removed a lot of logs and started A* implementation
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parent
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3
.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
@ -2,6 +2,7 @@
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"cSpell.words": [
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"Alea",
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"amogus",
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"PIXI"
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"PIXI",
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"spritesheet"
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]
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}
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@ -5,18 +5,21 @@ import { getSpriteFromAtlas } from "./Utils/Sprites.utils";
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import { profileFPS } from "./Profiler/Profiler";
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import { createKeyboardBinding, inputControllerTick } from "./InputController/InputController";
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import { BC_APP, BC_BUILDING_PLACEHOLDERS, BC_CAMERA, BC_CURRENT_SCENE, BC_SPRITES_SETTINGS, BC_VIEWPORT, BC_WORLD, PRNG, setBC_APP, setBC_CURRENT_SCENE, setBC_NPC_LAYER, setBC_SELECTION, setBC_VIEWPORT, setBC_WORLD } from "./GlobalVariables/GlobalVariables";
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import { clampNumber, interpolate, } from "./Utils/Math.utils";
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import { Point2D, PointInt2D, clampNumber, interpolate, } from "./Utils/Math.utils";
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import { calculateViewportFromCamera, moveHorizontally, moveVertically, screenToWorldCoordinates } from "./Camera/Camera";
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import { handleBuildingsIncome, incBuildingCount } from "./Buildings/Buildings";
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import { handleDayNightCycle } from "./World/DayNightCycle";
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import { ambientDay, ambientMusic, ambientNight, handleSounds } from "./Sound/Sound";
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import { gameStateObjectsCleaner } from "./GameState/GameState";
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import { addGameObjectToGameState, gameStateObjectsCleaner } from "./GameState/GameState";
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import { tickHandler } from "./TickHandler/TickHandler";
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import { GameScene } from "./GameScene/GameScene";
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import { createFirstWorldChunks, getWorldChunkAt } from "./WorldGeneration/WorldGen";
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import { createFirstWorldChunks, getTileAt, getWorldChunkAt, worldCoordinatesToChunkIndex } from "./WorldGeneration/WorldGen";
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import { ChunkStorageTypes } from "./WorldGeneration/WorldChunk/WorldGenChunk";
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import { WorldChunksVisibilityUpdater } from "./WorldGeneration/WorldChunksVisibilityUpdater/WorldChunksVisibilityUpdater";
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import { NPCProto } from "./NPC/NPCProto/NPCProto";
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import { NPCController } from "./NPC/NPCController/NPCController";
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import { PathFinder } from "./Utils/PathFinding.util";
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export function generateWorld() {
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@ -56,6 +59,13 @@ function setupInGameSelector() {
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t.y = BC_SPRITES_SETTINGS.defaultSize * BC_SPRITES_SETTINGS.scale * Math.floor(t.y / (BC_SPRITES_SETTINGS.defaultSize * BC_SPRITES_SETTINGS.scale));
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sprite0.position.set(t.x, t.y);
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};
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// BC_VIEWPORT.onpointerdown = (e) =>
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// {
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// let t = screenToWorldCoordinates(e.data.global.x, e.data.global.y);
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// npccc.moveTo(new Point2D(getTileAt(t.x, t.y, ChunkStorageTypes.TYPE_TERRAIN).worldPosition.getX(), getTileAt(t.x, t.y, ChunkStorageTypes.TYPE_TERRAIN).worldPosition.getY()));
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// }
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}
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export async function initGame() {
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@ -97,9 +107,10 @@ export async function initGame() {
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app.ticker.add(inputControllerTick);
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app.ticker.add(calculateViewportFromCamera);
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// console.log(WorldChunksVisibilityUpdater.handleWorldChunksVisibility);
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app.ticker.add(()=>{WorldChunksVisibilityUpdater.handleWorldChunksVisibility();});
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app.ticker.add(()=>{WorldChunksVisibilityUpdater.handleWorldChunkFilling();});
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//static functions shitty binding
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app.ticker.add(WorldChunksVisibilityUpdater.handleWorldChunksVisibility.bind(WorldChunksVisibilityUpdater));
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app.ticker.add(WorldChunksVisibilityUpdater.handleWorldChunkFilling.bind(WorldChunksVisibilityUpdater));
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//end of shit
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app.ticker.add(profileFPS);
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app.ticker.add(handleBuildingsIncome);
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@ -107,8 +118,11 @@ export async function initGame() {
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createKeyboardBinding("KeyS", "Hold", [moveVertically]);
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createKeyboardBinding("KeyA", "Hold", [moveHorizontally]);
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createKeyboardBinding("KeyD", "Hold", [moveHorizontally]);
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}
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let npccc;
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function startGame() {
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setupGlobalInput();
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setupInGameSelector();
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@ -117,9 +131,23 @@ function startGame() {
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ambientDay.play();
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ambientNight.play();
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ambientMusic.play();
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// addNPCToWorld(BC_CAMERA.position.x, BC_CAMERA.position.y, {type: "slave"});
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BC_APP.ticker.add(gameStateObjectsCleaner);
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BC_APP.ticker.add(tickHandler);
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createFirstWorldChunks();
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let testNPCController = new NPCController();
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let testNPC = new NPCProto(true, testNPCController);
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testNPC.spriteSheetPath = "assets/images/characters/char0.png";
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testNPC.frame = new PIXI.Rectangle(0, 0, 16, 16);
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testNPC.controller = testNPCController;
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testNPCController.controlledNPC = testNPC;
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addGameObjectToGameState(testNPCController);
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BC_CURRENT_SCENE.addObjectToSceneWithInitialization(testNPC);
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testNPC.drawObject.zIndex = 4;
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testNPC.drawObject.scale.set(BC_SPRITES_SETTINGS.scale, BC_SPRITES_SETTINGS.scale);
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npccc = testNPCController;
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let pf = new PathFinder();
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let dest = pf.search(new PointInt2D(), new PointInt2D(10, 10));
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testNPCController.moveTo(new Point2D(dest.worldPosition.getX(), dest.worldPosition.getY()));
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}
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@ -15,7 +15,7 @@ export class GameObject {
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// markedAsInitialized = false;
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/**
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* GameObject id
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*
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* @param {Boolean} tickAble
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*/
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constructor(tickAble = false)
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@ -17,6 +17,7 @@ export class GameScene {
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* @param {SceneObject} sceneObject
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*/
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addObjectToScene(sceneObject) {
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sceneObject.onSpawn();
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this.#SceneObjects.set(sceneObject.minorId, sceneObject);
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BC_VIEWPORT.addChild(sceneObject.drawObject);
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};
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@ -50,8 +50,6 @@ export function gameStateObjectsCleaner() {
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counter++;
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}
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CleaningQueue = new Array();
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// console.log("removed: " + counter + " objects; "+"Total tick objects: " + TickGameObjects.size + "; Total objects: " + GameObjects.size);
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// console.log(TickGameObjects);
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}
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@ -8,12 +8,10 @@ const _keyboard_current_states = {};
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window.addEventListener("keydown", (event) => {
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_keyboard_current_states[event.code] = true;
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// console.log(_keyboard_current_states);
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});
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window.addEventListener("keyup", (event) => {
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_keyboard_current_states[event.code] = false;
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// console.log(_keyboard_current_states);
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});
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/**
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@ -69,9 +67,3 @@ export function inputControllerTick(deltaTime) {
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}
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}
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}
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// export function _debugKeyboardStates()
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// {
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// console.log(_keyboard_current_states);
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// console.log(_keyboard_controller_bindings);
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// }
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29
src/Game/NPC/NPCController/NPCController.js
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29
src/Game/NPC/NPCController/NPCController.js
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@ -0,0 +1,29 @@
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import { GameObject } from "../../GameObject/GameObject";
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import { Point2D } from "../../Utils/Math.utils";
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import { NPCProto } from "../NPCProto/NPCProto";
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/**
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* NPCController defines NPC behavior. Many NPC can have same NPCController for the same behavior.
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*/
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export class NPCController extends GameObject
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{
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/**
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* NPC controlled by this controller
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* @type NPCProto
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*/
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controlledNPC = null;
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constructor(tickAble = false)
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{
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super(tickAble);
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}
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/**
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* moves NPC to position
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* @param {Point2D} position
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*/
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moveTo(position)
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{
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this.controlledNPC.currentPosition = position;
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this.controlledNPC.currentPosition = position;
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}
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};
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60
src/Game/NPC/NPCProto/NPCProto.js
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60
src/Game/NPC/NPCProto/NPCProto.js
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@ -0,0 +1,60 @@
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import { Rectangle } from "../../../pixi/pixi.mjs";
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import { SceneObject } from "../../SceneObjects/SceneObject";
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import { Point2D, interpolate } from "../../Utils/Math.utils";
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import { getSpriteFromAtlas } from "../../Utils/Sprites.utils";
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import { NPCController } from "../NPCController/NPCController";
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export class NPCProto extends SceneObject
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{
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/**
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* NPCController ref
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* @type NPCController
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*/
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controller = null;
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/**
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* NPC position in world
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*/
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currentPosition = new Point2D();
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_positionInterpolationSpeed = 10;
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/**
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* path to NPC spritesheet
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*/
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spriteSheetPath = "";
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/**
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* frame to cut from spritesheet
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*/
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frame = new Rectangle();
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/**
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* creates new NPC object
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* @param {Boolean} tickAble
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* @param {NPCController} controller
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*/
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constructor(tickAble = true, controller)
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{
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super(tickAble);
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this.controller = controller;
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};
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onInit()
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{
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super.onInit();
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this.drawObject = getSpriteFromAtlas(this.spriteSheetPath, this.frame);
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};
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tick(ticker)
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{
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this._positionInterpolation(ticker.deltaMS / 1000 * this._positionInterpolationSpeed);
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};
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_positionInterpolation(delta)
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{
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let {x, y} = this.drawObject.position;
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this.drawObject.position.set(interpolate(x, this.currentPosition.getX(), delta), interpolate(y, this.currentPosition.getY(), delta));
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};
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};
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@ -1,5 +1,6 @@
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import { GameObject } from "../GameObject/GameObject";
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import { Container } from "../../pixi/pixi.mjs";
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import { Point2D } from "../Utils/Math.utils";
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export class SceneObject extends GameObject {
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/**
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@ -13,6 +14,15 @@ export class SceneObject extends GameObject {
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*/
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props = {};
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/**
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* world position for scene object
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*/
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worldPosition = new Point2D();
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/**
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*
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* @param {Boolean} tickAble
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*/
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constructor(tickAble)
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{
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super(tickAble);
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@ -61,7 +61,6 @@ let nightAmbientSoundCue = new NumberCue(
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);
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export function handleSounds(tick) {
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// console.log(tick);
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let p = getDayPhase();
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ambientDay.volume(dayAmbientSoundCue.getValueAt(p) * globalSoundVolume * ambientSoundVolume * 0.6);
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ambientNight.volume(nightAmbientSoundCue.getValueAt(p) * globalSoundVolume * ambientSoundVolume * 0.6);
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@ -2,32 +2,86 @@ import { PRNG } from "../GlobalVariables/GlobalVariables";
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export class Point2D
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{
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#x = 0;
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#y = 0;
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/**
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* Point2D object
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* @param {Number} x
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* @param {Number} y
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*/
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constructor(x = 0.0, y = 0.0)
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constructor(x = 0, y = 0)
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{
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this._x = x;
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this._y = y;
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this.#x = Math.floor(x);
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this.#y = Math.floor(y);
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}
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getX() {
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return this._x;
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return this.#x;
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};
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setX(x) {
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this._x = x;
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this.#x = x;
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};
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getY() {
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return this._y;
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return this.#y;
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};
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setY(y) {
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this._y = y;
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this.#y = y;
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};
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/**
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*
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* @param {Point2D} a
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* @param {Point2D} b
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*/
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static isEqual(a, b)
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{
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return (a.getX() === b.getX() && a.getY() === b.getY());
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}
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}
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export class PointInt2D
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{
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#x = 0;
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#y = 0;
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/**
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* Point2D object
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* @param {Number} x
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* @param {Number} y
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*/
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constructor(x = 0, y = 0)
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{
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this.#x = x;
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this.#y = y;
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}
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getX() {
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return this.#x;
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};
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setX(x) {
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this.#x = Math.floor(x);
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};
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getY() {
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return this.#y;
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};
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setY(y) {
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this.#y = Math.floor(y);
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};
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/**
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*
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* @param {PointInt2D} a
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* @param {PointInt2D} b
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*/
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static isEqual(a, b)
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{
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return (a.getX() === b.getX() && a.getY() === b.getY());
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}
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}
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/**
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95
src/Game/Utils/PathFinding.util.js
Normal file
95
src/Game/Utils/PathFinding.util.js
Normal file
@ -0,0 +1,95 @@
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import { BC_TERRAIN_SETTINGS } from "../GlobalVariables/GlobalVariables";
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import { ChunkStorageTypes } from "../WorldGeneration/WorldChunk/WorldGenChunk";
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import { getTileAt } from "../WorldGeneration/WorldGen";
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import { PointInt2D } from "./Math.utils";
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import { TerrainTile } from "../WorldGeneration/WorldObjects/TerrainTile/TerrainTile";
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class PathFinderNode
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{
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position;
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fScore;
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neighbors;
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/**
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*
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* @param {PointInt2D} position
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* @param {Number} fScore
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*/
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constructor(position, fScore)
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{
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this.position = position;
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this.fScore = fScore;
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}
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};
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export class PathFinder
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{
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/**
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* @type Array<PathFinderNode>
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*/
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_openSet = new Array();
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_closedSet = new Array();
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/**
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*
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* @param {PointInt2D} start
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* @param {PointInt2D} goal
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*/
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search(start, goal)
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{
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this._openSet.push(new PathFinderNode(start, 0));
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//code
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let currentNode = new PathFinderNode(new PointInt2D(), 0);
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/**
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* @type Map<String, Number>
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*/
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let gScores = new Map();
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/**
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* @type Map<String, Number>
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*/
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let fScores = new Map();
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let minFScoreNodeIndex = 0;
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//START LOOP WOOOOAAAW
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while (this._openSet.length > 0) {
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//find node with min f score
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//better to rewrite it to priority queue
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for (let i = 0; i < this._openSet.length; i++) {
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if(this._openSet[i] < this._openSet[minFScoreNodeIndex])
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minFScoreNodeIndex = i;
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}
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//wow! node is found and set!!
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currentNode = this._openSet[minFScoreNodeIndex];
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if(PointInt2D.isEqual(currentNode.position, goal))
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{
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//wow!!! we have found an end of the path!!! this is so cool!!!
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return 1111; //return something weird stuff
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}
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//and now we must delete this node... what a sad situation...
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this._openSet.splice(minFScoreNodeIndex, 1);
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//but wait! we add it to closed set! nice!!! (why we are doing this??? idk... okay)
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this._closedSet.push(currentNode);
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/**
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* @type TerrainTile
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*/
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let neighbors = this._getNeighbors(currentNode.position);
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return neighbors;
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}
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}
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/**
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*
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* @param {PointInt2D} root
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*/
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_getNeighbors(root)
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{
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let neighborNorth = getTileAt(root.getX(), root.getY() - BC_TERRAIN_SETTINGS.tileSize*BC_TERRAIN_SETTINGS.scale, ChunkStorageTypes.TYPE_TERRAIN);
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return neighborNorth;
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//TODO
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}
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};
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@ -40,11 +40,6 @@ export function handleDayNightCycle(tick) {
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});
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currentColor = dayColorsCue.getColorAt(getDayPhase());
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// currentColor = dayColor.multiplyByNumber(t);
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// console.log(((Math.floor(timeElapsed) % (gameSecondsInGameMinute * gameMinutesInGameHour * gameHoursInGameDay)) / (gameSecondsInGameMinute * gameMinutesInGameHour * gameHoursInGameDay)));
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// console.log(currentColor.toHex());
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// console.log(((Math.floor(timeElapsed) % (gameSecondsInGameMinute * gameMinutesInGameHour * gameHoursInGameDay)) / (gameSecondsInGameMinute * gameMinutesInGameHour * gameHoursInGameDay)));
|
||||
// currentColor.multiplyByNumber(((Math.floor(timeElapsed) % (gameSecondsInGameMinute * gameMinutesInGameHour * gameHoursInGameDay)) / (gameSecondsInGameMinute * gameMinutesInGameHour * gameHoursInGameDay)));
|
||||
BC_VIEWPORT.tint = currentColor.toNumber();
|
||||
}
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
import { Container } from "../../../pixi/pixi.mjs";
|
||||
import { SceneObject } from "../../SceneObjects/SceneObject";
|
||||
import { worldCoordinatesToChunkLocalCoordinates } from "../WorldGen";
|
||||
import { worldCoordinatesToChunkIndexesCoordinates, worldCoordinatesToChunkLocalCoordinates } from "../WorldGen";
|
||||
import { TerrainTile } from "../WorldObjects/TerrainTile/TerrainTile";
|
||||
import { VegetationTile } from "../WorldObjects/VegetationTile/VegetationTile";
|
||||
|
||||
@ -26,6 +26,10 @@ export class WorldChunk extends SceneObject
|
||||
* @type Map<String, BuildingTile>
|
||||
*/
|
||||
buildingsStorage = new Map();
|
||||
/**
|
||||
* @type Map<String, any>
|
||||
*/
|
||||
npcStorage = new Map();
|
||||
|
||||
/**
|
||||
* property to handle chunk visibility
|
||||
|
@ -29,7 +29,6 @@ export class WorldChunksVisibilityUpdater {
|
||||
* Ticker function
|
||||
*/
|
||||
static handleWorldChunkFilling() {
|
||||
// console.log(tick.deltaMS);
|
||||
if (this._currentIndex < 0) return;
|
||||
fillWorldGenChunk(
|
||||
this._chunksFillingQueue[this._currentIndex].chunk,
|
||||
@ -50,7 +49,6 @@ export class WorldChunksVisibilityUpdater {
|
||||
let cx = Math.floor(BC_CAMERA.position.x / w);
|
||||
let cy = Math.floor(BC_CAMERA.position.y / h);
|
||||
let chunkId = cx + "_" + cy;
|
||||
// console.log(this._visibleChunks);
|
||||
if ((this._visibleChunks.has(chunkId) && !this._visibleChunks.get(chunkId).centralChunk) || !this._visibleChunks.has(chunkId)) {
|
||||
for (const visChunk of this._visibleChunks) {
|
||||
visChunk[1].drawObject.visible = false;
|
||||
@ -65,7 +63,6 @@ export class WorldChunksVisibilityUpdater {
|
||||
this._visibleChunks.set(t_chunkId, wChunk);
|
||||
wChunk.drawObject.visible = true;
|
||||
} else if (this.enableAutoWorldChunksGeneration) {
|
||||
// console.log(t_chunkId);
|
||||
let newChunk = new WorldChunk(false);
|
||||
BC_CURRENT_SCENE.addObjectToSceneWithInitialization(newChunk);
|
||||
newChunk.drawObject.position.set(w * (cx + i), h * (cy + j));
|
||||
|
@ -4,7 +4,7 @@ import { BC_CAMERA, BC_CHUNKS_SETTINGS, BC_CURRENT_SCENE, BC_SPRITES_SETTINGS, B
|
||||
import { NumberCue, RGBColor } from "../Utils/DataTypes.utils";
|
||||
import { ChunkStorageTypes, WorldChunk } from "./WorldChunk/WorldGenChunk";
|
||||
import { TerrainTile, TerrainTileProps } from "./WorldObjects/TerrainTile/TerrainTile";
|
||||
import { clampNumber } from "../Utils/Math.utils";
|
||||
import { Point2D, clampNumber } from "../Utils/Math.utils";
|
||||
import { addGameObjectToGameState } from "../GameState/GameState";
|
||||
import { VegetationTile, VegetationTileProps } from "./WorldObjects/VegetationTile/VegetationTile";
|
||||
import { WorldChunksVisibilityUpdater } from "./WorldChunksVisibilityUpdater/WorldChunksVisibilityUpdater";
|
||||
@ -28,6 +28,12 @@ const terrainTypeList = {
|
||||
2: "ter_grass", //grass
|
||||
3: "ter_stone", //stone
|
||||
};
|
||||
const terrainNavigationCostList = {
|
||||
0: 1000, //water
|
||||
1: 5, //sand
|
||||
2: 3, //grass
|
||||
3: 2, //stone
|
||||
};
|
||||
const grassVegetationSpriteList = {
|
||||
0: { x: 10, y: 11 },
|
||||
1: { x: 11, y: 11 },
|
||||
@ -79,29 +85,34 @@ export function worldCoordinatesToChunkIndexesCoordinates(x, y) {
|
||||
let hs = BC_TERRAIN_SETTINGS.tileSize * BC_TERRAIN_SETTINGS.scale;
|
||||
return { x: Math.floor(x / ws), y: Math.floor(y / hs) };
|
||||
}
|
||||
|
||||
export function worldCoordinatesToChunkLocalCoordinates(x, y) {
|
||||
let ws = BC_TERRAIN_SETTINGS.tileSize * BC_TERRAIN_SETTINGS.scale;
|
||||
let hs = BC_TERRAIN_SETTINGS.tileSize * BC_TERRAIN_SETTINGS.scale;
|
||||
if (x < 0 && y >= 0)
|
||||
{
|
||||
return {
|
||||
x: BC_CHUNKS_SETTINGS.width - (Math.floor(Math.abs(x) / ws) % BC_CHUNKS_SETTINGS.width) - 1,
|
||||
x: (BC_CHUNKS_SETTINGS.width - (Math.ceil(Math.abs(x) / ws) % BC_CHUNKS_SETTINGS.width)) % BC_CHUNKS_SETTINGS.width,
|
||||
y: Math.floor(Math.abs(y) / hs) % BC_CHUNKS_SETTINGS.height,
|
||||
};
|
||||
}
|
||||
else if (x < 0 && y < 0)
|
||||
return {
|
||||
x: BC_CHUNKS_SETTINGS.width - (Math.floor(Math.abs(x) / ws) % BC_CHUNKS_SETTINGS.width) - 1,
|
||||
y: BC_CHUNKS_SETTINGS.height - (Math.floor(Math.abs(y) / hs) % BC_CHUNKS_SETTINGS.height) - 1,
|
||||
x: (BC_CHUNKS_SETTINGS.width - (Math.ceil(Math.abs(x) / ws) % BC_CHUNKS_SETTINGS.width)) % BC_CHUNKS_SETTINGS.width,
|
||||
y: (BC_CHUNKS_SETTINGS.height - (Math.ceil(Math.abs(y) / hs) % BC_CHUNKS_SETTINGS.height)) % BC_CHUNKS_SETTINGS.height,
|
||||
};
|
||||
else if (x > 0 && y < 0)
|
||||
else if (x >= 0 && y < 0)
|
||||
return {
|
||||
x: Math.floor(Math.abs(x) / ws) % BC_CHUNKS_SETTINGS.width,
|
||||
y: BC_CHUNKS_SETTINGS.height - (Math.floor(Math.abs(y) / hs) % BC_CHUNKS_SETTINGS.height) - 1,
|
||||
y: (BC_CHUNKS_SETTINGS.height - (Math.ceil(Math.abs(y) / hs) % BC_CHUNKS_SETTINGS.height)) % BC_CHUNKS_SETTINGS.height,
|
||||
};
|
||||
else
|
||||
{
|
||||
return {
|
||||
x: Math.floor(Math.abs(x) / ws) % BC_CHUNKS_SETTINGS.width,
|
||||
y: Math.floor(Math.abs(y) / hs) % BC_CHUNKS_SETTINGS.height,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
export function getWorldChunkAt(xWorld, yWorld) {
|
||||
@ -113,6 +124,20 @@ export function getWorldChunkById(id) {
|
||||
return WorldChunksStorage.get(id);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Number} xWorld
|
||||
* @param {Number} yWorld
|
||||
* @param {ChunkStorageTypes} storageType
|
||||
* @returns
|
||||
*/
|
||||
export function getTileAt(xWorld, yWorld, storageType) {
|
||||
let t = worldCoordinatesToChunkIndex(xWorld, yWorld);
|
||||
let c = WorldChunksStorage.get(t.x+"_"+t.y);
|
||||
if(!c) return undefined;
|
||||
return c.getFromChunk(xWorld, yWorld, storageType);
|
||||
}
|
||||
|
||||
export function worldChunkExists(id) {
|
||||
return WorldChunksStorage.has(id);
|
||||
}
|
||||
@ -154,10 +179,10 @@ export function fillWorldGenChunk(chunk, x, y) {
|
||||
res = Math.floor(terrainCue.getValueAt(res));
|
||||
|
||||
let terrainTile = new TerrainTile(false);
|
||||
// console.log(terrainTile.isTickEnabled());
|
||||
terrainTile.spriteSheetPath = "assets/images/world/world_terrain_atlas.png";
|
||||
terrainTile.frame = new Rectangle(terrainSpriteList[res].x, terrainSpriteList[res].y, 16, 16);
|
||||
terrainTile.props = new TerrainTileProps(terrainTypeList[res], res*5);
|
||||
terrainTile.props = new TerrainTileProps(terrainTypeList[res], res*5, terrainNavigationCostList[res]);
|
||||
terrainTile.worldPosition = new Point2D(i * BC_TERRAIN_SETTINGS.scale * BC_TERRAIN_SETTINGS.tileSize, j * BC_TERRAIN_SETTINGS.scale * BC_TERRAIN_SETTINGS.tileSize);
|
||||
|
||||
addGameObjectToGameState(terrainTile);
|
||||
|
||||
@ -166,16 +191,16 @@ export function fillWorldGenChunk(chunk, x, y) {
|
||||
terrainTile.drawObject.position.set(16 * BC_SPRITES_SETTINGS.scale * ii, 16 * BC_SPRITES_SETTINGS.scale * jj);
|
||||
terrainTile.drawObject.scale.set(BC_SPRITES_SETTINGS.scale, BC_SPRITES_SETTINGS.scale);
|
||||
|
||||
chunk.addToChunk(terrainTile, ChunkStorageTypes.TYPE_TERRAIN, i+"_"+j);
|
||||
chunk.addToChunk(terrainTile, ChunkStorageTypes.TYPE_TERRAIN, ii+"_"+jj);
|
||||
|
||||
if (res === 2 && PRNG() > 0.9) {
|
||||
let rv = Math.floor(PRNG() * 18);
|
||||
|
||||
let vegetationTile = new VegetationTile(false);
|
||||
// console.log(vegetationTile.isTickEnabled());
|
||||
vegetationTile.spriteSheetPath = "assets/images/world/vegetation_ts.png";
|
||||
vegetationTile.frame = new Rectangle(16 * grassVegetationSpriteList[rv].x, 16 * grassVegetationSpriteList[rv].y, 16, 16);
|
||||
vegetationTile.props = new VegetationTileProps("vegetation", grassVegResourcesList[rv]);
|
||||
vegetationTile.worldPosition = new Point2D(i * BC_TERRAIN_SETTINGS.scale * BC_TERRAIN_SETTINGS.tileSize, j * BC_TERRAIN_SETTINGS.scale * BC_TERRAIN_SETTINGS.tileSize);
|
||||
|
||||
addGameObjectToGameState(vegetationTile);
|
||||
|
||||
@ -184,7 +209,7 @@ export function fillWorldGenChunk(chunk, x, y) {
|
||||
vegetationTile.drawObject.position.set(16 * BC_SPRITES_SETTINGS.scale * ii, 16 * BC_SPRITES_SETTINGS.scale * jj);
|
||||
vegetationTile.drawObject.scale.set(BC_SPRITES_SETTINGS.scale, BC_SPRITES_SETTINGS.scale);
|
||||
|
||||
chunk.addToChunk(vegetationTile, ChunkStorageTypes.TYPE_VEGETATION, i+"_"+j);
|
||||
chunk.addToChunk(vegetationTile, ChunkStorageTypes.TYPE_VEGETATION, ii+"_"+jj);
|
||||
|
||||
jj++;
|
||||
continue;
|
||||
@ -206,33 +231,11 @@ export function createFirstWorldChunks() {
|
||||
|
||||
let chunk = new WorldChunk(false);
|
||||
chunk.drawObject.position.set(w * chunkXCeiled, h * chunkYCeiled);
|
||||
|
||||
chunk.props = {id: chunkId};
|
||||
BC_CURRENT_SCENE.addObjectToSceneWithInitialization(chunk);
|
||||
|
||||
fillWorldGenChunk(chunk, chunkXCeiled, chunkYCeiled);
|
||||
WorldChunksStorage.set(chunkId, chunk);
|
||||
// console.log(chunkId);
|
||||
// let chunkRef = createWorldChunkContainer();
|
||||
// chunkRef.isRenderGroup = true;
|
||||
// chunkRef.position.set(w * chunkXCeiled, h * chunkYCeiled);
|
||||
// console.log(w * chunkXCeiled, h * chunkYCeiled);
|
||||
// let chunk0 = new WorldChunk(
|
||||
// chunkRef,
|
||||
// chunkRef.getChildAt(0),
|
||||
// chunkRef.getChildAt(1),
|
||||
// chunkRef.getChildAt(2),
|
||||
// // chunkRef.getChildAt(3),
|
||||
// new Vault("terrain"),
|
||||
// new Vault("vegetation"),
|
||||
// new Vault("buildings")
|
||||
// );
|
||||
|
||||
// fillChunk(chunk0, chunkXCeiled, chunkYCeiled);
|
||||
// WORLD_CHUNKS.set(chunkId, chunk0);
|
||||
// chunkRef.visible = false;
|
||||
// addToViewport(chunkRef);
|
||||
// console.log(WORLD_CHUNKS)
|
||||
// console.log(chunkXCeiled, chunkYCeiled);
|
||||
}
|
||||
}
|
||||
WorldChunksVisibilityUpdater.enableAutoWorldChunksGeneration = true;
|
||||
|
@ -8,20 +8,28 @@ export class TerrainTileProps
|
||||
* @type String
|
||||
*/
|
||||
type;
|
||||
|
||||
/**
|
||||
* @type Number
|
||||
*/
|
||||
temperature;
|
||||
|
||||
/**
|
||||
* @type Number
|
||||
*/
|
||||
navigationCost = 1000;
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {String} type
|
||||
* @param {Number} temperature
|
||||
* @param {Number} navigationCost
|
||||
*/
|
||||
constructor(type = "", temperature = 0)
|
||||
constructor(type = "", temperature = 0, navigationCost = 0)
|
||||
{
|
||||
this.type = type;
|
||||
this.temperature = temperature;
|
||||
this.navigationCost = navigationCost;
|
||||
};
|
||||
|
||||
|
||||
|
@ -131,5 +131,3 @@ export function search() {
|
||||
//no solution by default
|
||||
return [];
|
||||
}
|
||||
|
||||
// console.log(search());
|
Loading…
x
Reference in New Issue
Block a user