mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
loading graphic layers works with right order
This commit is contained in:
parent
522b5092f5
commit
9c9db8ca8c
6 changed files with 132 additions and 33 deletions
|
|
@ -88,6 +88,13 @@ function (Parent, Settings, Nc, PIXI, AbstractLayer) {
|
|||
return paths;
|
||||
};
|
||||
|
||||
Level.prototype.setupLayer = function(options, behind, referenceId) {
|
||||
Parent.prototype.setupLayer.call(this, options, behind, referenceId);
|
||||
console.log(options.layerId, behind, referenceId);
|
||||
Nc.trigger(Nc.ns.client.view.layer.createAndInsert, options.layerId, 1, behind, referenceId);
|
||||
};
|
||||
|
||||
/*
|
||||
Level.prototype.createItems = function(options) {
|
||||
options.layerId = AbstractLayer.ID.ITEM;
|
||||
Nc.trigger(Nc.ns.client.view.layer.createAndInsert, options.layerId, 1, AbstractLayer.ID.SPAWN, true);
|
||||
|
|
@ -110,5 +117,10 @@ function (Parent, Settings, Nc, PIXI, AbstractLayer) {
|
|||
Parent.prototype.createSpawnPoints.call(this, options);
|
||||
};
|
||||
|
||||
Level.prototype.createContainer = function(options) {
|
||||
|
||||
Parent.prototype.createContainer.call(this, options);
|
||||
};
|
||||
*/
|
||||
return Level;
|
||||
});
|
||||
|
|
@ -1,9 +1,10 @@
|
|||
define([
|
||||
"Game/Core/Loader/TiledLevel",
|
||||
"Game/Config/Settings"
|
||||
"Game/Config/Settings",
|
||||
"Lib/Utilities/NotificationCenter",
|
||||
],
|
||||
|
||||
function (Parent, Settings) {
|
||||
function (Parent, Settings, Nc) {
|
||||
|
||||
function TiledLevel(uid, engine, gameObjects) {
|
||||
this.layerId = "background";
|
||||
|
|
@ -55,12 +56,38 @@ function (Parent, Settings) {
|
|||
paths.push(texturePath);
|
||||
};
|
||||
|
||||
// FIXME: iterate through image layers and add images
|
||||
var background = this.getLayer(levelData, "background");
|
||||
paths.push(Settings.MAPS_PATH + background.image);
|
||||
|
||||
return paths;
|
||||
}
|
||||
|
||||
TiledLevel.prototype.setupLayer = function(options, behind, referenceId) {
|
||||
|
||||
Parent.prototype.setupLayer.call(this, options, behind, referenceId);
|
||||
|
||||
// So far only one image per layer is possible because of Tiled editor
|
||||
if (options.type == "imagelayer") {
|
||||
|
||||
var texturePath = Settings.MAPS_PATH + options.image;
|
||||
|
||||
var callback = function(mesh) {
|
||||
Nc.trigger(Nc.ns.client.view.mesh.add, options.layerId, mesh);
|
||||
}
|
||||
|
||||
Nc.trigger(Nc.ns.client.view.mesh.create,
|
||||
options.layerId,
|
||||
texturePath,
|
||||
callback,
|
||||
{
|
||||
x: 200
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
TiledLevel.prototype.addBackground = function(options) {
|
||||
var texturePath = Settings.GRAPHICS_PATH + options.image;
|
||||
|
||||
|
|
|
|||
|
|
@ -33,7 +33,6 @@ function (Abstract, DomController, Settings, Exception, Nc) {
|
|||
}
|
||||
|
||||
Abstract.prototype.addMethod.call(AbstractView, 'render');
|
||||
Abstract.prototype.addMethod.call(AbstractView, 'createAndInsert', ['id', 'parallaxSpeed', 'referenceId', 'behind']);
|
||||
Abstract.prototype.addMethod.call(AbstractView, 'addFilter', ['mesh', 'options']);
|
||||
Abstract.prototype.addMethod.call(AbstractView, 'removeFilter', ['mesh', 'options']);
|
||||
Abstract.prototype.addMethod.call(AbstractView, 'setCameraPosition', ['x', 'y']);
|
||||
|
|
|
|||
|
|
@ -22,7 +22,11 @@ function (Nc, Exception, Layer) {
|
|||
];
|
||||
}
|
||||
|
||||
LayerManager.prototype.createAndInsert = function(id, parallaxSpeed, referenceId, behind) {
|
||||
/*
|
||||
* If no referenceId is given, the layer is inserted in the far background (behind=true)
|
||||
* or in the foreground (behind=false/null)
|
||||
*/
|
||||
LayerManager.prototype.createAndInsert = function(id, parallaxSpeed, behind, referenceId) {
|
||||
|
||||
var referenceIndex = -1;
|
||||
behind = !!behind;
|
||||
|
|
@ -44,11 +48,13 @@ function (Nc, Exception, Layer) {
|
|||
}
|
||||
|
||||
var layer = new Layer(id, parallaxSpeed);
|
||||
var layerIndex = behind ? referenceIndex -1 : referenceIndex;
|
||||
var layerIndex = behind ? referenceIndex : referenceIndex + 1;
|
||||
|
||||
this.layers.splice(layerIndex, 0, layer);
|
||||
|
||||
this.rearrangeLayers();
|
||||
|
||||
console.log(this.layers.map(function(o) {return o.name}))
|
||||
};
|
||||
|
||||
LayerManager.prototype.rearrangeLayers = function() {
|
||||
|
|
|
|||
|
|
@ -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 {
|
||||
|
|
|
|||
|
|
@ -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 = [];
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue