[game] Big actor refactor, spawn actors from world

This commit is contained in:
John Doty 2023-08-20 08:25:51 -07:00
parent 4042cd28a4
commit 3af0bb4002
4 changed files with 281 additions and 107 deletions

View file

@ -3,8 +3,7 @@ import { btn, Button } from "./input";
import { Vec2, new_v2, vadd, vnorm, vmul } from "./vector";
import { spr, use_texture, Texture } from "./graphics";
interface ActorSnapshot {
__type__: string;
export interface ActorProps {
velocity: Vec2;
friction: number;
id: string;
@ -12,23 +11,33 @@ interface ActorSnapshot {
bounds: Vec2;
}
export class Actor {
velocity: Vec2 = new_v2(0);
friction: number = 0.6;
id: string;
position: Vec2;
bounds: Vec2;
export function new_actor_props(
id: string,
position: Vec2,
bounds: Vec2
): ActorProps {
return {
velocity: new_v2(0),
friction: 0.6,
id,
position,
bounds,
};
}
constructor(id: string, position: Vec2, bounds: Vec2) {
this.id = id;
this.position = position;
this.bounds = bounds;
export class Actor {
type: ActorType;
props: ActorProps;
constructor(type: ActorType, props: ActorProps) {
this.type = type;
this.props = props;
}
update() {}
update_physics() {
const velocity = vmul(this.velocity, this.friction);
const velocity = vmul(this.props.velocity, this.props.friction);
// Zero if we're smaller than some epsilon.
if (Math.abs(velocity.x) < 0.01) {
velocity.x = 0;
@ -37,36 +46,22 @@ export class Actor {
velocity.y = 0;
}
const new_position = vadd(this.position, velocity);
const new_position = vadd(this.props.position, velocity);
// TODO: Collision detection
// const { w, h } = this.bounds;
this.velocity = velocity;
this.position = new_position;
this.props.velocity = velocity;
this.props.position = new_position;
}
draw(_clock: number) {}
bonk(_other: Actor) {}
snapshot(): ActorSnapshot {
return { ...this, __type__: "??" };
}
assign_snapshot(s: ActorSnapshot) {
this.id = s.id;
this.position = s.position;
this.bounds = s.bounds;
this.velocity = s.velocity;
this.friction = s.friction;
return this;
}
}
const robo_info = {
width: 32,
height: 32,
bounds: new_v2(32),
sprite: "./bot.png",
animations: [
{ start: 0, length: 1, speed: 20 },
@ -74,15 +69,11 @@ const robo_info = {
],
};
interface RoboSnapshot extends ActorSnapshot {
__type__: "robo";
}
export class Robo extends Actor {
bot_sprite: Texture | undefined = undefined;
constructor(pos: Vec2) {
super("robo", pos, new_v2(robo_info.width, robo_info.height));
constructor(props: ActorProps) {
super("robo", props);
load_texture(robo_info.sprite).then((texture) => {
this.bot_sprite = texture;
});
@ -104,43 +95,36 @@ export class Robo extends Actor {
a.x += 1;
}
vnorm(a);
this.velocity = vadd(this.velocity, vmul(a, 1.5));
this.props.velocity = vadd(this.props.velocity, vmul(a, 1.5));
}
draw(clock: number) {
if (this.bot_sprite != undefined) {
use_texture(this.bot_sprite);
const vel = this.velocity;
const vel = this.props.velocity;
const moving = vel.x != 0 || vel.y != 0;
const anim = robo_info.animations[moving ? 1 : 0];
const { x: w, y: h } = this.bounds;
const { x, y } = this.position;
const { x: w, y: h } = this.props.bounds;
const { x, y } = this.props.position;
const frame = (anim.start + ((clock / anim.speed) % anim.length)) >> 0;
spr(x, y, w, h, frame * w, 0, 32, 32);
}
}
snapshot(): RoboSnapshot {
return { ...super.snapshot(), __type__: "robo" };
}
assign_snapshot(s: RoboSnapshot) {
super.assign_snapshot(s);
return this;
}
}
const SNAPSHOT_TABLE: { [key: string]: (s: any) => Actor } = {
robo: (s: any) => new Robo(new_v2(0)).assign_snapshot(s),
const ACTOR_TABLE = {
robo: (s: ActorProps) => new Robo(s),
};
export function actor_from_snapshot(s: ActorSnapshot): Actor {
const f = SNAPSHOT_TABLE[s.__type__];
if (f == undefined) {
throw new Error("No handler for " + s.__type__);
}
return f(s);
export type ActorType = keyof typeof ACTOR_TABLE;
export function is_actor_type(type: string): type is ActorType {
return ACTOR_TABLE.hasOwnProperty(type);
}
export function spawn_actor(type: ActorType, props: ActorProps): Actor {
return ACTOR_TABLE[type](props);
}

View file

@ -23,14 +23,26 @@ export type TileLayer = {
tiles: Tile[];
};
export type Layer = TileLayer;
export type Entity = {
type: string;
id: string;
px: [number, number];
bounds: [number, number];
// TODO: More props here.
};
export type EntityLayer = {
type: "entity";
entities: Entity[];
};
export type Level = {
world_x: number;
world_y: number;
width: number;
height: number;
layers: Layer[];
tile_layers: TileLayer[];
entity_layers: EntityLayer[];
};
export type TileSet = { id: number; texture: Texture };
@ -52,6 +64,74 @@ async function load_tileset(def: {
return { id: def.uid, texture };
}
type TileLayerInstance = {
__type: "Tiles";
__gridSize: number;
__pxTotalOffsetX: number;
__pxTotalOffsetY: number;
__tilesetDefUid: number;
gridTiles: {
px: [number, number];
src: [number, number];
f: number;
t: number;
a: number;
}[];
};
function load_tile_layer_instance(
tile_sets: Map<number, TileSet>,
li: TileLayerInstance
): TileLayer {
const tileset = tile_sets.get(li.__tilesetDefUid);
if (!tileset) {
throw new Error("Unable to find texture!!! " + li.__tilesetDefUid);
}
return {
type: "tile",
texture: tileset.texture,
grid_size: li.__gridSize,
offset: [li.__pxTotalOffsetX, li.__pxTotalOffsetY],
tiles: li.gridTiles,
};
}
type EntityLayerInstance = {
__type: "Entities";
entityInstances: {
__identifier: string;
iid: string;
width: number;
height: number;
px: [number, number];
}[];
};
function load_entity_layer_instance(li: EntityLayerInstance): EntityLayer {
return {
type: "entity",
entities: li.entityInstances.map((ei) => {
return {
type: ei.__identifier,
id: ei.iid,
px: ei.px,
bounds: [ei.width, ei.height],
};
}),
};
}
type LayerInstance = TileLayerInstance | EntityLayerInstance;
function is_tile_layer_instance(x: LayerInstance): x is TileLayerInstance {
return x.__type == "Tiles";
}
function is_entity_layer_instance(x: LayerInstance): x is EntityLayerInstance {
return x.__type == "Entities";
}
function load_level(
tile_sets: Map<number, TileSet>,
def: {
@ -59,41 +139,27 @@ function load_level(
worldY: number;
pxWid: number;
pxHei: number;
layerInstances: {
__gridSize: number;
__pxTotalOffsetX: number;
__pxTotalOffsetY: number;
__tilesetDefUid: number;
gridTiles: {
px: [number, number];
src: [number, number];
f: number;
t: number;
a: number;
}[];
}[];
layerInstances: LayerInstance[];
}
): Level {
return {
const result: Level = {
world_x: def.worldX,
world_y: def.worldY,
width: def.pxWid,
height: def.pxHei,
layers: def.layerInstances.map((li) => {
const tileset = tile_sets.get(li.__tilesetDefUid);
if (!tileset) {
throw new Error("Unable to find texture!!! " + li.__tilesetDefUid);
}
return {
type: "tile",
texture: tileset.texture,
grid_size: li.__gridSize,
offset: [li.__pxTotalOffsetX, li.__pxTotalOffsetY],
tiles: li.gridTiles,
};
}),
tile_layers: [],
entity_layers: [],
};
for (const li of def.layerInstances) {
if (is_tile_layer_instance(li)) {
result.tile_layers.push(load_tile_layer_instance(tile_sets, li));
} else if (is_entity_layer_instance(li)) {
result.entity_layers.push(load_entity_layer_instance(li));
}
}
return result;
}
export async function load_world(path: string): Promise<World> {
@ -120,7 +186,7 @@ export function draw_level(
offset_x: number = 0,
offset_y: number = 0
) {
for (const layer of level.layers) {
for (const layer of level.tile_layers) {
use_texture(layer.texture);
let [ofx, ofy] = layer.offset;

View file

@ -2,13 +2,21 @@ import { cls, print } from "./graphics";
import { since_start } from "./time";
import { new_v2 } from "./vector";
import { load_world, World, Level, draw_level } from "./level";
import { Actor, Robo, ActorSnapshot, actor_from_snapshot } from "./actor";
import {
Actor,
ActorProps,
ActorType,
new_actor_props,
is_actor_type,
spawn_actor,
} from "./actor";
/// A nice looping frame counter.
let clock = 0;
let world: World | undefined = undefined;
let level: Level | undefined = undefined;
let actors: Actor[] = [];
// Note zelda overworld is 16x8 screens
// zelda screen is 16x11 tiles
@ -27,6 +35,19 @@ function load_assets() {
}
// TODO: SPAWN ACTORS BASED ON LEVEL.
actors.length = 0;
for (const entity_layer of level.entity_layers) {
for (const entity of entity_layer.entities) {
if (is_actor_type(entity.type)) {
const [x, y] = entity.px;
const [w, h] = entity.bounds;
const props = new_actor_props(entity.id, new_v2(x, y), new_v2(w, h));
actors.push(spawn_actor(entity.type, props));
} else {
print("WARNING: Ignoring entity of type", entity.type);
}
}
}
});
Promise.all([map_load]).then(() => {
@ -34,32 +55,31 @@ function load_assets() {
});
}
let actors: Actor[] = [];
// TODO: Build a system whereby the signatures of the fundamental functions can be checked.
export function init() {
print("Hello world!");
load_assets();
actors.push(new Robo(new_v2(10, 10)));
}
interface Snapshot {
clock: number;
actors: ActorSnapshot[];
actors: { type: ActorType; props: ActorProps }[];
}
export function suspend(): Snapshot {
return {
clock,
actors: actors.map((a) => a.snapshot()),
actors: actors.map((a) => {
return { type: a.type, props: a.props };
}),
};
}
export function resume(snapshot: Snapshot | undefined) {
if (snapshot) {
clock = snapshot.clock || 0;
actors = snapshot.actors.map((a) => actor_from_snapshot(a));
actors = snapshot.actors.map((s) => spawn_actor(s.type, s.props));
}
}

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