From: David NĂ©grier Date: Mon, 11 May 2020 16:49:20 +0000 (+0200) Subject: Refactoring "exit" to allow multiple maps X-Git-Url: https://vcs.fsf.org/?a=commitdiff_plain;h=98628957a441d507fff2b5dfa923099a8de3781f;p=libreadventure.git Refactoring "exit" to allow multiple maps Adding several layers named "exit" causes issues with Phaser 3. This PR makes any possible layer being an exit layer (it only depends on the exitUrl property) Also, fixing start position (it takes into account the layer width now) --- diff --git a/README.md b/README.md index a165a49..7883a4e 100644 --- a/README.md +++ b/README.md @@ -47,7 +47,7 @@ A few things to notice: In order to place an on your scene that leads to another scene: -- You must create an "exit" layer. The layer name MUST be "exit". +- You must create an specific layer. When a character reaches ANY tile of that layer, it will exit the scene. - In layer properties, you must add "exitSceneUrl" property. It represents the map URL of the next scene. For example : `//.json`. Be careful, if you want the next map to be correctly loaded, you must check that the map files are in folder `back/src/Assets/Maps/`. The files will be accessible by url `/map/files//...`. - If you want to have multiple exits, you can create many layers with name "exit". Each layer has a different key `exitSceneUrl` and have tiles that represent exits to another scene. diff --git a/back/src/Assets/Maps/Floor0/floor0.json b/back/src/Assets/Maps/Floor0/floor0.json index d453ac6..001cde1 100644 --- a/back/src/Assets/Maps/Floor0/floor0.json +++ b/back/src/Assets/Maps/Floor0/floor0.json @@ -9,7 +9,7 @@ "export": { "format":"json", - "target":"map.json" + "target":"back\/src\/Assets\/Maps\/Floor0\/map.json" } }, "height":18, @@ -22,7 +22,7 @@ "name":"background", "opacity":1, "type":"tilelayer", - "visible":true, + "visible":false, "width":46, "x":0, "y":0 @@ -34,7 +34,7 @@ "name":"start", "opacity":1, "type":"tilelayer", - "visible":true, + "visible":false, "width":46, "x":0, "y":0 @@ -43,7 +43,7 @@ "data":[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 309, 309, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 309, 309, 0, 0, 0, 0, 0, 0, 0, 0, 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"width":46, "x":0, "y":0 }], - "nextlayerid":12, + "nextlayerid":13, "nextobjectid":1, "orientation":"orthogonal", "renderorder":"right-down", diff --git a/front/src/Phaser/Game/GameScene.ts b/front/src/Phaser/Game/GameScene.ts index 26b4fe9..7c380a4 100644 --- a/front/src/Phaser/Game/GameScene.ts +++ b/front/src/Phaser/Game/GameScene.ts @@ -107,7 +107,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat if (layer.type === 'tilelayer') { this.addLayer(this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth)); } - if (layer.type === 'tilelayer' && layer.name === "exit") { + if (layer.type === 'tilelayer' && this.getExitSceneUrl(layer) !== undefined) { this.loadNextGame(layer, this.map.width, this.map.tilewidth, this.map.tileheight); } if (layer.type === 'tilelayer' && layer.name === "start") { @@ -153,6 +153,18 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat this.circleTexture.refresh(); } + private getExitSceneUrl(layer: ITiledMapLayer): string|undefined { + let properties : any = layer.properties; + if (!properties) { + return undefined; + } + let obj = properties.find((property:any) => property.name === "exitSceneUrl"); + if (obj === undefined) { + return undefined; + } + return obj.value; + } + /** * * @param layer @@ -161,15 +173,14 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat * @param tileHeight */ private loadNextGame(layer: ITiledMapLayer, mapWidth: number, tileWidth: number, tileHeight: number){ - let properties : any = layer.properties; - let exitSceneUrl = properties.find((property:any) => property.name === "exitSceneUrl"); + let exitSceneUrl = this.getExitSceneUrl(layer); - let exitSceneKey = getMapKeyByUrl(exitSceneUrl.value); + let exitSceneKey = getMapKeyByUrl(exitSceneUrl); let gameIndex = this.scene.getIndex(exitSceneKey); let game : Phaser.Scene = null; if(gameIndex === -1){ - game = new GameScene(exitSceneKey, `${MAP_FILE_URL}${exitSceneUrl.value}`); + game = new GameScene(exitSceneKey, `${MAP_FILE_URL}${exitSceneUrl}`); this.scene.add(exitSceneKey, game, false); }else{ game = this.scene.get(exitSceneKey); @@ -186,6 +197,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat let y : number = parseInt(((key + 1) / mapWidth).toString()); let x : number = key - (y * mapWidth); //push and save switching case + // TODO: this is not efficient. We should refactor that to enable a search by key. For instance: this.PositionNextScene[y][x] = exitSceneKey this.PositionNextScene.push({ xStart: (x * tileWidth), yStart: (y * tileWidth), @@ -205,9 +217,8 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat if(objectKey === 0){ return; } - let y = (key / 45); - y = parseInt(`${y}`); - let x = key - (y * 46); + let y = Math.floor(key / layer.width); + let x = key % layer.width; this.startX = (x * 32); this.startY = (y * 32);