loading graphic layers works with right order

This commit is contained in:
Jeena 2014-11-15 17:02:27 +01:00
parent 522b5092f5
commit 9c9db8ca8c
6 changed files with 132 additions and 33 deletions

View file

@ -65,6 +65,15 @@ define([
this.spawnPoints = points;
};
Level.prototype.setupLayer = function(options, behind, referenceId) {
// will be extended (so far only in client)
}
Level.prototype.createContainer = function(options) {
// nothing to do here yet, in the future perhaps synchronize day/night graphics
};
Level.prototype.getRandomSpawnPoint = function() {
if(!this.spawnPoints) {
return {

View file

@ -6,20 +6,21 @@ define([
"Lib/Utilities/Options",
"Lib/Utilities/Exception",
"Lib/Utilities/NotificationCenter",
"Game/Client/View/Abstract/Layer",
"Game/" + GLOBALS.context + "/Collision/Detector",
"Game/" + GLOBALS.context + "/GameObjects/Tile",
"Game/" + GLOBALS.context + "/GameObjects/Item",
"Game/" + GLOBALS.context + "/GameObjects/Items/Skateboard",
], function (Parent, Settings, ItemSettings, Box2D, Options, Exception, Nc, CollisionDetector, Tile, Item, Skateboard) {
], function (Parent, Settings, ItemSettings, Box2D, Options, Exception, Nc, AbstractLayer, CollisionDetector, Tile, Item, Skateboard) {
function TiledLevel (path, engine) {
this.layerMapping = {
tiles: this.createTiles.bind(this),
//collision: this.createTiles.bind(this), collision renamed to tiles
items: this.createItems.bind(this),
spawnpoints: this.createSpawnPoints.bind(this)
//collision: this.createTiles.bind(this), collision renamed to tiles
};
this.levelData = null;
@ -32,42 +33,87 @@ define([
TiledLevel.prototype.setup = function(levelData) {
this.levelData = levelData;
// Make sure spawnpoints layer is created first because of add before and behind
var layers = levelData.layers.sort(function(a, b) {
return a.name == "spawnpoints" ? -1 : b.name == "spawnpoints" ? 1 : 0;
var spawnpointsExists = levelData.layers.some(function(o) {
return o.name == "spawnpoints";
});
for (var i = 0; i < layers.length; i++) {
var layerOptions = layers[i];
layerOptions.z = i;
if(this.layerMapping[layerOptions.name]) {
if (!spawnpointsExists) {
console.warn('No layerMapping for level file layer: ' + layerOptions.name);
return;
}
this.layerMapping[layerOptions.name](layerOptions);
} else {
console.warn('No layerMapping for level file layer: ' + layerOptions.name);
function getLayerId(name, i) {
var mapping = {
tiles: AbstractLayer.ID.TILE,
items: AbstractLayer.ID.ITEM,
spawnpoints: AbstractLayer.ID.SPAWN
}
if(mapping[name]) {
return mapping[name];
}
return "layer-" + i + "-" + name;
}
var spawnpointsFound = false,
lastLayerId;
// from spawnpoints to background
for (var i = levelData.layers.length - 1; i >= 0; i--) {
var layerOptions = levelData.layers[i];
layerOptions.z = i;
layerOptions.layerId = getLayerId(layerOptions.name, i);
if (layerOptions.name == "spawnpoints") {
spawnpointsFound = true;
}
if (!spawnpointsFound) {
continue;
}
this.setupLayer(layerOptions, true, lastLayerId);
if(this.layerMapping[layerOptions.name]) {
this.layerMapping[layerOptions.name](layerOptions);
}
lastLayerId = layerOptions.layerId;
}
spawnpointsFound = false; // reset (used in mkLayer)
lastLayerId = AbstractLayer.ID.SPAWN;
// from spawnpoints to foreground
for (var i = 0; i < levelData.layers.length; i++) {
var layerOptions = levelData.layers[i];
layerOptions.z = i;
layerOptions.layerId = getLayerId(layerOptions.name, i);
if (layerOptions.name == "spawnpoints") {
spawnpointsFound = true;
continue;
}
if (!spawnpointsFound) {
continue;
}
this.setupLayer(layerOptions, false, lastLayerId);
if(this.layerMapping[layerOptions.name]) {
this.layerMapping[layerOptions.name](layerOptions);
}
lastLayerId = layerOptions.layerId;
};
Parent.prototype.setup.call(this, levelData);
};
/*
TiledLevel.prototype.addBackground = function(path) {
var texturePath = Settings.GRAPHICS_PATH + "Backgrounds/starnight.png";
var callback = function (mesh) {
Nc.trigger(Nc.ns.client.view.mesh.add, mesh, 0); // FIXME: add at z layer -1 or so
}
Nc.trigger(Nc.ns.client.view.mesh.create, texturePath, callback, {
width: 4000,
height: 2959,
x: -(4000 - Settings.STAGE_WIDTH) / 2,
y: -(2959 + Settings.STAGE_HEIGHT + 700) / 2
});
}
*/
TiledLevel.prototype.createTiles = function(options) {
console.log('core tiledlevel createTiles');
var data = options.data;
var tilesOptions = [];