Added colission detection but the game is 2 small

This commit is contained in:
Arne van Iterson 2020-03-23 20:55:39 +01:00
parent 61f7a91cca
commit ae4d53dc9a
5 changed files with 29 additions and 33 deletions

6
package-lock.json generated
View File

@ -151,9 +151,9 @@
}
},
"asdf-games": {
"version": "1.0.5",
"resolved": "https://registry.npmjs.org/asdf-games/-/asdf-games-1.0.5.tgz",
"integrity": "sha512-dRjnLUvjd7umMShBOmitgJhyo9LA2pKgDa1if5Zshd9y6Exj0LcfY0f8WJpA8cxXYlMq3duiT3lE1bFrgtifow=="
"version": "1.0.8",
"resolved": "https://registry.npmjs.org/asdf-games/-/asdf-games-1.0.8.tgz",
"integrity": "sha512-l6wE9BpbjzoJ9EetUWuglfw60UcbgA1JEC968+SnRCZlNGG92LzV+kPSbiAyLuz6+4pkuBgWJnSI/gbWZ3bzLA=="
},
"astral-regex": {
"version": "1.0.0",

View File

@ -10,7 +10,7 @@
"author": "McArn",
"license": "ISC",
"dependencies": {
"asdf-games": "^1.0.5"
"asdf-games": "^1.0.8"
},
"devDependencies": {
"electron": "^8.0.2",

View File

@ -1,12 +1,12 @@
var asdf = require("asdf-games");
const { Texture, TileSprite, AnimManager } = asdf;
const { Texture, TileSprite, AnimManager, wallslide } = asdf;
var texture = new Texture("./res/player.png");
class Player extends TileSprite {
constructor(keys, window, level) {
super(texture, 24, 24);
this.scale = { x: 2, y: 2 };
this.scale = { x: 1, y: 1 };
this.window = window;
@ -34,7 +34,16 @@ class Player extends TileSprite {
this.pos.x = (level.w / 2) - (24 * this.scale.x / 2);
this.pos.y = (level.h / 2) - (24 * this.scale.y / 2);
this.level = level;
this.keys = keys;
this.hitBox = {
x: 4,
y: 0,
w: 15,
h: 24
};
}
update(dt) {
@ -62,27 +71,16 @@ class Player extends TileSprite {
this.anims.stop();
}
// Speed
const xo = this.keys.x * dt * (600 * (1 - (this.keys.action) ?
this.rate.running : this.rate.walking ));
const yo = this.keys.y * dt * (600 * (1 - (this.keys.action) ?
this.rate.running : this.rate.walking ));
// Move
if (this.keys.x == -1) {
// Left
this.pos.x += this.keys.x * dt * (600 * (1 - (this.keys.action) ?
this.rate.running : this.rate.walking ));
}
if (this.keys.x == 1) {
// Right
this.pos.x += this.keys.x * dt * (600 * (1 - (this.keys.action) ?
this.rate.running : this.rate.walking ));
}
if (this.keys.y == -1) {
// Up
this.pos.y += this.keys.y * dt * (600 * (1 - (this.keys.action) ?
this.rate.running : this.rate.walking ));
}
if (this.keys.y == 1) {
// Down
this.pos.y += this.keys.y * dt * (600 * (1 - (this.keys.action) ?
this.rate.running : this.rate.walking ));
}
const r = wallslide.wallslide(this, this.level, xo, yo);
this.pos.x += r.x;
this.pos.y += r.y;
}
}

View File

@ -18,17 +18,17 @@ const keys = new KeyControls();
var level = new Level();
var player = new Player(keys, window, level);
const camera = new Camera(player, window, { w: level.w * level.scale.x, h: level.h * level.scale.y });
const camera = new Camera(player, window, { w: level.w * 2, h: level.h * 2 });
scene.add(camera);
camera.add(level);
camera.add(player);
game.run(() => {
if (mouseAim.isDown) {
console.log("cliccccccccccc");
}
// Check gamestate
// TODO
});

View File

@ -10,7 +10,7 @@ var levelData = [
3, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 6,
3, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
3, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
3, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
3, 16, 16, 16, 16, 20, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
3, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
3, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
3, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
@ -24,18 +24,16 @@ var levelData = [
];
var levelTiles = levelData.map(function(e) {
return { x: (tiles[e].x / 16), y: (tiles[e].y / 16), walkable: tiles[e].walkeable };
return { x: (tiles[e].x / 16), y: (tiles[e].y / 16), walkable: tiles[e].walkable };
});
console.log(levelTiles);
class Level extends TileMap {
constructor () {
super(levelTiles, levelSize.w / 16, levelSize.h / 16, 16, 16, texture);
this.pos = { x: 0, y: 0 };
this.scale = { x: 1, y: 1 };
this.w = levelSize.w;
this.h = levelSize.h;
this.scale = { x: 2, y: 2 };
}
}