top-down-action-adventure/src/room.js

83 lines
2.1 KiB
JavaScript

import RoomObject from "./roomObject.js"
export default class Room {
constructor(game, json, name) {
this.game = game
this.json = json
this.name = name
const objectJson = this.json.layers.find(layer => layer.type == "objectgroup")?.objects || []
this.objects = objectJson.map(RoomObject.fromJson.bind(null, this.game))
}
get tilesetsToLoad() {
const ts = {}
this.json.tilesets.forEach((tileset, index) => {
ts[`${this.name}-${index}`] = tileset.source
})
return ts
}
populateTilesets(assets) {
this.tilesets = this.json.tilesets.map((tileset, index) => {
const ts = assets.get(`${this.name}-${index}`)
ts.populateImage(assets)
return ts
})
}
draw(ctx) {
this.json.layers.forEach(this.drawLayer.bind(this, ctx))
}
drawLayer(ctx, layer) {
if (layer.type == "tilelayer") this.drawTileLayer(ctx, layer)
}
tilesUnderRectangle(layer, rect) {
return [{ x: rect.x, y: rect.y },
{ x: rect.x + rect.width, y: rect.y },
{ x: rect.x, y: rect.y + rect.height },
{ x: rect.x + rect.width, y: rect.y + rect.height }
].map(point => {
const tileset = this.tilesets[0]
const { x, y } = point
const tileX = Math.floor(x / tileset.tileWidth)
const tileY = Math.floor(y / tileset.tileHeight)
const index = tileX + (tileY * layer.width)
const tileIndex = layer.data[index] - 1
return tileset.tileAt(tileIndex)
})
}
drawTileLayer(ctx, layer) {
for (let y = 0; y < layer.height; y++) {
for (let x = 0; x < layer.width; x++) {
const index = x + (y * layer.width)
const tileIndex = layer.data[index] - 1
const tileset = this.tilesets[0]
const [sx, sy] = tileset.tileOffset(tileIndex)
ctx.drawImage(
tileset.image,
sx,
sy,
tileset.tileWidth,
tileset.tileHeight,
x * this.json.tilewidth,
y * this.json.tileheight,
this.json.tilewidth,
this.json.tileheight
)
if (tileset.collides(tileIndex)) {
ctx.fillStyle = "#aa660088"
ctx.fillRect(
x * this.json.tilewidth,
y * this.json.tileheight,
this.json.tilewidth,
this.json.tileheight
)
}
}
}
}
}