Started city builder like game

Signed-off-by: Avior <github@avior.me>
This commit is contained in:
Florian Bouillon 2022-09-05 00:43:12 +02:00
parent 79b74d16d5
commit 2143f9887e
15 changed files with 296 additions and 21 deletions

13
package-lock.json generated
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@ -21,6 +21,7 @@
"react-feather": "^2.0.9",
"stylus": "^0.54.7",
"stylus-loader": "^6.0.0",
"tslib": "^2.4.0",
"typescript": "^4.1.3",
"webpack": "^5.37.1"
},
@ -8338,9 +8339,9 @@
}
},
"node_modules/tslib": {
"version": "2.2.0",
"resolved": "https://registry.npmjs.org/tslib/-/tslib-2.2.0.tgz",
"integrity": "sha512-gS9GVHRU+RGn5KQM2rllAlR3dU6m7AcpJKdtH8gFvQiC4Otgk98XnmMU+nZenHt/+VhnBPWwgrJsyrdcw6i23w=="
"version": "2.4.0",
"resolved": "https://registry.npmjs.org/tslib/-/tslib-2.4.0.tgz",
"integrity": "sha512-d6xOpEDfsi2CZVlPQzGeux8XMwLT9hssAsaPYExaQMuYskwb+x1x7J371tWlbBdWHroy99KnVB6qIkUbs5X3UQ=="
},
"node_modules/tsutils": {
"version": "3.21.0",
@ -15157,9 +15158,9 @@
}
},
"tslib": {
"version": "2.2.0",
"resolved": "https://registry.npmjs.org/tslib/-/tslib-2.2.0.tgz",
"integrity": "sha512-gS9GVHRU+RGn5KQM2rllAlR3dU6m7AcpJKdtH8gFvQiC4Otgk98XnmMU+nZenHt/+VhnBPWwgrJsyrdcw6i23w=="
"version": "2.4.0",
"resolved": "https://registry.npmjs.org/tslib/-/tslib-2.4.0.tgz",
"integrity": "sha512-d6xOpEDfsi2CZVlPQzGeux8XMwLT9hssAsaPYExaQMuYskwb+x1x7J371tWlbBdWHroy99KnVB6qIkUbs5X3UQ=="
},
"tsutils": {
"version": "3.21.0",

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@ -23,6 +23,7 @@
"react-feather": "^2.0.9",
"stylus": "^0.54.7",
"stylus-loader": "^6.0.0",
"tslib": "^2.4.0",
"typescript": "^4.1.3",
"webpack": "^5.37.1"
},

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@ -5,9 +5,9 @@ import Vector2D from '../Vector2D'
export default class PointDebugger extends Component2D {
public constructor(point: Vector2D, color = 'red') {
super()
this.scale = new Vector2D(.1, .1)
this.scale = new Vector2D(1, 1)
this.position = point
console.log('Debugging point at location', point)
// console.log('Debugging point at location', point)
// this.origin = component.origin
this.renderer = new RectRenderer(this, {material: color})
}

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@ -25,10 +25,24 @@ export default class Vector2D {
)
}
public div(v: number): Vector2D {
return new Vector2D(
this.x / v,
this.y / v
)
}
public isIn(topLeft: Vector2D, bottomRight: Vector2D): boolean {
return this.x >= topLeft.x &&
this.y >= topLeft.y &&
this.x <= bottomRight.x &&
this.y <= bottomRight.y
}
public decimalCount(nDecimal: number) {
return new Vector2D(
parseFloat(this.x.toFixed(nDecimal)),
parseFloat(this.y.toFixed(nDecimal))
)
}
}

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@ -6,13 +6,13 @@ import Renderer from '.'
interface Params {
material?: string | Asset
stroke?: string
stroke?: string | {color: string, width: number}
}
export default class RectRenderer extends Renderer implements Params {
public material?: string | Asset
public stroke?: string
public stroke?: string | {color: string, width: number}
public constructor(component: Component2D, params?: Params) {
super(component)
@ -45,7 +45,12 @@ export default class RectRenderer extends Renderer implements Params {
ctx.fillRect(...item)
}
if (this.stroke) {
ctx.strokeStyle = this.stroke
if (typeof this.stroke === 'string') {
ctx.strokeStyle = this.stroke
} else {
ctx.strokeStyle = this.stroke.color
ctx.lineWidth = this.stroke.width
}
ctx.strokeRect(...item)
}
}

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@ -11,6 +11,8 @@ export default class TextRenderer extends Renderer {
public text?: string
public size?: number
public weight?: 'bold'
public color?: string
public constructor(component: Component2D, params?: Params) {
super(component)
@ -31,10 +33,11 @@ export default class TextRenderer extends Renderer {
// console.log
if (this.text) {
ctx.fillStyle = 'black'
ctx.textBaseline = 'top'
ctx.fillStyle = this.color ?? 'black'
ctx.textBaseline = 'middle'
ctx.textAlign = 'center'
ctx.font = `${size}px sans-serif`
ctx.font = `${this.weight ? `${this.weight} ` : ''}${size + (this.size ?? 0)}px sans-serif`
ctx.fillText(this.text, ...item)
}
}

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@ -10,7 +10,11 @@ export default abstract class Renderer {
protected getPosition(): Vector2D {
const ge = GameEngine.getGameEngine()
const realPosition = ge.currentScene!.camera.topLeft.sum(this.component.position)
const realPosition = ge.currentScene?.camera.topLeft.sum(this.component.position)
if (!realPosition) {
console.error('no camera?!?')
return this.component.position
}
return new Vector2D(
realPosition.x - this.component.scale.x / 2 - this.component.origin.x,
realPosition.y - this.component.scale.y / 2 - this.component.origin.y

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@ -1,5 +1,4 @@
import GameEngine from 'GameEngine'
import AssetsManager from './Asset'
import Camera from './Components/Camera'
import Component2D, { ComponentState } from './Component2D'
@ -13,6 +12,7 @@ export default class Scene {
private components: Array<Component2D> = []
private ge!: GameEngine
private hasClickedComponent: number | undefined
public constructor(sceneId: string) {
@ -37,8 +37,9 @@ export default class Scene {
}
public async update() {
for (const component of this.components) {
await this.updateComponent(component)
for (let index = 0; index < this.components.length; index++) {
const component = this.components[index];
await this.updateComponent(component, index)
}
}
@ -48,7 +49,7 @@ export default class Scene {
}
}
private async updateComponent(v: Component2D) {
private async updateComponent(v: Component2D, index: number) {
const debug = v.debug
if (debug) {
console.log('Processing Component', v)
@ -56,11 +57,20 @@ export default class Scene {
const state: Partial<ComponentState> = {}
// const width = (v.width() ?? 1) * this.ge.caseSize[0]
// const height = (v.height() ?? 1) * this.ge.caseSize[1]
if (v.collider && v.collider.type === 'click' && this.ge.cursor.isDown && !this.ge.cursor.wasDown) {
if (v.collider && v.collider.type === 'click' && (this.hasClickedComponent === index || !this.hasClickedComponent)) {
if (v.collider.pointColliding(this.ge.cursor.position, 'click')) {
state.isColliding = 'click'
if (this.ge.cursor.isDown && !this.ge.cursor.wasDown) {
state.isColliding = 'click'
this.hasClickedComponent = index
} else if (this.ge.cursor.isDown) {
state.isColliding = 'down'
this.hasClickedComponent = index
}
}
}
if (this.hasClickedComponent === index && !state.isColliding) {
this.hasClickedComponent = undefined
}
// if (v.pos) {
// const ax = v.pos.x * this.ge.caseSize[0]
// const ay = v.pos.y * this.ge.caseSize[1]

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@ -93,9 +93,11 @@ export default class GameEngine {
}
})
document.addEventListener('mousedown', () => {
console.log('cursor down')
this.cursor.isDown = true
})
document.addEventListener('mouseup', () => {
console.log('cursor up')
this.cursor.isDown = false
this.cursor.wasDown = false
})

27
src/games/city/Cursor.ts Normal file
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@ -0,0 +1,27 @@
import { stat } from 'fs'
import GameEngine from 'GameEngine'
import BoxCollider2D from 'GameEngine/2D/Collision/BoxCollider2D'
import Vector2D from 'GameEngine/2D/Vector2D'
import Component2D, { ComponentState } from 'GameEngine/Component2D'
import Renderer from 'GameEngine/Renderer'
import RectRenderer from 'GameEngine/Renderer/RectRenderer'
export default class Cursor extends Component2D {
public renderer: RectRenderer = new RectRenderer(this)
public collider: BoxCollider2D = new BoxCollider2D(this, 'click')
public position: Vector2D = new Vector2D(0, 0)
public scale: Vector2D = new Vector2D(1, 1)
// public origin: Vector2D = new Vector2D(0.5, 0.5)
public update(state: ComponentState): void | Promise<void> {
// state.mouseHovering
this.renderer.material = 'blue'
const cursor = GameEngine.getGameEngine().cursor
this.position = cursor.position
}
}

86
src/games/city/Space.ts Normal file
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@ -0,0 +1,86 @@
import { stat } from 'fs'
import GameEngine from 'GameEngine'
import BoxCollider2D from 'GameEngine/2D/Collision/BoxCollider2D'
import ColliderDebugger from 'GameEngine/2D/Debug/ColliderDebugger'
import PointDebugger from 'GameEngine/2D/Debug/PointDebugger'
import Vector2D from 'GameEngine/2D/Vector2D'
import Component2D, { ComponentState } from 'GameEngine/Component2D'
import Renderer from 'GameEngine/Renderer'
import RectRenderer from 'GameEngine/Renderer/RectRenderer'
import Cursor from './Cursor'
import TextComponent from './TextComponent'
export default class Space extends Component2D {
private static isOnCursor = false
public size = {
width: 3, height: 1
}
public renderer: RectRenderer = new RectRenderer(this)
public collider: BoxCollider2D = new BoxCollider2D(this, 'click')
public position: Vector2D = new Vector2D(0, 0)
public scale: Vector2D = new Vector2D(30, 10)
private posBeforeCursor: Vector2D | null = null
public constructor(
size: Vector2D,
private cursor: Cursor,
private placeableRects: Array<[Vector2D, Vector2D]>,
private log: boolean = false
) {
super()
// this.debug = true
this.scale = size
const text = `${size.x}x${size.y}`
this.childs = [
new TextComponent(this, text, 'bold', 16, 'blue')
]
}
public update(state: ComponentState): void | Promise<void> {
// state.mouseHovering
const point = this.scale.div(2).sub(this.position)
this.renderer.material = 'white'
this.renderer.stroke = {color: 'black', width: 3}
const cursor = GameEngine.getGameEngine().cursor
// if (this.log) console.log(point)
if (state.isColliding === 'click' || state.isColliding === 'down') {
this.renderer.stroke = {color: 'green', width: 3}
if (!this.posBeforeCursor) {
this.posBeforeCursor = this.position
}
Space.isOnCursor = true
// console.log('follow cursor', cursor.position, this.position)
this.position = cursor.position.decimalCount(0)
let canPlace = false
for (const placeableRect of this.placeableRects) {
if (point.isIn(placeableRect[0], this.scale.sub(placeableRect[1]))) {
canPlace = true
break
}
}
if (!canPlace) this.renderer.stroke = {color: 'red', width: 3}
else this.posBeforeCursor = this.position
} else if (this.posBeforeCursor) {
let canPlace = false
for (const placeableRect of this.placeableRects) {
if (point.isIn(placeableRect[0], this.scale.sub(placeableRect[1]))) {
canPlace = true
break
}
}
if (!canPlace) {
this.position = this.posBeforeCursor
}
Space.isOnCursor = false
this.posBeforeCursor = null
}
}
}

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@ -0,0 +1,31 @@
import { stat } from 'fs'
import GameEngine from 'GameEngine'
import BoxCollider2D from 'GameEngine/2D/Collision/BoxCollider2D'
import ColliderDebugger from 'GameEngine/2D/Debug/ColliderDebugger'
import PointDebugger from 'GameEngine/2D/Debug/PointDebugger'
import Vector2D from 'GameEngine/2D/Vector2D'
import Component2D, { ComponentState } from 'GameEngine/Component2D'
import Renderer from 'GameEngine/Renderer'
import RectRenderer from 'GameEngine/Renderer/RectRenderer'
import TextRenderer from 'GameEngine/Renderer/TextRenderer'
import Cursor from './Cursor'
export default class TextComponent extends Component2D {
public renderer: TextRenderer = new TextRenderer(this)
// public position: Vector2D = new Vector2D(0, 0)
public constructor(private parent: Component2D, text: string, weight?: 'bold', size?: number, color?: string) {
super()
this.renderer.text = text
this.renderer.weight = weight
this.renderer.size = size
this.renderer.color = color
}
public update(state: ComponentState): void | Promise<void> {
this.position = this.parent.position
}
}

91
src/pages/city/index.tsx Normal file
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@ -0,0 +1,91 @@
/* eslint-disable max-classes-per-file */
import React from 'react'
import { Text, Link } from '@dzeio/components'
import GameEngine from 'GameEngine'
import Scene from 'GameEngine/Scene'
import Item from 'games/tictactoe/Item'
import Line from 'games/tictactoe/Line'
import Start from 'games/tictactoe/Menu/Start'
import FPSCounter from 'GameEngine/Components/FPSCounter'
import ComponentDebug from 'GameEngine/2D/Debug/ComponentDebug'
import Tile from 'games/city/Tile'
import Space from 'games/city/Space'
import Vector2D from 'GameEngine/2D/Vector2D'
import Cursor from 'games/city/Cursor'
export default class Snake extends React.PureComponent {
public async componentDidMount() {
const ge = new GameEngine('#test', {
caseCount: [208,104],
debugColliders: true,
goalFramerate: 60
})
const mainScene = new Scene('Menu')
mainScene.camera.topLeft.x = 0
mainScene.camera.topLeft.y = 0
const cursor = new Cursor()
// for (let ch = 0; ch < 104; ch++) {
// for (let cw = 0; cw < 208; cw++) {
// mainScene.addComponent(
// new Tile(cw, ch)
// )
// }
// }
const placeableRects: Array<[Vector2D, Vector2D]> = [
// top rect
[new Vector2D(0, 0), new Vector2D(208, 18)],
// left recet
[new Vector2D(20, 28), new Vector2D(167, 79)],
// right rect
[new Vector2D(178,28), new Vector2D(208, 79)],
// bottom rect
[new Vector2D(0, 89), new Vector2D(208, 104)],
]
for (let i = 0; i < 10; i++) {
const width = i % 2 === 0 ? 20 : 10
const height = i % 2 === 0 ? 10 : 20
const baseX = width / 2 + 1
const baseY = i % 2 === 0 ? 50 : 70
const it = new Space(new Vector2D(width, height), cursor, placeableRects)
it.position.x = baseX
it.position.y = baseY
// it.debug = i === 0
mainScene.addComponent(
it
)
}
// mainScene.addComponent(
// // cursor,
// new Space(new Vector2D(20, 10), cursor, placeableRects, true)
// )
await ge.setScene(mainScene)
ge.start()
}
public render = () => (
<>
<canvas id="test" width="2080" height="1040" style={{backgroundImage: 'url(\'/assets/city/background.png\')'}}></canvas>
<Text>
<span id="debug"></span>
</Text>
</>
)
private randomInt(min: number, max: number): number {
min = Math.ceil(min)
max = Math.floor(max)
return Math.floor(Math.random() * (max - min + 1)) + min
}
}