added tiled level support

This commit is contained in:
logsol 2014-02-03 14:08:45 +01:00
parent 83e78a5732
commit 3782fa345b
13 changed files with 113 additions and 39 deletions

View file

@ -9,7 +9,6 @@ define([
], function (Settings, Box2D, NotificationCenter, CollisionDetector, Tile, Item, Skateboard) {
// Public
function Level (uid, engine, gameObjects) {
this.uid = uid;
this.engine = engine;
@ -23,7 +22,7 @@ define([
var path = Settings.MAPS_PATH + uid + ".json"
this.loadLevelDataFromPath(path, function(levelData) {
self.createTiles(levelData);
self.createItems(levelData);
//self.createItems(levelData);
NotificationCenter.trigger("game/level/loaded");
});
}
@ -37,8 +36,6 @@ define([
}
}
// Private
Level.prototype.createTiles = function (levelData) {
if (!levelData || !levelData.tiles || levelData.tiles.length < 1) {

View file

@ -1,4 +1,5 @@
define([
"Game/" + GLOBALS.context + "/Loader/Level",
"Game/Config/Settings",
"Lib/Vendor/Box2D",
"Game/" + GLOBALS.context + "/Collision/Detector",
@ -6,41 +7,75 @@ define([
"Game/" + GLOBALS.context + "/GameObjects/Item",
"Game/" + GLOBALS.context + "/GameObjects/Items/Skateboard",
], function (Settings, Box2D, CollisionDetector, Tile, Item, Skateboard) {
], function (Parent, Settings, Box2D, CollisionDetector, Tile, Item, Skateboard) {
// Public
function Level (path, engine, gameObjects) {
this.path = path;
this.engine = engine;
this.levelObject = null;
this.gameObjects = gameObjects;
function TiledLevel (path, engine, gameObjects) {
this.levelData = null;
Parent.call(this, path, engine, gameObjects);
}
Level.prototype.loadLevelInToEngine = function () {
this.loadLevelObjectFromPath(this.path);
this.createTiles();
//this.createItems();
}
TiledLevel.prototype = Object.create(Parent.prototype);
// Private
TiledLevel.prototype.createTiles = function (levelData) {
this.levelData = levelData;
Level.prototype.createTiles = function () {
if (!this.levelObject || !this.levelObject.tiles || this.levelObject.tiles.length < 1) {
throw "Level: Can't create physic tiles, no tiles found";
if (!levelData) {
throw "Level: Can't create level, nothing found";
}
var tiles = this.levelObject.tiles;
var collisionLayer = null;
for (var i = 0; i < tiles.length; i++) {
var options = tiles[i];
options.m = this.tileAtPositionExists(options.x, options.y - 1) ? "Soil" : "GrassSoil";
this.gameObjects.fixed.push(new Tile(this.engine, "tile-" + i, options));
for (var i = 0; i < levelData.layers.length; i++) {
if(levelData.layers[i].name === "collision") {
collisionLayer = levelData.layers[i];
break;
}
}
if(collisionLayer) {
for (var i = 0; i < collisionLayer.data.length; i++) {
var gid = collisionLayer.data[i];
if(gid === 0) continue;
var imagePath = this.getTileImagePath(gid);
var parts = imagePath.split("/");
var tileType = parts[parts.length - 1].split(".")[0].split("");
// FIXME rename s to shape, r to rotation etc.
var options = {
s: parseInt(tileType[0], 10),
r: parseInt(tileType[1], 10),
t: imagePath,
x: i % collisionLayer.width,
y: parseInt(i / collisionLayer.height , 10)
}
this.gameObjects.fixed.push(new Tile(this.engine, "tile-" + i, options));
}
} else {
console.warn("Level: No collision Layer given");
}
this.levelData = null; // free up memory
}
TiledLevel.prototype.getTileImagePath = function(gid) {
//console.log(this.levelData.tilesets)
for (var i = 0; i < this.levelData.tilesets.length; i++) {
var tileset = this.levelData.tilesets[i];
var offset = tileset.firstgid;
if(gid >= offset && gid < offset + Object.keys(tileset.tiles).length) {
return tileset.tiles["" + (gid - offset)].image;
}
}
}
Level.prototype.loadLevelObjectFromPath = function (path) {
}
return Level;
return TiledLevel;
})