mirror of
https://github.com/Aviortheking/games.git
synced 2025-07-03 14:49:18 +00:00
@ -5,9 +5,9 @@ import Vector2D from '../Vector2D'
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export default class PointDebugger extends Component2D {
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public constructor(point: Vector2D, color = 'red') {
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super()
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this.scale = new Vector2D(.1, .1)
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this.scale = new Vector2D(1, 1)
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this.position = point
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console.log('Debugging point at location', point)
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// console.log('Debugging point at location', point)
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// this.origin = component.origin
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this.renderer = new RectRenderer(this, {material: color})
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}
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@ -25,10 +25,24 @@ export default class Vector2D {
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)
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}
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public div(v: number): Vector2D {
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return new Vector2D(
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this.x / v,
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this.y / v
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)
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}
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public isIn(topLeft: Vector2D, bottomRight: Vector2D): boolean {
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return this.x >= topLeft.x &&
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this.y >= topLeft.y &&
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this.x <= bottomRight.x &&
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this.y <= bottomRight.y
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}
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public decimalCount(nDecimal: number) {
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return new Vector2D(
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parseFloat(this.x.toFixed(nDecimal)),
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parseFloat(this.y.toFixed(nDecimal))
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)
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}
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}
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@ -6,13 +6,13 @@ import Renderer from '.'
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interface Params {
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material?: string | Asset
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stroke?: string
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stroke?: string | {color: string, width: number}
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}
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export default class RectRenderer extends Renderer implements Params {
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public material?: string | Asset
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public stroke?: string
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public stroke?: string | {color: string, width: number}
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public constructor(component: Component2D, params?: Params) {
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super(component)
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@ -45,7 +45,12 @@ export default class RectRenderer extends Renderer implements Params {
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ctx.fillRect(...item)
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}
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if (this.stroke) {
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ctx.strokeStyle = this.stroke
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if (typeof this.stroke === 'string') {
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ctx.strokeStyle = this.stroke
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} else {
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ctx.strokeStyle = this.stroke.color
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ctx.lineWidth = this.stroke.width
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}
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ctx.strokeRect(...item)
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}
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}
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@ -11,6 +11,8 @@ export default class TextRenderer extends Renderer {
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public text?: string
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public size?: number
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public weight?: 'bold'
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public color?: string
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public constructor(component: Component2D, params?: Params) {
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super(component)
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@ -31,10 +33,11 @@ export default class TextRenderer extends Renderer {
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// console.log
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if (this.text) {
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ctx.fillStyle = 'black'
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ctx.textBaseline = 'top'
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ctx.fillStyle = this.color ?? 'black'
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ctx.textBaseline = 'middle'
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ctx.textAlign = 'center'
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ctx.font = `${size}px sans-serif`
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ctx.font = `${this.weight ? `${this.weight} ` : ''}${size + (this.size ?? 0)}px sans-serif`
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ctx.fillText(this.text, ...item)
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}
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}
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@ -10,7 +10,11 @@ export default abstract class Renderer {
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protected getPosition(): Vector2D {
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const ge = GameEngine.getGameEngine()
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const realPosition = ge.currentScene!.camera.topLeft.sum(this.component.position)
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const realPosition = ge.currentScene?.camera.topLeft.sum(this.component.position)
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if (!realPosition) {
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console.error('no camera?!?')
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return this.component.position
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}
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return new Vector2D(
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realPosition.x - this.component.scale.x / 2 - this.component.origin.x,
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realPosition.y - this.component.scale.y / 2 - this.component.origin.y
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@ -1,5 +1,4 @@
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import GameEngine from 'GameEngine'
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import AssetsManager from './Asset'
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import Camera from './Components/Camera'
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import Component2D, { ComponentState } from './Component2D'
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@ -13,6 +12,7 @@ export default class Scene {
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private components: Array<Component2D> = []
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private ge!: GameEngine
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private hasClickedComponent: number | undefined
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public constructor(sceneId: string) {
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@ -37,8 +37,9 @@ export default class Scene {
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}
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public async update() {
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for (const component of this.components) {
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await this.updateComponent(component)
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for (let index = 0; index < this.components.length; index++) {
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const component = this.components[index];
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await this.updateComponent(component, index)
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}
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}
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@ -48,7 +49,7 @@ export default class Scene {
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}
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}
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private async updateComponent(v: Component2D) {
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private async updateComponent(v: Component2D, index: number) {
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const debug = v.debug
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if (debug) {
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console.log('Processing Component', v)
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@ -56,11 +57,20 @@ export default class Scene {
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const state: Partial<ComponentState> = {}
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// const width = (v.width() ?? 1) * this.ge.caseSize[0]
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// const height = (v.height() ?? 1) * this.ge.caseSize[1]
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if (v.collider && v.collider.type === 'click' && this.ge.cursor.isDown && !this.ge.cursor.wasDown) {
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if (v.collider && v.collider.type === 'click' && (this.hasClickedComponent === index || !this.hasClickedComponent)) {
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if (v.collider.pointColliding(this.ge.cursor.position, 'click')) {
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state.isColliding = 'click'
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if (this.ge.cursor.isDown && !this.ge.cursor.wasDown) {
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state.isColliding = 'click'
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this.hasClickedComponent = index
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} else if (this.ge.cursor.isDown) {
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state.isColliding = 'down'
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this.hasClickedComponent = index
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}
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}
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}
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if (this.hasClickedComponent === index && !state.isColliding) {
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this.hasClickedComponent = undefined
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}
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// if (v.pos) {
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// const ax = v.pos.x * this.ge.caseSize[0]
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// const ay = v.pos.y * this.ge.caseSize[1]
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@ -93,9 +93,11 @@ export default class GameEngine {
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}
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})
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document.addEventListener('mousedown', () => {
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console.log('cursor down')
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this.cursor.isDown = true
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})
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document.addEventListener('mouseup', () => {
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console.log('cursor up')
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this.cursor.isDown = false
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this.cursor.wasDown = false
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})
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