
||||
}
|
||||
}
|
||||
|
||||
for (let r = 1; r < rows - 1; r++) {
|
||||
for (let c = 1; c < cols - 1; c++) {
|
||||
if (map.getTile(c, r) === 0 && Math.random() < 0.03) {
|
||||
map.setTile(c, r, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return map;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
56
src/main.ts
56
src/main.ts
|
|
@ -17,6 +17,7 @@ import { UISystem } from './systems/UISystem.ts';
|
|||
import { VFXSystem } from './systems/VFXSystem.ts';
|
||||
import { MusicSystem } from './systems/MusicSystem.ts';
|
||||
import { SoundEffectsSystem } from './systems/SoundEffectsSystem.ts';
|
||||
import { CameraSystem } from './systems/CameraSystem.ts';
|
||||
|
||||
import { Position } from './components/Position.ts';
|
||||
import { Velocity } from './components/Velocity.ts';
|
||||
|
|
@ -34,6 +35,7 @@ import { SkillProgress } from './components/SkillProgress.ts';
|
|||
import { Intent } from './components/Intent.ts';
|
||||
import { Music } from './components/Music.ts';
|
||||
import { SoundEffects } from './components/SoundEffects.ts';
|
||||
import { Camera } from './components/Camera.ts';
|
||||
|
||||
import { EntityType, ComponentType } from './core/Constants.ts';
|
||||
import type { Entity } from './core/Entity.ts';
|
||||
|
|
@ -50,6 +52,7 @@ if (!canvas) {
|
|||
engine.addSystem(new InputSystem());
|
||||
engine.addSystem(new MusicSystem());
|
||||
engine.addSystem(new SoundEffectsSystem());
|
||||
engine.addSystem(new CameraSystem());
|
||||
engine.addSystem(new PlayerControllerSystem());
|
||||
engine.addSystem(new StealthSystem());
|
||||
engine.addSystem(new AISystem());
|
||||
|
|
@ -66,7 +69,9 @@ if (!canvas) {
|
|||
engine.addSystem(new UISystem(engine));
|
||||
|
||||
const player = engine.createEntity();
|
||||
player.addComponent(new Position(160, 120));
|
||||
const startX = engine.tileMap ? (engine.tileMap.cols * engine.tileMap.tileSize) / 2 : 160;
|
||||
const startY = engine.tileMap ? (engine.tileMap.rows * engine.tileMap.tileSize) / 2 : 120;
|
||||
player.addComponent(new Position(startX, startY));
|
||||
player.addComponent(new Velocity(0, 0));
|
||||
player.addComponent(new Sprite('#00ff96', 14, 14, EntityType.SLIME));
|
||||
player.addComponent(new Health(100));
|
||||
|
|
@ -83,6 +88,17 @@ if (!canvas) {
|
|||
player.addComponent(new SkillProgress());
|
||||
player.addComponent(new Intent());
|
||||
|
||||
const cameraEntity = engine.createEntity();
|
||||
const camera = new Camera(canvas.width, canvas.height, 0.15);
|
||||
if (engine.tileMap) {
|
||||
const mapWidth = engine.tileMap.cols * engine.tileMap.tileSize;
|
||||
const mapHeight = engine.tileMap.rows * engine.tileMap.tileSize;
|
||||
camera.setBounds(mapWidth, mapHeight);
|
||||
camera.x = startX;
|
||||
camera.y = startY;
|
||||
}
|
||||
cameraEntity.addComponent(camera);
|
||||
|
||||
function createCreature(engine: Engine, x: number, y: number, type: EntityType): Entity {
|
||||
const creature = engine.createEntity();
|
||||
creature.addComponent(new Position(x, y));
|
||||
|
|
@ -129,12 +145,36 @@ if (!canvas) {
|
|||
return creature;
|
||||
}
|
||||
|
||||
for (let i = 0; i < 8; i++) {
|
||||
const x = 20 + Math.random() * 280;
|
||||
const y = 20 + Math.random() * 200;
|
||||
const mapWidth = engine.tileMap ? engine.tileMap.cols * engine.tileMap.tileSize : 320;
|
||||
const mapHeight = engine.tileMap ? engine.tileMap.rows * engine.tileMap.tileSize : 240;
|
||||
|
||||
function spawnEnemyNearPlayer(): void {
|
||||
const playerPos = player.getComponent<Position>(ComponentType.POSITION);
|
||||
if (!playerPos) return;
|
||||
|
||||
const spawnRadius = 150;
|
||||
const minDistance = 80;
|
||||
const maxAttempts = 10;
|
||||
|
||||
for (let attempt = 0; attempt < maxAttempts; attempt++) {
|
||||
const angle = Math.random() * Math.PI * 2;
|
||||
const distance = minDistance + Math.random() * (spawnRadius - minDistance);
|
||||
const x = playerPos.x + Math.cos(angle) * distance;
|
||||
const y = playerPos.y + Math.sin(angle) * distance;
|
||||
|
||||
if (x >= 50 && x <= mapWidth - 50 && y >= 50 && y <= mapHeight - 50) {
|
||||
const types = [EntityType.HUMANOID, EntityType.BEAST, EntityType.ELEMENTAL];
|
||||
const type = types[Math.floor(Math.random() * types.length)];
|
||||
createCreature(engine, x, y, type);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const numberOfEnemies = 20;
|
||||
|
||||
for (let i = 0; i < numberOfEnemies / 2; i++) {
|
||||
spawnEnemyNearPlayer();
|
||||
}
|
||||
|
||||
setInterval(() => {
|
||||
|
|
@ -142,12 +182,8 @@ if (!canvas) {
|
|||
.getEntities()
|
||||
.filter((e) => e.hasComponent(ComponentType.AI) && e !== player);
|
||||
|
||||
if (existingCreatures.length < 10) {
|
||||
const x = 20 + Math.random() * 280;
|
||||
const y = 20 + Math.random() * 200;
|
||||
const types = [EntityType.HUMANOID, EntityType.BEAST, EntityType.ELEMENTAL];
|
||||
const type = types[Math.floor(Math.random() * types.length)];
|
||||
createCreature(engine, x, y, type);
|
||||
if (existingCreatures.length < numberOfEnemies) {
|
||||
spawnEnemyNearPlayer();
|
||||
}
|
||||
}, 5000);
|
||||
|
||||
|
|
|
|||
50
src/systems/CameraSystem.ts
Normal file
50
src/systems/CameraSystem.ts
Normal file
|
|
@ -0,0 +1,50 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Camera } from '../components/Camera.ts';
|
||||
import type { Position } from '../components/Position.ts';
|
||||
import type { PlayerControllerSystem } from './PlayerControllerSystem.ts';
|
||||
|
||||
/**
|
||||
* System responsible for camera movement and following the player.
|
||||
*/
|
||||
export class CameraSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.CAMERA);
|
||||
this.requiredComponents = [ComponentType.CAMERA];
|
||||
this.priority = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update camera position to smoothly follow the player.
|
||||
* @param deltaTime - Time elapsed since last frame in seconds
|
||||
* @param entities - Filtered entities with Camera component
|
||||
*/
|
||||
process(deltaTime: number, entities: Entity[]): void {
|
||||
const playerController = this.engine.systems.find(
|
||||
(s) => s.name === SystemName.PLAYER_CONTROLLER
|
||||
) as PlayerControllerSystem | undefined;
|
||||
const player = playerController ? playerController.getPlayerEntity() : null;
|
||||
|
||||
if (!player) return;
|
||||
|
||||
const playerPos = player.getComponent<Position>(ComponentType.POSITION);
|
||||
if (!playerPos) return;
|
||||
|
||||
entities.forEach((entity) => {
|
||||
const camera = entity.getComponent<Camera>(ComponentType.CAMERA);
|
||||
if (!camera) return;
|
||||
|
||||
camera.targetX = playerPos.x;
|
||||
camera.targetY = playerPos.y;
|
||||
|
||||
const dx = camera.targetX - camera.x;
|
||||
const dy = camera.targetY - camera.y;
|
||||
|
||||
camera.x += dx * camera.smoothness;
|
||||
camera.y += dy * camera.smoothness;
|
||||
|
||||
camera.clampToBounds();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -1,7 +1,8 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { SystemName } from '../core/Constants.ts';
|
||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||
import type { Engine } from '../core/Engine.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Camera } from '../components/Camera.ts';
|
||||
|
||||
interface MouseState {
|
||||
x: number;
|
||||
|
|
@ -155,12 +156,28 @@ export class InputSystem extends System {
|
|||
|
||||
/**
|
||||
* Get the current mouse position in world coordinates.
|
||||
* @returns The mouse coordinates
|
||||
* @returns The mouse coordinates in world space
|
||||
*/
|
||||
getMousePosition(): { x: number; y: number } {
|
||||
if (!this.engine) {
|
||||
return { x: this.mouse.x, y: this.mouse.y };
|
||||
}
|
||||
|
||||
const cameraEntity = this.engine.entities.find((e) => e.hasComponent(ComponentType.CAMERA));
|
||||
if (!cameraEntity) {
|
||||
return { x: this.mouse.x, y: this.mouse.y };
|
||||
}
|
||||
|
||||
const camera = cameraEntity.getComponent<Camera>(ComponentType.CAMERA);
|
||||
if (!camera) {
|
||||
return { x: this.mouse.x, y: this.mouse.y };
|
||||
}
|
||||
|
||||
const worldX = this.mouse.x + camera.x - camera.viewportWidth / 2;
|
||||
const worldY = this.mouse.y + camera.y - camera.viewportHeight / 2;
|
||||
return { x: worldX, y: worldY };
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a mouse button is currently being held down.
|
||||
* @param button - The button index (0=left, 1=middle, 2=right)
|
||||
|
|
|
|||
|
|
@ -77,6 +77,26 @@ export class MovementSystem extends System {
|
|||
velocity.vy *= Math.pow(friction, deltaTime * 60);
|
||||
}
|
||||
|
||||
if (tileMap) {
|
||||
const mapWidth = tileMap.cols * tileMap.tileSize;
|
||||
const mapHeight = tileMap.rows * tileMap.tileSize;
|
||||
|
||||
if (position.x < 0) {
|
||||
position.x = 0;
|
||||
velocity.vx = 0;
|
||||
} else if (position.x > mapWidth) {
|
||||
position.x = mapWidth;
|
||||
velocity.vx = 0;
|
||||
}
|
||||
|
||||
if (position.y < 0) {
|
||||
position.y = 0;
|
||||
velocity.vy = 0;
|
||||
} else if (position.y > mapHeight) {
|
||||
position.y = mapHeight;
|
||||
velocity.vy = 0;
|
||||
}
|
||||
} else {
|
||||
const canvas = this.engine.canvas;
|
||||
if (position.x < 0) {
|
||||
position.x = 0;
|
||||
|
|
@ -93,6 +113,7 @@ export class MovementSystem extends System {
|
|||
position.y = canvas.height;
|
||||
velocity.vy = 0;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -99,6 +99,14 @@ export class ProjectileSystem extends System {
|
|||
}
|
||||
});
|
||||
|
||||
const tileMap = this.engine.tileMap;
|
||||
if (tileMap) {
|
||||
const mapWidth = tileMap.cols * tileMap.tileSize;
|
||||
const mapHeight = tileMap.rows * tileMap.tileSize;
|
||||
if (position.x < 0 || position.x > mapWidth || position.y < 0 || position.y > mapHeight) {
|
||||
this.engine.removeEntity(entity);
|
||||
}
|
||||
} else {
|
||||
const canvas = this.engine.canvas;
|
||||
if (
|
||||
position.x < 0 ||
|
||||
|
|
@ -108,6 +116,7 @@ export class ProjectileSystem extends System {
|
|||
) {
|
||||
this.engine.removeEntity(entity);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -18,6 +18,7 @@ import type { Combat } from '../components/Combat.ts';
|
|||
import type { Stealth } from '../components/Stealth.ts';
|
||||
import type { Evolution } from '../components/Evolution.ts';
|
||||
import type { Absorbable } from '../components/Absorbable.ts';
|
||||
import type { Camera } from '../components/Camera.ts';
|
||||
import type { VFXSystem } from './VFXSystem.ts';
|
||||
import type { SkillEffectSystem, SkillEffect } from './SkillEffectSystem.ts';
|
||||
|
||||
|
|
@ -26,6 +27,7 @@ import type { SkillEffectSystem, SkillEffect } from './SkillEffectSystem.ts';
|
|||
*/
|
||||
export class RenderSystem extends System {
|
||||
ctx: CanvasRenderingContext2D;
|
||||
private camera: Camera | null;
|
||||
|
||||
/**
|
||||
* @param engine - The game engine instance
|
||||
|
|
@ -36,6 +38,37 @@ export class RenderSystem extends System {
|
|||
this.priority = 100;
|
||||
this.engine = engine;
|
||||
this.ctx = engine.ctx;
|
||||
this.camera = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the active camera from the engine.
|
||||
*/
|
||||
private getCamera(): Camera | null {
|
||||
if (this.camera) return this.camera;
|
||||
|
||||
const cameraEntity = this.engine.entities.find((e) => e.hasComponent(ComponentType.CAMERA));
|
||||
if (cameraEntity) {
|
||||
this.camera = cameraEntity.getComponent<Camera>(ComponentType.CAMERA);
|
||||
}
|
||||
return this.camera;
|
||||
}
|
||||
|
||||
/**
|
||||
* Transform world coordinates to screen coordinates using camera.
|
||||
* @param worldX - World X coordinate
|
||||
* @param worldY - World Y coordinate
|
||||
* @returns Screen coordinates {x, y}
|
||||
*/
|
||||
private worldToScreen(worldX: number, worldY: number): { x: number; y: number } {
|
||||
const camera = this.getCamera();
|
||||
if (!camera) {
|
||||
return { x: worldX, y: worldY };
|
||||
}
|
||||
|
||||
const screenX = worldX - camera.x + camera.viewportWidth / 2;
|
||||
const screenY = worldY - camera.y + camera.viewportHeight / 2;
|
||||
return { x: screenX, y: screenY };
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -90,11 +123,14 @@ export class RenderSystem extends System {
|
|||
|
||||
ctx.fillStyle = Palette.DARKER_BLUE;
|
||||
for (let i = 0; i < 20; i++) {
|
||||
const x = Math.floor((i * 70 + Math.sin(i) * 30) % width);
|
||||
const y = Math.floor((i * 50 + Math.cos(i) * 40) % height);
|
||||
const worldX = (i * 70 + Math.sin(i) * 30) % 2000;
|
||||
const worldY = (i * 50 + Math.cos(i) * 40) % 1500;
|
||||
const screen = this.worldToScreen(worldX, worldY);
|
||||
const size = Math.floor(25 + (i % 4) * 15);
|
||||
|
||||
ctx.fillRect(x, y, size, size);
|
||||
if (screen.x + size > 0 && screen.x < width && screen.y + size > 0 && screen.y < height) {
|
||||
ctx.fillRect(screen.x, screen.y, size, size);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -105,18 +141,35 @@ export class RenderSystem extends System {
|
|||
const tileMap = this.engine.tileMap;
|
||||
if (!tileMap) return;
|
||||
|
||||
const camera = this.getCamera();
|
||||
const ctx = this.ctx;
|
||||
const tileSize = tileMap.tileSize;
|
||||
|
||||
const viewportLeft = camera ? camera.x - camera.viewportWidth / 2 : 0;
|
||||
const viewportRight = camera ? camera.x + camera.viewportWidth / 2 : this.engine.canvas.width;
|
||||
const viewportTop = camera ? camera.y - camera.viewportHeight / 2 : 0;
|
||||
const viewportBottom = camera
|
||||
? camera.y + camera.viewportHeight / 2
|
||||
: this.engine.canvas.height;
|
||||
|
||||
const startCol = Math.max(0, Math.floor(viewportLeft / tileSize) - 1);
|
||||
const endCol = Math.min(tileMap.cols, Math.ceil(viewportRight / tileSize) + 1);
|
||||
const startRow = Math.max(0, Math.floor(viewportTop / tileSize) - 1);
|
||||
const endRow = Math.min(tileMap.rows, Math.ceil(viewportBottom / tileSize) + 1);
|
||||
|
||||
ctx.fillStyle = Palette.DARK_BLUE;
|
||||
|
||||
for (let r = 0; r < tileMap.rows; r++) {
|
||||
for (let c = 0; c < tileMap.cols; c++) {
|
||||
for (let r = startRow; r < endRow; r++) {
|
||||
for (let c = startCol; c < endCol; c++) {
|
||||
if (tileMap.getTile(c, r) === 1) {
|
||||
ctx.fillRect(c * tileSize, r * tileSize, tileSize, tileSize);
|
||||
const worldX = c * tileSize;
|
||||
const worldY = r * tileSize;
|
||||
const screen = this.worldToScreen(worldX, worldY);
|
||||
|
||||
ctx.fillRect(screen.x, screen.y, tileSize, tileSize);
|
||||
|
||||
ctx.fillStyle = Palette.ROYAL_BLUE;
|
||||
ctx.fillRect(c * tileSize, r * tileSize, tileSize, 2);
|
||||
ctx.fillRect(screen.x, screen.y, tileSize, 2);
|
||||
ctx.fillStyle = Palette.DARK_BLUE;
|
||||
}
|
||||
}
|
||||
|
|
@ -138,8 +191,9 @@ export class RenderSystem extends System {
|
|||
|
||||
this.ctx.save();
|
||||
|
||||
const drawX = Math.floor(position.x);
|
||||
const drawY = Math.floor(position.y);
|
||||
const screen = this.worldToScreen(position.x, position.y);
|
||||
const drawX = Math.floor(screen.x);
|
||||
const drawY = Math.floor(screen.y);
|
||||
|
||||
let alpha = sprite.alpha;
|
||||
if (isDeadFade && health && health.isDead()) {
|
||||
|
|
@ -155,13 +209,21 @@ export class RenderSystem extends System {
|
|||
this.ctx.translate(drawX, drawY + (sprite.yOffset || 0));
|
||||
this.ctx.scale(sprite.scale, sprite.scale);
|
||||
|
||||
if (sprite.shape === EntityType.SLIME) {
|
||||
const stealth = entity.getComponent<Stealth>(ComponentType.STEALTH);
|
||||
let effectiveShape = sprite.shape;
|
||||
if (stealth && stealth.isStealthed && stealth.formAppearance) {
|
||||
effectiveShape = stealth.formAppearance;
|
||||
}
|
||||
|
||||
if (effectiveShape === EntityType.SLIME) {
|
||||
sprite.animationTime += deltaTime;
|
||||
sprite.morphAmount = Math.sin(sprite.animationTime * 3) * 0.2 + 0.8;
|
||||
}
|
||||
|
||||
let drawColor = sprite.color;
|
||||
if (sprite.shape === EntityType.SLIME) drawColor = Palette.CYAN;
|
||||
if (effectiveShape === EntityType.SLIME && (!stealth || !stealth.isStealthed)) {
|
||||
drawColor = Palette.CYAN;
|
||||
}
|
||||
|
||||
this.ctx.fillStyle = drawColor;
|
||||
|
||||
|
|
@ -171,7 +233,7 @@ export class RenderSystem extends System {
|
|||
sprite.animationState = isMoving ? AnimationState.WALK : AnimationState.IDLE;
|
||||
}
|
||||
|
||||
let spriteData = SpriteLibrary[sprite.shape as string];
|
||||
let spriteData = SpriteLibrary[effectiveShape as string];
|
||||
if (!spriteData) {
|
||||
spriteData = SpriteLibrary[EntityType.SLIME];
|
||||
}
|
||||
|
|
@ -245,7 +307,6 @@ export class RenderSystem extends System {
|
|||
this.ctx.restore();
|
||||
}
|
||||
|
||||
const stealth = entity.getComponent<Stealth>(ComponentType.STEALTH);
|
||||
if (stealth && stealth.isStealthed) {
|
||||
this.drawStealthIndicator(stealth, sprite);
|
||||
}
|
||||
|
|
@ -284,8 +345,9 @@ export class RenderSystem extends System {
|
|||
ctx.fillStyle = p.color;
|
||||
ctx.globalAlpha = p.type === VFXType.IMPACT ? Math.min(1, p.lifetime / 0.3) : 0.8;
|
||||
|
||||
const x = Math.floor(p.x);
|
||||
const y = Math.floor(p.y);
|
||||
const screen = this.worldToScreen(p.x, p.y);
|
||||
const x = Math.floor(screen.x);
|
||||
const y = Math.floor(screen.y);
|
||||
const size = Math.floor(p.size);
|
||||
|
||||
ctx.fillRect(x - size / 2, y - size / 2, size, size);
|
||||
|
|
@ -337,7 +399,13 @@ export class RenderSystem extends System {
|
|||
|
||||
ctx.save();
|
||||
|
||||
if (sprite.shape === EntityType.SLIME) {
|
||||
const stealth = entity.getComponent<Stealth>(ComponentType.STEALTH);
|
||||
let effectiveShape = sprite.shape;
|
||||
if (stealth && stealth.isStealthed && stealth.formAppearance) {
|
||||
effectiveShape = stealth.formAppearance;
|
||||
}
|
||||
|
||||
if (effectiveShape === EntityType.SLIME) {
|
||||
ctx.strokeStyle = Palette.CYAN;
|
||||
ctx.lineWidth = 3;
|
||||
ctx.lineCap = 'round';
|
||||
|
|
@ -353,7 +421,7 @@ export class RenderSystem extends System {
|
|||
ctx.beginPath();
|
||||
ctx.arc(length, 0, 2, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
} else if (sprite.shape === EntityType.BEAST) {
|
||||
} else if (effectiveShape === EntityType.BEAST) {
|
||||
ctx.strokeStyle = Palette.WHITE;
|
||||
ctx.lineWidth = 2;
|
||||
ctx.globalAlpha = alpha;
|
||||
|
|
@ -365,7 +433,7 @@ export class RenderSystem extends System {
|
|||
ctx.beginPath();
|
||||
ctx.arc(0, 0, radius, start - 0.5, start + 0.5);
|
||||
ctx.stroke();
|
||||
} else if (sprite.shape === EntityType.HUMANOID) {
|
||||
} else if (effectiveShape === EntityType.HUMANOID) {
|
||||
ctx.strokeStyle = `rgba(255, 255, 255, ${alpha})`;
|
||||
ctx.lineWidth = 4;
|
||||
|
||||
|
|
@ -481,7 +549,8 @@ export class RenderSystem extends System {
|
|||
const progress = Math.min(1.0, effect.time / effect.lifetime);
|
||||
const alpha = Math.max(0, 1.0 - progress);
|
||||
|
||||
ctx.translate(effect.x, effect.y);
|
||||
const screen = this.worldToScreen(effect.x, effect.y);
|
||||
ctx.translate(screen.x, screen.y);
|
||||
ctx.rotate(effect.angle);
|
||||
|
||||
const gradient = ctx.createRadialGradient(0, 0, 0, 0, 0, effect.range);
|
||||
|
|
@ -531,10 +600,13 @@ export class RenderSystem extends System {
|
|||
currentY = effect.startY + Math.sin(effect.angle) * (effect.speed || 400) * effect.time;
|
||||
}
|
||||
|
||||
const startScreen = this.worldToScreen(effect.startX, effect.startY);
|
||||
const currentScreen = this.worldToScreen(currentX, currentY);
|
||||
|
||||
ctx.globalAlpha = Math.max(0, 0.3 * (1 - progress));
|
||||
ctx.fillStyle = Palette.VOID;
|
||||
ctx.beginPath();
|
||||
ctx.ellipse(effect.startX, effect.startY, 10, 5, 0, 0, Math.PI * 2);
|
||||
ctx.ellipse(startScreen.x, startScreen.y, 10, 5, 0, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
|
||||
const alpha = Math.max(0, 0.8 * (1.0 - progress));
|
||||
|
|
@ -542,15 +614,15 @@ export class RenderSystem extends System {
|
|||
ctx.lineWidth = 2;
|
||||
ctx.lineCap = 'round';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(effect.startX, effect.startY);
|
||||
ctx.lineTo(currentX, currentY);
|
||||
ctx.moveTo(startScreen.x, startScreen.y);
|
||||
ctx.lineTo(currentScreen.x, currentScreen.y);
|
||||
ctx.stroke();
|
||||
|
||||
const ringSize = progress * 40;
|
||||
ctx.strokeStyle = `rgba(255, 255, 255, ${0.4 * (1 - progress)})`;
|
||||
ctx.lineWidth = 1;
|
||||
ctx.beginPath();
|
||||
ctx.arc(effect.startX, effect.startY, ringSize, 0, Math.PI * 2);
|
||||
ctx.arc(startScreen.x, startScreen.y, ringSize, 0, Math.PI * 2);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
|
|
@ -563,18 +635,20 @@ export class RenderSystem extends System {
|
|||
const alpha = Math.max(0, 1.0 - progress);
|
||||
const size = Math.max(0, 30 * (1 - progress));
|
||||
|
||||
const screen = this.worldToScreen(effect.x, effect.y);
|
||||
|
||||
if (size > 0 && alpha > 0) {
|
||||
ctx.strokeStyle = `rgba(255, 200, 0, ${alpha})`;
|
||||
ctx.lineWidth = 3;
|
||||
ctx.beginPath();
|
||||
ctx.arc(effect.x, effect.y, size, 0, Math.PI * 2);
|
||||
ctx.arc(screen.x, screen.y, size, 0, Math.PI * 2);
|
||||
ctx.stroke();
|
||||
|
||||
for (let i = 0; i < 8; i++) {
|
||||
const angle = (i / 8) * Math.PI * 2;
|
||||
const dist = size * 0.7;
|
||||
const x = effect.x + Math.cos(angle) * dist;
|
||||
const y = effect.y + Math.sin(angle) * dist;
|
||||
const x = screen.x + Math.cos(angle) * dist;
|
||||
const y = screen.y + Math.sin(angle) * dist;
|
||||
|
||||
ctx.fillStyle = `rgba(255, 150, 0, ${alpha})`;
|
||||
ctx.beginPath();
|
||||
|
|
|
|||
|
|
@ -1,10 +1,13 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||
import { SystemName, ComponentType, EntityType } from '../core/Constants.ts';
|
||||
import { ColorSampler } from '../core/ColorSampler.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Stealth } from '../components/Stealth.ts';
|
||||
import type { Velocity } from '../components/Velocity.ts';
|
||||
import type { Combat } from '../components/Combat.ts';
|
||||
import type { Evolution } from '../components/Evolution.ts';
|
||||
import type { Sprite } from '../components/Sprite.ts';
|
||||
import type { Position } from '../components/Position.ts';
|
||||
import type { InputSystem } from './InputSystem.ts';
|
||||
import type { PlayerControllerSystem } from './PlayerControllerSystem.ts';
|
||||
|
||||
|
|
@ -45,42 +48,79 @@ export class StealthSystem extends System {
|
|||
stealth.stealthType = form;
|
||||
}
|
||||
|
||||
const sprite = entity.getComponent<Sprite>(ComponentType.SPRITE);
|
||||
const position = entity.getComponent<Position>(ComponentType.POSITION);
|
||||
|
||||
if (entity === player && inputSystem) {
|
||||
const shiftPress = inputSystem.isKeyJustPressed('shift');
|
||||
if (shiftPress) {
|
||||
if (stealth.isStealthed) {
|
||||
stealth.exitStealth();
|
||||
if (sprite && stealth.baseColor) {
|
||||
sprite.color = stealth.baseColor;
|
||||
}
|
||||
} else {
|
||||
if (sprite) {
|
||||
stealth.enterStealth(stealth.stealthType, sprite.color);
|
||||
} else {
|
||||
stealth.enterStealth(stealth.stealthType);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const isMoving = velocity && (Math.abs(velocity.vx) > 1 || Math.abs(velocity.vy) > 1);
|
||||
const isInCombat = combat && combat.isAttacking;
|
||||
|
||||
stealth.updateStealth(isMoving || false, isInCombat || false);
|
||||
|
||||
if (stealth.isStealthed) {
|
||||
if (stealth.isStealthed && sprite && position) {
|
||||
switch (stealth.stealthType) {
|
||||
case 'slime':
|
||||
case 'slime': {
|
||||
if (!isMoving) {
|
||||
stealth.visibility = Math.max(0.05, stealth.visibility - deltaTime * 0.2);
|
||||
}
|
||||
|
||||
const sampledColor = ColorSampler.sampleDominantColor(
|
||||
this.engine.tileMap,
|
||||
position.x,
|
||||
position.y,
|
||||
30
|
||||
);
|
||||
|
||||
if (stealth.camouflageColor !== sampledColor) {
|
||||
stealth.camouflageColor = sampledColor;
|
||||
sprite.color = sampledColor;
|
||||
}
|
||||
|
||||
sprite.scale = stealth.sizeMultiplier;
|
||||
break;
|
||||
case 'beast':
|
||||
}
|
||||
case 'beast': {
|
||||
if (isMoving && velocity) {
|
||||
const speed = Math.sqrt(velocity.vx * velocity.vx + velocity.vy * velocity.vy);
|
||||
if (speed < 50) {
|
||||
stealth.visibility = Math.max(0.1, stealth.visibility - deltaTime * 0.1);
|
||||
}
|
||||
}
|
||||
|
||||
stealth.formAppearance = EntityType.BEAST;
|
||||
sprite.scale = 1.0;
|
||||
break;
|
||||
case 'human':
|
||||
}
|
||||
case 'human': {
|
||||
stealth.visibility = Math.max(0.2, stealth.visibility - deltaTime * 0.05);
|
||||
stealth.formAppearance = EntityType.HUMANOID;
|
||||
sprite.scale = 1.0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else if (!stealth.isStealthed && sprite) {
|
||||
sprite.scale = 1.0;
|
||||
if (stealth.baseColor) {
|
||||
sprite.color = stealth.baseColor;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue