405 lines
13 KiB
TypeScript
405 lines
13 KiB
TypeScript
import Tileset = Phaser.Tilemaps.Tileset;
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import Sprite = Phaser.GameObjects.Sprite;
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import Container = Phaser.GameObjects.Container;
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import type { GameScene } from "../Game/GameScene";
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import type { Character } from "../Entity/Character";
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import type { PositionInterface } from "../../Connexion/ConnexionModels";
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import type { ITiledMapLayer, ITiledMapLayerProperty } from "./ITiledMap";
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interface SpriteEntity {
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animation: string|false;
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sprite: Sprite;
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state: boolean;
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properties: { reverseInactive: boolean; } | undefined;
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}
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interface TileAnimation {
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duration: number;
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tileid: number;
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}
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export class InteractiveLayer extends Container {
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private lastUpdate: number;
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private allActive: boolean;
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private layer: ITiledMapLayer;
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private spritesCollection: Array<SpriteEntity>;
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private updateListener: Function;
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constructor(scene: GameScene, layer: ITiledMapLayer) {
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const { x, y } = layer;
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super(scene, x, y);
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this.lastUpdate = 0;
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this.allActive = false;
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this.layer = layer;
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this.spritesCollection = [];
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this.addSprites(layer);
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this.updateListener = this.update.bind(this);
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scene.events.addListener("update", this.updateListener);
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this.scene.add.existing(this);
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}
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/**
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* Will check if the state of SpriteEntities has changed and trigger the animations.
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*
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* @param {number} time
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* @param {number} delta
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* @returns {void}
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*/
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public update(time: number, delta: number): void {
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// limit this function to max. 15 times per second should be enough
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if (this.lastUpdate + (1000 / 15) > time) {
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return;
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}
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this.lastUpdate = time;
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const scene = this.getScene();
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const radius = this.getInteractionRadius();
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const r = radius == -1 ? 0 : radius;
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// collecting all player positions
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const positions = [this.getCharacterPosition(scene.CurrentPlayer)];
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for (const player of scene.MapPlayersByKey.values()) {
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positions.push(this.getCharacterPosition(player));
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}
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let activateAll = false;
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for (const entity of this.spritesCollection) {
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const sprite = entity.sprite;
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let wasActivatedThisRound = false;
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for (const position of positions) {
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if (this.isPlayerInsideInteractionRadius(position, sprite, r)) {
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// (1) if one active sprite was found and radius = -1,
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// there is no need to check for other ones
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if (radius == -1) {
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activateAll = true;
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break;
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}
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wasActivatedThisRound = true;
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if (!entity.state) {
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this.playEntityAnimation(entity);
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}
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}
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}
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// same as comment (1)
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if (radius == -1 && activateAll) {
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break;
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}
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if (radius != -1 && !wasActivatedThisRound && entity.state) {
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this.reverseEntityAnimation(entity);
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}
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}
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if (radius == -1) {
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if (activateAll && !this.allActive) {
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// if one entity changes to active: play all sprite animations
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for (const entity of this.spritesCollection) {
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this.playEntityAnimation(entity);
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}
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this.allActive = true;
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} else if (!activateAll && this.allActive) {
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// if one entity changes to inactive: stop all sprite animations
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for (const entity of this.spritesCollection) {
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this.reverseEntityAnimation(entity);
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}
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this.allActive = false;
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}
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}
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}
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/**
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* Destroyes all sprites and removes the update listener.
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*
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* @returns {void}
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*/
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public destroy(): void {
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const scene = this.getScene();
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if (scene) {
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for (const entity of this.spritesCollection) {
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scene.sys.updateList.remove(entity.sprite);
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}
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scene.events.removeListener("update", this.updateListener);
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}
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super.destroy();
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}
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/**
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* Plays or resumes to animation of a sprite.
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*
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* @param {SpriteEntity} entity
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* @returns {void}
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*/
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private playEntityAnimation(entity: SpriteEntity): void {
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entity.state = true;
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if (entity.animation !== false) {
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const sprite = entity.sprite;
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if (sprite.anims.isPlaying) {
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sprite.anims.play(entity.animation, false, sprite.anims.currentFrame.index);
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// This line needs to be changed to the following if you update to the new phaser version 3.54.0
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// sprite.anims.play({ key: entity.animation, startFrame: sprite.anims.currentFrame.index }, false);
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} else {
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sprite.anims.play(entity.animation);
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}
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}
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}
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/**
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* Reverses the animation, if defined in the tile properties.
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*
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* @param {SpriteEntity} entity
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* @returns {void}
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*/
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private reverseEntityAnimation(entity: SpriteEntity): void {
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entity.state = false;
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if (entity.animation !== false && this.shouldReverse(entity)) {
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const sprite = entity.sprite;
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if (sprite.anims.isPlaying) {
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sprite.anims.reverse();
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} else {
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sprite.anims.playReverse(entity.animation);
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}
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}
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}
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/**
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* Adds all tiles from the layer as sprites to the scene. It will also define the
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* animation frames, if they aren't already defined.
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*
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* @param {ITiledMapLayer} layer
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* @returns {void}
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*/
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private addSprites(layer: ITiledMapLayer): void {
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if (typeof layer.data === "string") {
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return;
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}
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const scene = this.getScene();
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for (let i = 0; i < layer.data.length; i++) {
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const index = layer.data[i];
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if (index !== 0) {
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const tileset = this.getTilesetContainingTile(index);
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if (tileset !== null) {
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const x = (i % layer.width) * tileset.tileWidth + tileset.tileWidth / 2;
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const y = (Math.floor(i / layer.width)) * tileset.tileHeight + tileset.tileHeight / 2;
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const animation = this.getAnimationFromTile(tileset, index);
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const key = `interactive-layer-${tileset.name}-${index}`;
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let sprite: Sprite;
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if (animation !== null) {
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// if an animation was found, add each frame to the image (if it doesn't already exist)
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if (typeof scene.anims.get(key) === "undefined") {
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for (const j in animation) {
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this.addFrameToTilesetImage(tileset, String(animation[j].tileid), animation[j].tileid + tileset.firstgid);
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}
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scene.anims.create({
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key,
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frames: animation.map(frame => ({
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key: tileset.image.key,
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frame: String(frame.tileid),
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duration: frame.duration
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})),
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repeat: 0
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});
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}
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sprite = new Sprite(scene, x, y, tileset.image, String(animation[0].tileid));
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scene.sys.updateList.add(sprite);
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} else {
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// if no animation was found, just add the on e tile as a frame (if it doesn't already exist)
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const id = String(index - tileset.firstgid);
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this.addFrameToTilesetImage(tileset, id, index);
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sprite = new Sprite(scene, x, y, tileset.image, id);
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}
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this.add(sprite);
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this.spritesCollection.push({
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animation: animation === null ? false : key,
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sprite,
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state: false,
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properties: tileset.getTileProperties(index) as any
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});
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}
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}
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}
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}
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/**
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* Will return the tileset, which contains the specified tile index.
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* If non was found it will just return null.
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*
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* @param {number} index
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* @returns {Tileset|null}
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*/
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private getTilesetContainingTile(index: number): Tileset|null {
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const scene = this.getScene();
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for (const i in scene.Map.tilesets) {
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const tileset = scene.Map.tilesets[i];
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if (tileset.getTileData(index) !== null) {
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return tileset;
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}
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}
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return null;
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}
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/**
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* Will return the animation from a tile. If non is defined it will return null.
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*
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* @param {Tileset} tileset
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* @param {number} index
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* @returns {TileAnimation[]|null}
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*/
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private getAnimationFromTile(tileset: Tileset, index: number): TileAnimation[]|null {
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const data = tileset.getTileData(index);
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if (typeof data === "object" && data !== null && Array.isArray((data as any).animation)) {
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const animation: Array<TileAnimation> = (data as any).animation;
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return animation;
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}
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return null
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}
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/**
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* Returns the current scene as the GameScene type.
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*
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* @returns {GameScene}
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*/
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private getScene(): GameScene {
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return (this.scene as GameScene);
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}
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/**
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* The map creator has the possibility to define an interaction radius as a layer property.
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* The Player will activate all tiles inside of it. If the radius is defined as -1,
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* then activating one tile will lead to activating all tiles in this layer.
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*
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* @returns {number}
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*/
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private getInteractionRadius(): number {
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const radius = this.getLayerProperty("interactionRadius");
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if (typeof radius === "undefined" || isNaN(radius)) {
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return 0;
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}
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if (radius == -1) {
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return -1;
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}
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return Math.abs(radius);
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}
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/**
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* Returns the property of the current layer by name.
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* If the propertry wasn't found, it will return undefined.
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*
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* @param {string} name
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* @returns {any}
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*/
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private getLayerProperty(name: string): any {
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const properties: ITiledMapLayerProperty[] = this.layer.properties;
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if (!properties) {
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return undefined;
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}
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const prop = properties.find((property: ITiledMapLayerProperty) => property.name === name);
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if (typeof prop === "undefined") {
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return undefined;
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}
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return prop.value;
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}
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/**
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* Will return true, if the animation of the entity should be reversed
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* after its state switches to inactive.
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*
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* @param {SpriteEntity} entity
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* @returns {boolean}
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*/
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private shouldReverse(entity: SpriteEntity): boolean {
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return typeof entity.properties !== "undefined" && entity.properties["reverseInactive"]
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}
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/**
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* Returns the charachters position.
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*
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* @param {Character} char
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* @returns {PositionInterface}
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*/
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private getCharacterPosition(char: Character): PositionInterface {
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return {
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x: char.x,
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y: char.y
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}
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}
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/**
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* Returns if a player is inside of the specified interaction radius of a tile.
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*
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* @param {PositionInterface} playerPosition
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* @param {Sprite} sprite
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* @param {number} radius
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* @returns {boolean}
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*/
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private isPlayerInsideInteractionRadius(playerPosition: PositionInterface, sprite: Sprite, radius: number): boolean {
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const { x, y } = playerPosition;
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return sprite.x - sprite.width * radius <= x + sprite.width / 2 // left
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&& sprite.y - sprite.height * radius <= y + sprite.height // top
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&& sprite.x + sprite.width * (radius + 1) > x + sprite.width / 2 // right
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&& sprite.y + sprite.height * (radius + 1) > y + sprite.height // bottom
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}
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/**
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* Add frames to the image associated with the tileset. They will only be added,
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* if the frame doesn't already exist.
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*
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* @param {Tileset} tileset
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* @param {string} key
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* @param {number} index
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* @returns {void}
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*/
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private addFrameToTilesetImage(tileset: Tileset, key: string, index: number): void {
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if (!tileset.image.has(key)) {
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const coordinates = (tileset.getTileTextureCoordinates(index) as any);
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tileset.image.add(key, 0, coordinates.x, coordinates.y, tileset.tileWidth, tileset.tileHeight);
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}
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}
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}
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