Refactoring display of circle around group

The circle is now a sprite and not generated on every frame using a giant "graphics" object
This commit is contained in:
David Négrier 2020-05-08 16:09:50 +02:00
parent 02e6b50b16
commit b2a5cb1720

View file

@ -8,6 +8,9 @@ import {cypressAsserter} from "../../Cypress/CypressAsserter";
import {PLAYER_RESOURCES} from "../Entity/PlayableCaracter";
import Circle = Phaser.Geom.Circle;
import Graphics = Phaser.GameObjects.Graphics;
import Texture = Phaser.Textures.Texture;
import Sprite = Phaser.GameObjects.Sprite;
import CanvasTexture = Phaser.Textures.CanvasTexture;
export const GameSceneName = "GameScene";
export enum Textures {
@ -29,12 +32,10 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
Layers : Array<Phaser.Tilemaps.StaticTilemapLayer>;
Objects : Array<Phaser.Physics.Arcade.Sprite>;
map: ITiledMap;
groups: Map<string, Circle>
groups: Map<string, Sprite>
startX = 704;// 22 case
startY = 32; // 1 case
// Note: graphics object is costly to generate. We should find another way (maybe sprite based way to draw circles)
graphics: Graphics;
circleTexture: CanvasTexture;
constructor() {
super({
@ -42,7 +43,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
});
this.GameManager = gameManager;
this.Terrains = [];
this.groups = new Map<string, Circle>();
this.groups = new Map<string, Sprite>();
}
//hook preload scene
@ -122,7 +123,18 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
//initialise camera
this.initCamera();
this.graphics = this.add.graphics();
// Let's generate the circle for the group delimiter
this.circleTexture = this.textures.createCanvas('circleSprite', 96, 96);
let context = this.circleTexture.context;
context.beginPath();
context.arc(48, 48, 48, 0, 2 * Math.PI, false);
// context.lineWidth = 5;
context.strokeStyle = '#ffffff';
context.stroke();
this.circleTexture.refresh();
}
//todo: in a dedicated class/function?
@ -207,13 +219,6 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
*/
update(time: number, delta: number) : void {
this.CurrentPlayer.moveUser(delta);
// Also, let's redraw the circle (can be costly, we need to change this!)
this.graphics.clear();
this.graphics.lineStyle(1, 0x00ff00, 0.4);
this.groups.forEach((circle: Circle) => {
this.graphics.strokeCircleShape(circle);
})
}
/**
@ -292,16 +297,18 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
let groupId = groupPositionMessage.groupId;
if (this.groups.has(groupId)) {
this.groups.get(groupId).setPosition(groupPositionMessage.position.x, groupPositionMessage.position.y);
this.groups.get(groupId).setPosition(Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y));
} else {
//console.log('Adding group ', groupId, ' to the scene');
// TODO: circle radius should not be hard stored
this.groups.set(groupId, new Circle(groupPositionMessage.position.x, groupPositionMessage.position.y, 48));
let sprite = new Sprite(this, Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y), 'circleSprite');
sprite.setDisplayOrigin(48, 48);
this.add.existing(sprite);
this.groups.set(groupId, sprite);
}
}
deleteGroup(groupId: string): void {
//console.log('Deleting group ', groupId);
this.groups.get(groupId).destroy();
this.groups.delete(groupId);
}
}