workadventure/front/src/Phaser/Items/ActionableItem.ts
David Négrier 8eebed1829 Removing pipeline related code
This code is broken since Phaser 3.50 and we are facing weird issues with MacOS memory leaks and crashes.
Removing this code will remove one potential suspect.
2021-01-27 11:18:07 +01:00

96 lines
3.3 KiB
TypeScript

/**
* An actionable item represents an in-game object that can be activated using the space-bar.
* It has coordinates and an "activation radius"
*/
import Sprite = Phaser.GameObjects.Sprite;
import {OutlinePipeline} from "../Shaders/OutlinePipeline";
import {GameScene} from "../Game/GameScene";
type EventCallback = (state: unknown, parameters: unknown) => void;
export class ActionableItem {
private readonly activationRadiusSquared : number;
private isSelectable: boolean = false;
private callbacks: Map<string, Array<EventCallback>> = new Map<string, Array<EventCallback>>();
public constructor(private id: number, private sprite: Sprite, private eventHandler: GameScene, private activationRadius: number, private onActivateCallback: (item: ActionableItem) => void) {
this.activationRadiusSquared = activationRadius * activationRadius;
}
public getId(): number {
return this.id;
}
/**
* Returns the square of the distance to the object center IF we are in item action range
* OR null if we are out of range.
*/
public actionableDistance(x: number, y: number): number|null {
const distanceSquared = (x - this.sprite.x)*(x - this.sprite.x) + (y - this.sprite.y)*(y - this.sprite.y);
if (distanceSquared < this.activationRadiusSquared) {
return distanceSquared;
} else {
return null;
}
}
/**
* Show the outline of the sprite.
*/
public selectable(): void {
if (this.isSelectable) {
return;
}
this.isSelectable = true;
if (this.sprite.pipeline) {
// Commented out to try to fix MacOS issue
/*this.sprite.setPipeline(OutlinePipeline.KEY);
this.sprite.pipeline.set2f('uTextureSize', this.sprite.texture.getSourceImage().width, this.sprite.texture.getSourceImage().height);*/
}
}
/**
* Hide the outline of the sprite
*/
public notSelectable(): void {
if (!this.isSelectable) {
return;
}
this.isSelectable = false;
// Commented out to try to fix MacOS issue
//this.sprite.resetPipeline();
}
/**
* Triggered when the "space" key is pressed and the object is in range of being activated.
*/
public activate(): void {
this.onActivateCallback(this);
}
public emit(eventName: string, state: unknown, parameters: unknown = null): void {
this.eventHandler.emitActionableEvent(this.id, eventName, state, parameters);
// Also, execute the action locally.
this.fire(eventName, state, parameters);
}
public on(eventName: string, callback: EventCallback): void {
let callbacksArray: Array<EventCallback>|undefined = this.callbacks.get(eventName);
if (callbacksArray === undefined) {
callbacksArray = new Array<EventCallback>();
this.callbacks.set(eventName, callbacksArray);
}
callbacksArray.push(callback);
}
public fire(eventName: string, state: unknown, parameters: unknown): void {
const callbacksArray = this.callbacks.get(eventName);
if (callbacksArray === undefined) {
return;
}
for (const callback of callbacksArray) {
callback(state, parameters);
}
}
}