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-rw-r--r--src/controller/gamecontext.ts110
1 files changed, 50 insertions, 60 deletions
diff --git a/src/controller/gamecontext.ts b/src/controller/gamecontext.ts
index b69b306..8ec54b5 100644
--- a/src/controller/gamecontext.ts
+++ b/src/controller/gamecontext.ts
@@ -1,60 +1,44 @@
-import { Collision, MapData } from '../model/data/map';
+import { CollidableGroup, collide, mkCollision } from './collision';
+import { EntityContext } from './entitycontext';
+
+import { MapData } from '../model/data/map';
-import { loadSimpleEntity } from '../view/entity';
import { DirectionHandler } from '../view/input/directionhandler';
import { loadMap } from '../view/map';
import { Renderer } from '../view/renderer/renderer';
import { SpriteView } from '../view/sprite';
import { Collidable } from '../math/collision';
-import { LineSegment, Movement } from '../math/line';
-import { Point } from '../math/point';
+import { Movement } from '../math/line';
import { getJSON } from '../util';
import { vec2 } from 'gl-matrix';
-export class GameContext {
+export class GameContext implements CollidableGroup {
public static async load(renderer: Renderer): Promise<GameContext> {
- const entity = loadSimpleEntity(renderer, 'simple_circle');
- const [mapView, collision] = await this.loadMap(renderer);
+ const map = this.loadMap(renderer, 'test');
+ const loadPlayer = EntityContext.load(renderer, 'green_circle');
+ const loadEntity = EntityContext.load(renderer, 'red_circle');
+
+ const [mapView, mapCollision] = await map;
+ const player = await loadPlayer;
+ const entity = await loadEntity;
+
+ vec2.set(player.pos, 6, 6);
+ vec2.set(entity.pos, 3, 3);
return new GameContext(
renderer,
mapView,
- await entity,
- collision,
+ player,
+ [entity],
+ mapCollision,
);
}
- private static mkCollision(collision: Collision[]): Collidable[] {
- const ret: Collidable[] = [];
-
- for (const c of collision) {
- switch (c.type) {
- case 'polygon':
- if (!c.vertices.length)
- continue;
-
- let prev = c.vertices[c.vertices.length - 1];
-
- for (const v of c.vertices) {
- ret.push(LineSegment.fromPoints(vec2.clone(prev), vec2.clone(v)));
- prev = v;
- }
-
- for (const v of c.vertices) {
- ret.push(new Point(vec2.clone(v)));
- prev = v;
- }
- }
- }
-
- return ret;
- }
-
- private static async loadMap(renderer: Renderer): Promise<[SpriteView, Collidable[]]> {
- const map = new MapData(await getJSON('resources/map/test.json'));
- return [await loadMap(renderer, map), this.mkCollision(map.collision)];
+ private static async loadMap(renderer: Renderer, name: string): Promise<[SpriteView, Collidable[]]> {
+ const map = new MapData(await getJSON(`resources/map/${name}.json`));
+ return [await loadMap(renderer, map), mkCollision(map.collision)];
}
private time: number|null = null;
@@ -65,28 +49,36 @@ export class GameContext {
private readonly input: DirectionHandler;
- private readonly entityPos: vec2 = vec2.clone([6, 6]);
- private readonly entityMovement: vec2 = vec2.create();
+ private readonly playerMovement: vec2 = vec2.create();
private readonly collisionRadius = 7 / 16;
private constructor(
private readonly renderer: Renderer,
private readonly mapView: SpriteView,
- private readonly entity: SpriteView,
+ private readonly player: EntityContext,
+ private readonly entities: EntityContext[],
private readonly collision: Collidable[],
) {
this.input = new DirectionHandler();
this.input.addListener((v) => {
if (vec2.sqrLen(v) > 0)
- vec2.normalize(this.entityMovement, v);
+ vec2.normalize(this.playerMovement, v);
else
- vec2.copy(this.entityMovement, [0, 0]);
+ vec2.copy(this.playerMovement, [0, 0]);
});
window.requestAnimationFrame(this.render);
}
+ public getTranslation(): null {
+ return null;
+ }
+
+ public getCollidables(): Collidable[] {
+ return this.collision;
+ }
+
private updateTime(time: number): number {
const diff = this.time !== null ? time - this.time : 0;
this.time = time;
@@ -95,41 +87,39 @@ export class GameContext {
}
private updateStepCollide(out: vec2, dest: vec2): boolean {
- const move = new Movement(this.entityPos, dest);
-
- for (const c of this.collision) {
- if (!c.collide(out, move, this.collisionRadius))
- continue;
+ const move = new Movement(this.player.pos, dest);
- if (vec2.squaredDistance(this.entityPos, out) >= vec2.squaredDistance(this.entityPos, dest))
- continue;
+ for (const c of [this, ...this.entities]) {
+ if (collide(c, out, move, this.collisionRadius)) {
+ if (vec2.squaredDistance(move.src, out) >= vec2.squaredDistance(move.src, move.dest))
+ continue;
- return true;
+ return true;
+ }
}
return false;
}
private updateStep(): void {
- const dest = vec2.scaleAndAdd(vec2.create(), this.entityPos, this.entityMovement, this.speed);
+ const dest = vec2.scaleAndAdd(vec2.create(), this.player.pos, this.playerMovement, this.speed);
const newDest = vec2.create();
while (this.updateStepCollide(newDest, dest)) {
- if (vec2.equals(newDest, this.entityPos))
+ if (vec2.equals(newDest, this.player.pos))
return;
vec2.copy(dest, newDest);
-
}
- vec2.copy(this.entityPos, dest);
+ vec2.copy(this.player.pos, dest);
}
private update(time: number): void {
const diff = Math.min(this.maxSkip, this.updateTime(time));
- if (vec2.sqrLen(this.entityMovement) === 0) {
- this.renderer.snapToGrid(this.entityPos, this.entityPos);
+ if (vec2.sqrLen(this.playerMovement) === 0) {
+ this.renderer.snapToGrid(this.player.pos, this.player.pos);
return;
}
@@ -140,13 +130,13 @@ export class GameContext {
private render = (time: number) => {
this.update(Math.round(time / this.tick));
- this.renderer.setCenter(this.entityPos);
+ this.renderer.setCenter(this.player.pos);
this.renderer.clear();
this.mapView.render();
- this.renderer.setTranslation(this.entityPos);
- this.entity.render();
+ for (const r of [...this.entities, this.player])
+ r.render();
window.requestAnimationFrame(this.render);
}