chuck.js/app/Game/Client/Loader/TiledLevel.js
2014-11-15 23:28:03 +01:00

113 lines
No EOL
3.3 KiB
JavaScript

define([
"Game/Core/Loader/TiledLevel",
"Game/Config/Settings",
"Lib/Utilities/NotificationCenter",
],
function (Parent, Settings, Nc) {
function TiledLevel(uid, engine, gameObjects) {
this.layerId = "background";
Parent.call(this, uid, engine, gameObjects);
}
TiledLevel.prototype = Object.create(Parent.prototype);
TiledLevel.prototype.setup = function(levelData) {
/*
FIXME: find a name for this shit!
for (var i = 0; i < levelData.layers.length; i++) {
var layerOptions = levelData.layers[i];
layerOptions.z = i;
if(!this.layerMapping[layerOptions.name]) {
this.createLayer(layerOptions);
}
};
*/
Parent.prototype.setup.call(this, levelData);
};
TiledLevel.prototype.getAssetPaths = function(levelData) {
var paths = Parent.prototype.getAssetPaths.call(this, levelData);
// Get tiles images
for (var i = 0; i < levelData.tilesets.length; i++) {
var tileset = levelData.tilesets[i];
for (var key in tileset.tiles) {
var imagePpath = tileset.tiles[key].image;
if(imagePpath) {
paths.push(Settings.MAPS_PATH + imagePpath);
}
}
};
// Get items images
var objects = this.getLayer(levelData, "items").objects;
for (var i = 0; i < objects.length; i++) {
var object = objects[i];
var options = this.gatherOptions(object);
var texturePath = Settings.GRAPHICS_PATH
+ Settings.GRAPHICS_SUBPATH_ITEMS
+ options.category + '/'
+ options.image;
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.update, options.layerId, mesh, {
x: Settings.STAGE_WIDTH / 2,
y: Settings.STAGE_HEIGHT / 2,
pivot: {
x: mesh.texture.width / 2,
y: mesh.texture.height / 2
},
xScale: 1,
yScale: 1
});
}
Nc.trigger(Nc.ns.client.view.mesh.create,
options.layerId,
texturePath,
callback,
{
alpha: options.opacity
}
);
}
};
TiledLevel.prototype.getLayer = function(levelData, name) {
for (var i = 0; i < levelData.layers.length; i++) {
if(levelData.layers[i].name === name) {
return levelData.layers[i];
}
}
throw "Layer '" + name + "' not found.";
};
return TiledLevel;
});