Tilemap images, items, pathfinding
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@ -32,6 +32,20 @@ export const shuffle = <T>(array: T[]): T[] => {
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||||||
return shuffledArray;
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return shuffledArray;
|
||||||
}
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}
|
||||||
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|
||||||
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export function zip<T1, T2, T3>(a1: Iterable<T1>, a2: Iterable<T2>, a3: Iterable<T3>): Generator<[T1, T2, T3]>;
|
||||||
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export function zip<T1, T2>(a1: Iterable<T1>, a2: Iterable<T2>): Generator<[T1, T2]>;
|
||||||
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export function zip<T1>(a1: Iterable<T1>): Generator<[T1]>;
|
||||||
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export function* zip(...args: Iterable<any>[]) {
|
||||||
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const iterators = args.map(i => i[Symbol.iterator]());
|
||||||
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|
||||||
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while (true) {
|
||||||
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const nextValues = iterators.map(i => i.next());
|
||||||
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if (nextValues.some(v => v.done)) return;
|
||||||
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|
||||||
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yield nextValues.map(v => v.value);
|
||||||
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}
|
||||||
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}
|
||||||
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|
||||||
export const range = (size: number | string) => Object.keys((new Array(+size)).fill(0)).map(k => +k);
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export const range = (size: number | string) => Object.keys((new Array(+size)).fill(0)).map(k => +k);
|
||||||
export const clamp = (value: number, min: number, max: number) => Math.min(max, Math.max(min, value));
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export const clamp = (value: number, min: number, max: number) => Math.min(max, Math.max(min, value));
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||||||
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||||||
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After Width: | Height: | Size: 371 KiB |
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After Width: | Height: | Size: 22 KiB |
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After Width: | Height: | Size: 24 KiB |
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After Width: | Height: | Size: 18 KiB |
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After Width: | Height: | Size: 19 KiB |
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After Width: | Height: | Size: 16 KiB |
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After Width: | Height: | Size: 30 KiB |
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After Width: | Height: | Size: 18 KiB |
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After Width: | Height: | Size: 17 KiB |
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After Width: | Height: | Size: 20 KiB |
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After Width: | Height: | Size: 17 KiB |
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After Width: | Height: | Size: 19 KiB |
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After Width: | Height: | Size: 17 KiB |
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After Width: | Height: | Size: 16 KiB |
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After Width: | Height: | Size: 25 KiB |
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After Width: | Height: | Size: 14 KiB |
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After Width: | Height: | Size: 15 KiB |
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After Width: | Height: | Size: 13 KiB |
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After Width: | Height: | Size: 13 KiB |
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After Width: | Height: | Size: 13 KiB |
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After Width: | Height: | Size: 13 KiB |
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After Width: | Height: | Size: 12 KiB |
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After Width: | Height: | Size: 11 KiB |
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@ -3,11 +3,12 @@ import Spinner from "./spinner";
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import type Entity from "./entity";
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import type Entity from "./entity";
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||||||
import { getRealPoint } from "@common/dom";
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import { getRealPoint } from "@common/dom";
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import { nextFrame } from "@common/utils";
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import { nextFrame } from "@common/utils";
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import { TileMap } from "./tile";
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import bgImg from './assets/bg.jpg';
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import TileMap from "./tilemap";
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const MAP_SIZE = 12;
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const MAP_SIZE = 12;
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const MAP_PIXEL_SIZE = 1000;
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const MAP_PIXEL_SIZE = 1000;
|
||||||
const MAP_PADDING = 100;
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const MAP_PADDING = 10;
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||||||
const TILE_SIZE = (MAP_PIXEL_SIZE - MAP_PADDING * 2) / MAP_SIZE;
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const TILE_SIZE = (MAP_PIXEL_SIZE - MAP_PADDING * 2) / MAP_SIZE;
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||||||
const SPINNER_SIZE = 200;
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const SPINNER_SIZE = 200;
|
||||||
const canvas = createCanvas(MAP_PIXEL_SIZE + SPINNER_SIZE, MAP_PIXEL_SIZE);
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const canvas = createCanvas(MAP_PIXEL_SIZE + SPINNER_SIZE, MAP_PIXEL_SIZE);
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@ -24,9 +25,14 @@ async function update(dt: number) {
|
||||||
}
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}
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||||||
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|
||||||
async function render(ctx: CanvasRenderingContext2D) {
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async function render(ctx: CanvasRenderingContext2D) {
|
||||||
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ctx.textAlign = 'center';
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||||||
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ctx.textBaseline = 'middle';
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||||||
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|
||||||
ctx.fillStyle = 'green';
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ctx.fillStyle = 'green';
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||||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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||||||
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ctx.drawImage(bgImg, 0, 0, MAP_PIXEL_SIZE, MAP_PIXEL_SIZE);
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entities.forEach(entity => entity.render(ctx));
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entities.forEach(entity => entity.render(ctx));
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||||||
}
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}
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||||||
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@ -0,0 +1,119 @@
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||||||
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import big from './assets/characters/big.jpg';
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import ninja from './assets/characters/ninja.jpg';
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import nurse from './assets/characters/nurse.jpg';
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import police from './assets/characters/police.jpg';
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import runner from './assets/characters/runner.jpg';
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import boss from './assets/enemies/boss.jpg';
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import dog from './assets/enemies/dog.jpg';
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import spider from './assets/enemies/spider.jpg';
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import zombie from './assets/enemies/zombie.jpg';
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||||||
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import fuel from './assets/items/fuel.jpg';
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||||||
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import heal from './assets/items/heal.jpg';
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import keys from './assets/items/keys.jpg';
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import planks from './assets/items/planks.jpg';
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import assaultRifle from './assets/weapons/assault_rifle.jpg';
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import axe from './assets/weapons/axe.jpg';
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import crossbow from './assets/weapons/crossbow.jpg';
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import grenade from './assets/weapons/grenade.jpg';
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import knife from './assets/weapons/knife.jpg';
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import pistol from './assets/weapons/pistol.jpg';
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import rocketLauncher from './assets/weapons/rocket_launcher.jpg';
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||||||
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import shotgun from './assets/weapons/shotgun.jpg';
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||||||
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||||||
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export const ItemType = {
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||||||
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CHAR_BIG: big,
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||||||
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CHAR_NINJA: ninja,
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||||||
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CHAR_NURSE: nurse,
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||||||
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CHAR_POLICE: police,
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CHAR_RUNNER: runner,
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||||||
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||||||
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ENEMY_BOSS: boss,
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||||||
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ENEMY_DOG: dog,
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||||||
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ENEMY_SPIDER: spider,
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||||||
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ENEMY_ZOMBIE: zombie,
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||||||
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||||||
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ITEM_FUEL: fuel,
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||||||
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ITEM_HEAL: heal,
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||||||
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ITEM_KEYS: keys,
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||||||
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ITEM_PLANKS: planks,
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||||||
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WEAPON_ASSAULT_RIFLE: assaultRifle,
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||||||
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WEAPON_AXE: axe,
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||||||
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WEAPON_CROSSBOW: crossbow,
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||||||
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WEAPON_GRENADE: grenade,
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||||||
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WEAPON_KNIFE: knife,
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||||||
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WEAPON_PISTOL: pistol,
|
||||||
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WEAPON_ROCKET_LAUNCHER: rocketLauncher,
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||||||
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WEAPON_SHOTGUN: shotgun,
|
||||||
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} as const;
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||||||
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|
||||||
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type ItemTypeType = typeof ItemType;
|
||||||
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type ImageKey = keyof ItemTypeType;
|
||||||
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type ItemTypeImage = ItemTypeType[ImageKey];
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||||||
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|
||||||
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export default class Item {
|
||||||
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constructor(public readonly type: ItemTypeImage) {
|
||||||
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}
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||||||
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|
||||||
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get isPickable() {
|
||||||
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return this.isItem || this.isWeapon;
|
||||||
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}
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||||||
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||||||
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get isCharacter() {
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||||||
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return [
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||||||
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ItemType.CHAR_BIG,
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||||||
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ItemType.CHAR_NINJA,
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||||||
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ItemType.CHAR_NURSE,
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||||||
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ItemType.CHAR_POLICE,
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||||||
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ItemType.CHAR_RUNNER,
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||||||
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].includes(this.type);
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||||||
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}
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||||||
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||||||
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get isEnemy() {
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||||||
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return [
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||||||
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ItemType.ENEMY_BOSS,
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||||||
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ItemType.ENEMY_DOG,
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||||||
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ItemType.ENEMY_SPIDER,
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ItemType.ENEMY_ZOMBIE,
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||||||
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].includes(this.type);
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||||||
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}
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||||||
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||||||
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get isItem() {
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||||||
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return [
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||||||
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ItemType.ITEM_FUEL,
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ItemType.ITEM_HEAL,
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||||||
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ItemType.ITEM_KEYS,
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ItemType.ITEM_PLANKS,
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||||||
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].includes(this.type);
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||||||
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}
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||||||
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||||||
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get isWeapon() {
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||||||
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return this.isMeleeWeapon || this.isShootingWeapon || [
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||||||
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ItemType.WEAPON_GRENADE,
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||||||
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ItemType.WEAPON_ROCKET_LAUNCHER,
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||||||
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].includes(this.type);
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||||||
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}
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||||||
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||||||
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get isMeleeWeapon() {
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||||||
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return [
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||||||
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ItemType.WEAPON_AXE,
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||||||
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ItemType.WEAPON_KNIFE,
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||||||
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].includes(this.type);
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||||||
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}
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||||||
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||||||
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get isShootingWeapon() {
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||||||
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return [
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||||||
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ItemType.WEAPON_ASSAULT_RIFLE,
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||||||
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ItemType.WEAPON_CROSSBOW,
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||||||
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ItemType.WEAPON_PISTOL,
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||||||
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ItemType.WEAPON_SHOTGUN,
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||||||
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].includes(this.type);
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||||||
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}
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||||||
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||||||
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toString() {
|
||||||
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return Object.entries(ItemType).find(t => t[1] === this.type)?.[0];
|
||||||
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}
|
||||||
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}
|
||||||
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@ -0,0 +1,115 @@
|
||||||
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import type Tile from "./tile";
|
||||||
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|
||||||
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namespace Pathfinding {
|
||||||
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/**
|
||||||
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* A* search from start to end Tile.
|
||||||
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* @returns array of Tiles from start to end (inclusive), or [] if no path.
|
||||||
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*/
|
||||||
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export function findPath(start: Tile, end: Tile): Tile[] {
|
||||||
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// The set of discovered nodes to be evaluated
|
||||||
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const openSet: Set<Tile> = new Set([start]);
|
||||||
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|
||||||
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// For each node, the cost of getting from start to that node.
|
||||||
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const gScore = new Map<Tile, number>();
|
||||||
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gScore.set(start, 0);
|
||||||
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|
||||||
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// For each node, the total cost of getting from start to goal
|
||||||
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// by passing by that node: gScore + heuristic estimate to goal.
|
||||||
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const fScore = new Map<Tile, number>();
|
||||||
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fScore.set(start, heuristic(start, end));
|
||||||
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|
||||||
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// For path reconstruction: map each node to the node it can most efficiently be reached from.
|
||||||
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const cameFrom = new Map<Tile, Tile>();
|
||||||
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|
||||||
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while (openSet.size > 0) {
|
||||||
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// Get the node in openSet having the lowest fScore
|
||||||
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let current: Tile | null = null;
|
||||||
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let currentF = Infinity;
|
||||||
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for (const tile of openSet) {
|
||||||
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const f = fScore.get(tile) ?? Infinity;
|
||||||
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if (f < currentF) {
|
||||||
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currentF = f;
|
||||||
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current = tile;
|
||||||
|
}
|
||||||
|
}
|
||||||
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if (!current) break;
|
||||||
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|
||||||
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// If we’ve reached the goal, reconstruct and return the path.
|
||||||
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if (current === end) {
|
||||||
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return reconstructPath(cameFrom, current);
|
||||||
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}
|
||||||
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|
||||||
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openSet.delete(current);
|
||||||
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|
||||||
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if (current.items.length > 0) continue;
|
||||||
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|
||||||
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for (const neighbor of current.connections) {
|
||||||
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// tentative gScore is current’s gScore plus cost to move to neighbor
|
||||||
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const tentativeG = (gScore.get(current) ?? Infinity) + distance(current, neighbor);
|
||||||
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|
||||||
|
if (tentativeG < (gScore.get(neighbor) ?? Infinity)) {
|
||||||
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// This path to neighbor is better than any previous one. Record it!
|
||||||
|
cameFrom.set(neighbor, current);
|
||||||
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gScore.set(neighbor, tentativeG);
|
||||||
|
fScore.set(neighbor, tentativeG + heuristic(neighbor, end));
|
||||||
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if (!openSet.has(neighbor)) {
|
||||||
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openSet.add(neighbor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
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|
||||||
|
// Open set is empty but goal was never reached
|
||||||
|
return [];
|
||||||
|
}
|
||||||
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|
||||||
|
/** Heuristic: Manhattan distance between tiles. */
|
||||||
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function heuristic(a: Tile, b: Tile): number {
|
||||||
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return Math.abs(a.centerX - b.centerX) + Math.abs(a.centerY - b.centerY);
|
||||||
|
}
|
||||||
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|
||||||
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/** Actual cost between two connected tiles (Euclidean). */
|
||||||
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function distance(a: Tile, b: Tile): number {
|
||||||
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const dx = a.centerX - b.centerX;
|
||||||
|
const dy = a.centerY - b.centerY;
|
||||||
|
return Math.hypot(dx, dy);
|
||||||
|
}
|
||||||
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|
||||||
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/** Reconstructs path from cameFrom map, ending at `current`. */
|
||||||
|
function reconstructPath(
|
||||||
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cameFrom: Map<Tile, Tile>,
|
||||||
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current: Tile
|
||||||
|
): Tile[] {
|
||||||
|
const path: Tile[] = [current];
|
||||||
|
while (cameFrom.has(current)) {
|
||||||
|
current = cameFrom.get(current)!;
|
||||||
|
path.push(current);
|
||||||
|
}
|
||||||
|
return path.reverse();
|
||||||
|
}
|
||||||
|
|
||||||
|
export function findPossibleMoves(start: Tile, steps: number): Tile[] {
|
||||||
|
const result = new Set<Tile>();
|
||||||
|
for (const tile of findPossibleTiles(start, steps)) {
|
||||||
|
const path = findPath(start, tile);
|
||||||
|
if (path.length === steps + 1) {
|
||||||
|
result.add(tile);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return Array.from(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
function findPossibleTiles(start: Tile, steps: number): Set<Tile> {
|
||||||
|
const result = new Set<Tile>([start]);
|
||||||
|
if (steps > 0) {
|
||||||
|
for (const tile of start.connections) {
|
||||||
|
findPossibleTiles(tile, steps - 1).forEach(t => result.add(t));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export default Pathfinding;
|
||||||
|
|
@ -1,10 +1,18 @@
|
||||||
import Entity from "./entity";
|
import Entity from "./entity";
|
||||||
|
|
||||||
export type SpinnerListener = (angle: number) => void;
|
export enum SpinnerAction {
|
||||||
|
RUN = 1,
|
||||||
|
BITE = 2,
|
||||||
|
MELEE = 3,
|
||||||
|
SHOOT = 4,
|
||||||
|
};
|
||||||
|
|
||||||
|
export type SpinnerListener = (action: SpinnerAction) => void;
|
||||||
|
|
||||||
export default class Spinner extends Entity {
|
export default class Spinner extends Entity {
|
||||||
private readonly probabilities = [0.3, 0.3, 0.2, 0.2];
|
private readonly probabilities = [0.3, 0.3, 0.2, 0.2];
|
||||||
private readonly colors = ['yellow', 'green', 'blue', 'red'];
|
private readonly colors = ['yellow', 'green', 'blue', 'red'];
|
||||||
|
private readonly symbols = ['🏃♂️', '🧟♂️', '🔪', '🎯'];
|
||||||
private readonly startAngle = -Math.PI / 2 - this.probabilities[0] * 2 * Math.PI;
|
private readonly startAngle = -Math.PI / 2 - this.probabilities[0] * 2 * Math.PI;
|
||||||
|
|
||||||
private angle = this.startAngle;
|
private angle = this.startAngle;
|
||||||
|
|
@ -38,6 +46,7 @@ export default class Spinner extends Entity {
|
||||||
|
|
||||||
const center = (angle + nextAngle) / 2;
|
const center = (angle + nextAngle) / 2;
|
||||||
ctx.fillText(`${i + 1}`, 0.5 + Math.cos(center) * 0.4, 0.5 + Math.sin(center) * 0.4);
|
ctx.fillText(`${i + 1}`, 0.5 + Math.cos(center) * 0.4, 0.5 + Math.sin(center) * 0.4);
|
||||||
|
ctx.fillText(this.symbols[i], 0.5 + Math.cos(center) * 0.18, 0.5 + Math.sin(center) * 0.18);
|
||||||
|
|
||||||
angle = nextAngle;
|
angle = nextAngle;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,209 +1,73 @@
|
||||||
import { range } from "@common/utils";
|
|
||||||
import Entity from "./entity";
|
import Entity from "./entity";
|
||||||
|
import type Item from "./item";
|
||||||
|
|
||||||
export enum TileType {
|
export enum TileType {
|
||||||
EMPTY,
|
NORMAL,
|
||||||
START,
|
START,
|
||||||
END,
|
END,
|
||||||
}
|
}
|
||||||
|
|
||||||
export namespace AStar {
|
|
||||||
/**
|
|
||||||
* A* search from start to end Tile.
|
|
||||||
* @returns array of Tiles from start to end (inclusive), or [] if no path.
|
|
||||||
*/
|
|
||||||
export function findPath(start: Tile, end: Tile): Tile[] {
|
|
||||||
// The set of discovered nodes to be evaluated
|
|
||||||
const openSet: Set<Tile> = new Set([start]);
|
|
||||||
|
|
||||||
// For each node, the cost of getting from start to that node.
|
|
||||||
const gScore = new Map<Tile, number>();
|
|
||||||
gScore.set(start, 0);
|
|
||||||
|
|
||||||
// For each node, the total cost of getting from start to goal
|
|
||||||
// by passing by that node: gScore + heuristic estimate to goal.
|
|
||||||
const fScore = new Map<Tile, number>();
|
|
||||||
fScore.set(start, heuristic(start, end));
|
|
||||||
|
|
||||||
// For path reconstruction: map each node to the node it can most efficiently be reached from.
|
|
||||||
const cameFrom = new Map<Tile, Tile>();
|
|
||||||
|
|
||||||
while (openSet.size > 0) {
|
|
||||||
// Get the node in openSet having the lowest fScore
|
|
||||||
let current: Tile | null = null;
|
|
||||||
let currentF = Infinity;
|
|
||||||
for (const tile of openSet) {
|
|
||||||
const f = fScore.get(tile) ?? Infinity;
|
|
||||||
if (f < currentF) {
|
|
||||||
currentF = f;
|
|
||||||
current = tile;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!current) break;
|
|
||||||
|
|
||||||
// If we’ve reached the goal, reconstruct and return the path.
|
|
||||||
if (current === end) {
|
|
||||||
return reconstructPath(cameFrom, current);
|
|
||||||
}
|
|
||||||
|
|
||||||
openSet.delete(current);
|
|
||||||
|
|
||||||
for (const neighbor of current.connections) {
|
|
||||||
// tentative gScore is current’s gScore plus cost to move to neighbor
|
|
||||||
const tentativeG = (gScore.get(current) ?? Infinity) + distance(current, neighbor);
|
|
||||||
|
|
||||||
if (tentativeG < (gScore.get(neighbor) ?? Infinity)) {
|
|
||||||
// This path to neighbor is better than any previous one. Record it!
|
|
||||||
cameFrom.set(neighbor, current);
|
|
||||||
gScore.set(neighbor, tentativeG);
|
|
||||||
fScore.set(neighbor, tentativeG + heuristic(neighbor, end));
|
|
||||||
if (!openSet.has(neighbor)) {
|
|
||||||
openSet.add(neighbor);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Open set is empty but goal was never reached
|
|
||||||
return [];
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Heuristic: Manhattan distance between tiles. */
|
|
||||||
function heuristic(a: Tile, b: Tile): number {
|
|
||||||
return Math.abs(a.centerX - b.centerX) + Math.abs(a.centerY - b.centerY);
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Actual cost between two connected tiles (Euclidean). */
|
|
||||||
function distance(a: Tile, b: Tile): number {
|
|
||||||
const dx = a.centerX - b.centerX;
|
|
||||||
const dy = a.centerY - b.centerY;
|
|
||||||
return Math.hypot(dx, dy);
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Reconstructs path from cameFrom map, ending at `current`. */
|
|
||||||
function reconstructPath(
|
|
||||||
cameFrom: Map<Tile, Tile>,
|
|
||||||
current: Tile
|
|
||||||
): Tile[] {
|
|
||||||
const path: Tile[] = [current];
|
|
||||||
while (cameFrom.has(current)) {
|
|
||||||
current = cameFrom.get(current)!;
|
|
||||||
path.push(current);
|
|
||||||
}
|
|
||||||
return path.reverse();
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
export class TileMap extends Entity {
|
|
||||||
private tiles: Tile[] = [];
|
|
||||||
private pathTiles: Tile[] = [];
|
|
||||||
public startTile: Tile;
|
|
||||||
|
|
||||||
constructor(position: [number, number], private mapSize: number, private tileSize: number) {
|
|
||||||
super(position, [mapSize * tileSize, mapSize * tileSize]);
|
|
||||||
this.startTile = this.createMap();
|
|
||||||
}
|
|
||||||
|
|
||||||
public createMap() {
|
|
||||||
const map = range(this.mapSize)
|
|
||||||
.map(x =>
|
|
||||||
range(this.mapSize)
|
|
||||||
.map(y =>
|
|
||||||
new Tile([x, y], this.tileSize)
|
|
||||||
)
|
|
||||||
);
|
|
||||||
|
|
||||||
const startTile = new Tile([0, (this.mapSize / 2) - 1], this.tileSize * 2, TileType.START);
|
|
||||||
|
|
||||||
delete map[0][this.mapSize - 2];
|
|
||||||
delete map[1][this.mapSize - 2];
|
|
||||||
delete map[1][this.mapSize - 1];
|
|
||||||
|
|
||||||
map[0][this.mapSize - 1] = startTile;
|
|
||||||
|
|
||||||
// TODO walls
|
|
||||||
|
|
||||||
for (let x = 0; x < map.length; x++) {
|
|
||||||
const column = map[x];
|
|
||||||
if (!column) continue;
|
|
||||||
for (let y = 0; y < column.length; y++) {
|
|
||||||
const tile = column[y];
|
|
||||||
if (!tile) continue;
|
|
||||||
tile.connections = [
|
|
||||||
map[x - 1]?.[y],
|
|
||||||
map[x + 1]?.[y],
|
|
||||||
map[x]?.[y - 1],
|
|
||||||
map[x]?.[y + 1],
|
|
||||||
].filter(t => t);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
startTile.connections = [
|
|
||||||
map[0][this.mapSize - 3],
|
|
||||||
map[1][this.mapSize - 3],
|
|
||||||
map[2][this.mapSize - 2],
|
|
||||||
map[2][this.mapSize - 1],
|
|
||||||
].filter(t => t);
|
|
||||||
|
|
||||||
startTile.connections.forEach(t => t.connections.push(startTile));
|
|
||||||
|
|
||||||
this.tiles = map.flat();
|
|
||||||
|
|
||||||
return startTile;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override handleMouseMove(x: number, y: number): void {
|
|
||||||
this.tiles.forEach(tile => tile.handleMouseMove(x - this.left, y - this.top));
|
|
||||||
}
|
|
||||||
|
|
||||||
public override handleClick(x: number, y: number): void {
|
|
||||||
for (const tile of this.tiles) {
|
|
||||||
if (tile.isPointInBounds(x - this.left, y - this.top)) {
|
|
||||||
this.pathTiles = AStar.findPath(this.startTile, tile);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected draw(ctx: CanvasRenderingContext2D): void {
|
|
||||||
ctx.scale(1 / this.width, 1 / this.height);
|
|
||||||
this.tiles.forEach(t => t.render(ctx));
|
|
||||||
|
|
||||||
if (this.pathTiles.length > 0) {
|
|
||||||
ctx.lineWidth = 1;
|
|
||||||
ctx.strokeStyle = 'yellow';
|
|
||||||
ctx.beginPath();
|
|
||||||
|
|
||||||
const [start, ...path] = this.pathTiles;
|
|
||||||
ctx.moveTo(start.centerX, start.centerY);
|
|
||||||
path.forEach(t => ctx.lineTo(t.centerX, t.centerY));
|
|
||||||
|
|
||||||
ctx.stroke();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public update(dt: number): void {
|
|
||||||
this.tiles.forEach(t => t.update(dt));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export default class Tile extends Entity {
|
export default class Tile extends Entity {
|
||||||
public connections: Tile[] = [];
|
public connections: Tile[] = [];
|
||||||
|
public items: Item[] = [];
|
||||||
|
public isOpen = false;
|
||||||
|
|
||||||
constructor(position: [number, number], size: number, public type: TileType = TileType.EMPTY) {
|
constructor(position: [number, number], size: number, public type: TileType = TileType.NORMAL) {
|
||||||
super([position[0] * size, position[1] * size], [size, size]);
|
super([position[0] * size, position[1] * size], [size, size]);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected draw(ctx: CanvasRenderingContext2D) {
|
protected draw(ctx: CanvasRenderingContext2D) {
|
||||||
if (this.hovered) {
|
if (this.hovered) {
|
||||||
ctx.fillStyle = `rgba(255, 255, 255, 0.1)`;
|
ctx.fillStyle = `rgba(255, 255, 255, 0.2)`;
|
||||||
ctx.fillRect(0, 0, 1, 1);
|
ctx.fillRect(0, 0, 1, 1);
|
||||||
}
|
|
||||||
|
|
||||||
ctx.lineWidth = 1 / this.width;
|
ctx.lineWidth = 1 / this.width;
|
||||||
ctx.strokeStyle = `rgba(0, 0, 0, 0.5)`;
|
ctx.strokeStyle = 'red';
|
||||||
ctx.strokeRect(0, 0, 1, 1);
|
|
||||||
|
// for (const tile of this.connections) {
|
||||||
|
// const center = [
|
||||||
|
// 0.5 + (tile.centerX - this.centerX) / this.width,
|
||||||
|
// 0.5 + (tile.centerY - this.centerY) / this.height,
|
||||||
|
// ];
|
||||||
|
|
||||||
|
// ctx.beginPath();
|
||||||
|
// ctx.moveTo(0.5, 0.5);
|
||||||
|
// ctx.lineTo(center[0], center[1]);
|
||||||
|
// ctx.stroke();
|
||||||
|
// }
|
||||||
|
}
|
||||||
|
if (this.items.length > 0) {
|
||||||
|
if (this.isOpen) {
|
||||||
|
const item = this.items[0];
|
||||||
|
ctx.drawImage(item.type, 0.15, 0.15, 0.7, 0.7);
|
||||||
|
} else {
|
||||||
|
ctx.fillStyle = 'white';
|
||||||
|
ctx.fillRect(0.15, 0.15, 0.7, 0.7);
|
||||||
|
|
||||||
|
ctx.fillStyle = 'black';
|
||||||
|
ctx.font = '0.2px Arial';
|
||||||
|
ctx.fillText('❓', 0.5, 0.5);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public open(): Item[] {
|
||||||
|
if (!this.isOpen) {
|
||||||
|
this.isOpen = true;
|
||||||
|
const { pickable = [], notPickable = [] } = Object.groupBy(
|
||||||
|
this.items,
|
||||||
|
(i) => i.isPickable ? 'pickable' : 'notPickable',
|
||||||
|
);
|
||||||
|
|
||||||
|
this.items = notPickable;
|
||||||
|
return pickable;
|
||||||
|
}
|
||||||
|
|
||||||
|
return [];
|
||||||
|
}
|
||||||
|
|
||||||
|
public override onClick(): void {
|
||||||
|
console.log(...this.open().map(t => t.toString()));
|
||||||
}
|
}
|
||||||
|
|
||||||
public update(dt: number) {
|
public update(dt: number) {
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,174 @@
|
||||||
|
import { range, shuffle, zip } from "@common/utils";
|
||||||
|
import Entity from "./entity";
|
||||||
|
import Tile, { TileType } from "./tile";
|
||||||
|
import Pathfinding from "./pathfinding";
|
||||||
|
import Item, { ItemType } from "./item";
|
||||||
|
|
||||||
|
export default class TileMap extends Entity {
|
||||||
|
private tiles: Tile[] = [];
|
||||||
|
private pathTiles: Tile[] = [];
|
||||||
|
public startTile: Tile;
|
||||||
|
|
||||||
|
constructor(position: [number, number], private mapSize: number, private tileSize: number) {
|
||||||
|
super(position, [mapSize * tileSize, mapSize * tileSize]);
|
||||||
|
this.startTile = this.createMap();
|
||||||
|
}
|
||||||
|
|
||||||
|
public createMap() {
|
||||||
|
const map = range(this.mapSize)
|
||||||
|
.map(x =>
|
||||||
|
range(this.mapSize)
|
||||||
|
.map(y =>
|
||||||
|
new Tile([x, y], this.tileSize)
|
||||||
|
)
|
||||||
|
);
|
||||||
|
|
||||||
|
const startTile = new Tile([0, (this.mapSize / 2) - 1], this.tileSize * 2, TileType.START);
|
||||||
|
|
||||||
|
delete map[0][this.mapSize - 2];
|
||||||
|
delete map[1][this.mapSize - 2];
|
||||||
|
delete map[1][this.mapSize - 1];
|
||||||
|
|
||||||
|
map[0][this.mapSize - 1] = startTile;
|
||||||
|
|
||||||
|
const verticalWalls: [number, number][] = [
|
||||||
|
[1, 3], [3, 3], [6, 3], [10, 3],
|
||||||
|
[3, 4],
|
||||||
|
[1, 5], [6, 5], [10, 5],
|
||||||
|
[1, 6], [6, 6], [10, 6],
|
||||||
|
[1, 8], [6, 8], [10, 8],
|
||||||
|
[1, 9], [6, 9], [10, 9],
|
||||||
|
];
|
||||||
|
const horizontalWalls: [number, number][] = [
|
||||||
|
[2, 2], [2, 5], [2, 9],
|
||||||
|
[3, 2], [3, 5], [3, 9],
|
||||||
|
[4, 2], [5, 5],
|
||||||
|
[6, 2], [6, 5], [6, 9],
|
||||||
|
[7, 2], [7, 5], [7, 9],
|
||||||
|
[8, 2], [8, 5],
|
||||||
|
[9, 2], [9, 9],
|
||||||
|
[10, 2], [10, 5], [10, 9],
|
||||||
|
];
|
||||||
|
|
||||||
|
for (let x = 0; x < map.length; x++) {
|
||||||
|
const column = map[x];
|
||||||
|
if (!column) continue;
|
||||||
|
for (let y = 0; y < column.length; y++) {
|
||||||
|
const tile = column[y];
|
||||||
|
if (!tile) continue;
|
||||||
|
tile.connections = [
|
||||||
|
verticalWalls.find(w => w[0] === x - 1 && w[1] === y)
|
||||||
|
? undefined
|
||||||
|
: map[x - 1]?.[y],
|
||||||
|
|
||||||
|
verticalWalls.find(w => w[0] === x && w[1] === y)
|
||||||
|
? undefined
|
||||||
|
: map[x + 1]?.[y],
|
||||||
|
|
||||||
|
horizontalWalls.find(w => w[0] === x && w[1] === y - 1)
|
||||||
|
? undefined
|
||||||
|
: map[x]?.[y - 1],
|
||||||
|
|
||||||
|
horizontalWalls.find(w => w[0] === x && w[1] === y)
|
||||||
|
? undefined
|
||||||
|
: map[x]?.[y + 1],
|
||||||
|
].filter(t => t != null);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
startTile.connections = [
|
||||||
|
map[0][this.mapSize - 3],
|
||||||
|
map[1][this.mapSize - 3],
|
||||||
|
map[2][this.mapSize - 2],
|
||||||
|
map[2][this.mapSize - 1],
|
||||||
|
].filter(t => t);
|
||||||
|
|
||||||
|
startTile.connections.forEach(t => t.connections.push(startTile));
|
||||||
|
|
||||||
|
this.tiles = map.flat();
|
||||||
|
|
||||||
|
this.fillItems();
|
||||||
|
|
||||||
|
return startTile;
|
||||||
|
}
|
||||||
|
|
||||||
|
public fillItems() {
|
||||||
|
const itemsMap = new Map([
|
||||||
|
[ItemType.ENEMY_BOSS, 1],
|
||||||
|
[ItemType.ENEMY_DOG, 5],
|
||||||
|
[ItemType.ENEMY_SPIDER, 5],
|
||||||
|
[ItemType.ENEMY_ZOMBIE, 17],
|
||||||
|
|
||||||
|
[ItemType.ITEM_FUEL, 1],
|
||||||
|
[ItemType.ITEM_HEAL, 6],
|
||||||
|
[ItemType.ITEM_KEYS, 1],
|
||||||
|
[ItemType.ITEM_PLANKS, 8],
|
||||||
|
|
||||||
|
[ItemType.WEAPON_ASSAULT_RIFLE, 1],
|
||||||
|
[ItemType.WEAPON_AXE, 1],
|
||||||
|
[ItemType.WEAPON_CROSSBOW, 1],
|
||||||
|
[ItemType.WEAPON_GRENADE, 4],
|
||||||
|
[ItemType.WEAPON_KNIFE, 1],
|
||||||
|
[ItemType.WEAPON_PISTOL, 1],
|
||||||
|
[ItemType.WEAPON_ROCKET_LAUNCHER, 1],
|
||||||
|
[ItemType.WEAPON_SHOTGUN, 1],
|
||||||
|
]);
|
||||||
|
|
||||||
|
const items: Item[] = [];
|
||||||
|
|
||||||
|
for (const [type, amount] of itemsMap.entries()) {
|
||||||
|
for (const _ in range(amount)) {
|
||||||
|
const item = new Item(type);
|
||||||
|
items.push(item);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const fillableTiles = this.tiles.filter(t => t.type === TileType.NORMAL);
|
||||||
|
for (const [tile, item] of zip(shuffle(fillableTiles), items)) {
|
||||||
|
tile.items.push(item);
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
public override handleMouseMove(x: number, y: number): void {
|
||||||
|
this.tiles.forEach(tile => tile.handleMouseMove(x - this.left, y - this.top));
|
||||||
|
}
|
||||||
|
|
||||||
|
public override handleClick(x: number, y: number): void {
|
||||||
|
for (const tile of this.tiles) {
|
||||||
|
if (tile.isPointInBounds(x - this.left, y - this.top)) {
|
||||||
|
this.pathTiles = Pathfinding.findPath(this.startTile, tile);
|
||||||
|
if (this.pathTiles.length > 0) {
|
||||||
|
this.startTile = this.pathTiles.at(-1);
|
||||||
|
tile.handleClick(x - this.left, y - this.top);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected draw(ctx: CanvasRenderingContext2D): void {
|
||||||
|
ctx.scale(1 / this.width, 1 / this.height);
|
||||||
|
this.tiles.forEach(t => t.render(ctx));
|
||||||
|
|
||||||
|
ctx.lineWidth = 2;
|
||||||
|
ctx.strokeStyle = 'yellow';
|
||||||
|
|
||||||
|
if (this.pathTiles.length > 0) {
|
||||||
|
ctx.beginPath();
|
||||||
|
|
||||||
|
const [start, ...path] = this.pathTiles;
|
||||||
|
ctx.moveTo(start.centerX, start.centerY);
|
||||||
|
path.forEach(t => ctx.lineTo(t.centerX, t.centerY));
|
||||||
|
|
||||||
|
ctx.stroke();
|
||||||
|
}
|
||||||
|
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(this.startTile.centerX, this.startTile.centerY, this.startTile.width * 0.4, 0, 7);
|
||||||
|
ctx.stroke();
|
||||||
|
}
|
||||||
|
|
||||||
|
public update(dt: number): void {
|
||||||
|
this.tiles.forEach(t => t.update(dt));
|
||||||
|
}
|
||||||
|
}
|
||||||