refactor to position object

This commit is contained in:
jonny 2021-06-25 18:03:43 +02:00
parent c7fa5cab8b
commit 769e0fcc29
2 changed files with 17 additions and 17 deletions

View file

@ -562,8 +562,7 @@ export class GameScene extends DirtyScene implements CenterListener {
this.playerName,
this.characterLayers,
{
x: this.startPositionCalculator.startX,
y: this.startPositionCalculator.startY
...this.startPositionCalculator.startPosition
},
{
left: camera.scrollX,
@ -970,8 +969,8 @@ ${escapedMessage}
} else {
//if the exit points to the current map, we simply teleport the user back to the startLayer
this.startPositionCalculator.initPositionFromLayerName(hash, hash);
this.CurrentPlayer.x = this.startPositionCalculator.startX;
this.CurrentPlayer.y = this.startPositionCalculator.startY;
this.CurrentPlayer.x = this.startPositionCalculator.startPosition.x;
this.CurrentPlayer.y = this.startPositionCalculator.startPosition.y;
setTimeout(() => this.mapTransitioning = false, 500);
}
}
@ -1114,8 +1113,8 @@ ${escapedMessage}
try {
this.CurrentPlayer = new Player(
this,
this.startPositionCalculator.startX,
this.startPositionCalculator.startY,
this.startPositionCalculator.startPosition.x,
this.startPositionCalculator.startPosition.y,
this.playerName,
texturesPromise,
PlayerAnimationDirections.Down,

View file

@ -6,10 +6,8 @@ import type { GameMap } from './GameMap';
const defaultStartLayerName = 'start';
export class StartPositionCalculator {
public startX!: number;
public startY!: number;
public startPosition!: PositionInterface
constructor(
private readonly gameMap: GameMap,
@ -21,24 +19,25 @@ export class StartPositionCalculator {
private initStartXAndStartY() {
// If there is an init position passed
if (this.initPosition !== null) {
this.startX = this.initPosition.x;
this.startY = this.initPosition.y;
this.startPosition = this.initPosition;
} else {
// Now, let's find the start layer
if (this.startLayerName) {
this.initPositionFromLayerName(this.startLayerName, this.startLayerName);
}
if (this.startX === undefined) {
if (this.startPosition === undefined) {
// If we have no start layer specified or if the hash passed does not exist, let's go with the default start position.
this.initPositionFromLayerName(defaultStartLayerName, this.startLayerName);
}
}
// Still no start position? Something is wrong with the map, we need a "start" layer.
if (this.startX === undefined) {
if (this.startPosition === undefined) {
console.warn('This map is missing a layer named "start" that contains the available default start positions.');
// Let's start in the middle of the map
this.startX = this.mapFile.width * 16;
this.startY = this.mapFile.height * 16;
this.startPosition = {
x: this.mapFile.width * 16,
y: this.mapFile.height * 16
};
}
}
@ -54,8 +53,10 @@ export class StartPositionCalculator {
for (const layer of this.gameMap.layersIterator) {
if ((selectedOrDefaultLayer === layer.name || layer.name.endsWith('/' + selectedOrDefaultLayer)) && layer.type === 'tilelayer' && (selectedOrDefaultLayer === defaultStartLayerName || this.isStartLayer(layer))) {
const startPosition = this.startUser(layer, selectedLayer);
this.startX = startPosition.x + this.mapFile.tilewidth / 2;
this.startY = startPosition.y + this.mapFile.tileheight / 2;
this.startPosition = {
x: startPosition.x + this.mapFile.tilewidth / 2,
y: startPosition.y + this.mapFile.tileheight / 2
}
}
}