[common] update map
This commit is contained in:
@@ -130,7 +130,7 @@ class Render extends SpriteView implements IRender {
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if (layersForUpdate[groundLayer] || layersForUpdate[upLayer]) {
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groundLayer.graphics.clear();
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upLayer.graphics.clear();
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for (brick in game.map.bricks) {
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for (brick in game.map.bricks) if (!brick.destroyed) {
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var g:Graphics = null;
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if (brick.config.layer < 3) {
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g = groundLayer.graphics;
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@@ -140,37 +140,47 @@ class Render extends SpriteView implements IRender {
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if (g != null) {
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g.beginBitmapFill(Assets.getBitmapData('resources/images/map/map_${brick.config.type}.png'));
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g.drawRect(
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brick.cellX * game.map.cellWidth,
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brick.cellY * game.map.cellHeight,
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game.map.cellWidth,
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game.map.cellHeight
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brick.rect.x,
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brick.rect.y,
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brick.rect.width,
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brick.rect.height
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);
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for (point in brick.cells.keys()) {
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if (brick.cells.get(point).destroyed) {
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for (cell in brick.cells.iterator()) {
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if (cell.destroyed) {
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g.beginFill(0x000000);
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g.drawRect(
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brick.cellX * game.map.cellWidth + point.x * game.map.cellWidth / 2,
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brick.cellY * game.map.cellHeight + point.y * game.map.cellHeight / 2,
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game.map.cellWidth / 2,
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game.map.cellHeight / 2
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cell.rect.x,
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cell.rect.y,
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cell.rect.width,
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cell.rect.height
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);
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}
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}
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g.endFill();
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}
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}
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// Debug cells
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/*var g = groundLayer.graphics;
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for (c in game.map.grid.cells.iterator()) {
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var color:Int = 0x000000;
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if (c.armor > 0) {
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if (c.armor == 1) {
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color = 0xffcc00;
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} else if (c.armor > 1) {
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color = 0x606060;
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} else if (c.layer == 0) {
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color = 0xffff90;
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} else if (c.layer == 1) {
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color = 0x0000ff;
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}else if (c.layer > 1) {
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color = 0x00ff00;
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}
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g.beginFill(color);
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g.drawRect(c.rect.x, c.rect.y, c.rect.width, c.rect.height);
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g.endFill();
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}*/
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}
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layersForUpdate[groundLayer] = false;
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layersForUpdate[upLayer] = false;
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layersForUpdate[upLayer] = false;*/
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}
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}
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@@ -4,12 +4,32 @@ class Line {
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public var point1(default, null):Point;
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public var point2(default, null):Point;
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public var center(get, null):Point;
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public function new(point1:Point, point2:Point) {
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this.point1 = point1;
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this.point2 = point2;
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}
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private function get_center():Point {
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return new Point(
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point1.x + (point2.x - point1.x) / 2,
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point1.y + (point2.y - point1.y) / 2
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);
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}
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public function setLength(value:Float):Line {
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var center = this.center;
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var width = point2.x - point1.x;
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var height = point2.y - point1.y;
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var kW = width > 0 ? (width + height) / width : 0;
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var kH = height > 0 ? (width + height) / height : 0;
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return new Line(
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center.add(new Point(-kW * value / 2, -kH * value / 2)),
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center.add(new Point(kW * value / 2, kH * value / 2))
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);
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}
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public function toString():String {
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return 'Line{point1=$point1,point2=$point2}';
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}
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@@ -57,6 +57,10 @@ class Rectangle {
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return value;
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}
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public function contain(point:Point):Bool {
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return point.x >= x && point.y >= y && point.x <= width && point.y <= height;
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}
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public function toString():String {
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return 'Rectangle{x=$x,y=$y,width=$width,height=$height}';
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}
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@@ -13,5 +13,6 @@ class Bullet extends MobileEntity {
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super(new Rectangle(0, 0, config.width, config.height), config.speed, Direction.RIGHT);
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this.tankId = tankId;
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this.config = config;
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this.layer = 2;
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}
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}
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@@ -5,16 +5,20 @@ import ru.m.geom.Rectangle;
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class MobileEntity extends Entity {
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public var mx(default, default):Float = 0;
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public var my(default, default):Float = 0;
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public var mx(default, default):Float;
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public var my(default, default):Float;
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public var speed(default, null):Float = 0;
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public var layer(default, null):Int;
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public var speed(default, null):Float;
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public var direction(default, default):Direction;
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public function new(rect:Rectangle, speed:Float, direction:Direction) {
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super(rect);
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this.speed = speed;
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this.direction = direction;
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this.layer = 0;
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this.mx = 0;
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this.my = 0;
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}
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public function move(direction:Direction):Void {
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@@ -24,6 +24,7 @@ class Tank extends MobileEntity {
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super(new Rectangle(0, 0, config.width, config.height), config.speed, Direction.RIGHT);
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this.index = index;
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this.config = config;
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this.layer = 1;
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}
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private function set_config(value:TankConfig):TankConfig {
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@@ -37,7 +38,7 @@ class Tank extends MobileEntity {
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public function shot():Null<Bullet> {
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if (bulletsCounter >= config.bullets) return null;
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var bullet = new Bullet(id, config.bullet);
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bullet.rect.center = rect.center.add(new Point(rect.width / 2 * direction.x, rect.height / 2 * direction.y));
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bullet.rect.center = rect.center.add(new Point(rect.width / 4 * direction.x, rect.height / 4 * direction.y));
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bullet.move(direction);
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bulletsCounter++;
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return bullet;
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@@ -130,22 +130,6 @@ class Engine {
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}
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}*/
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/*private function getBricks(entity:MobileEntity):Array<Brick> {
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var target:Point = entity.rect.getSide(entity.rect.direction);
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var cellX:Int = Math.floor(target.x / map.cellWidth);
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var cellY:Int = Math.floor(target.y / map.cellHeight);
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var brick1 = map.getBrick(cellX, cellY);
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var brick2 = map.getBrick(cellX - entity.rect.direction.y * entity.rect.direction.y, cellY - entity.rect.direction.x * entity.rect.direction.x);
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return [brick1, brick2];
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}
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public function checkBrick(entity:MobileEntity, brick:Brick):Null<Point> {
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if (0 < brick.config.layer && brick.config.layer < 3) {
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return brick.rect.getSide(entity.rect.direction.reverse());
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}
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return null;
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}*/
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public function update():Array<GameChange> {
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var newTime:Float = Date.now().getTime();
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var d:Float = newTime - time;
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@@ -173,22 +157,20 @@ class Engine {
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entity.rect.x += entity.mx * (d / 30);
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entity.rect.y += entity.my * (d / 30);
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var side:Line = entity.rect.getSide(entity.rect.direction);
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L.w('TEST', 'side')
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var bricks:Array<Brick> = [];//getBricks(entity);
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var side:Line = entity.rect.getSide(entity.rect.direction.reverse());
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var cells = map.grid.getCells(side);
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if (objectType == GameObjectType.TANK) {
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for (brick in bricks) {
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var point:Point = null;//checkBrick(entity, brick);
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if (point != null) {
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if (entity.rect.direction.x != 0) {
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entity.rect.x = point.x - entity.direction.x * entity.rect.width / 2 - entity.rect.width / 2;
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}
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if (entity.rect.direction.y != 0) {
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entity.rect.y = point.y - entity.direction.y * entity.rect.height / 2 - entity.rect.height / 2;
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}
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break;
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var collision:Bool = false;
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for (cell in cells) {
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if (cell.layer >= entity.layer && cell.layer < 3) {
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var cellSide:Line = cell.rect.getSide(entity.rect.direction);
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if (entity.rect.direction.x != 0) {
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entity.rect.x = cellSide.point1.x - entity.rect.width * (entity.rect.direction.x + 1) / 2 - entity.direction.x;
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} else if (entity.rect.direction.y != 0) {
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entity.rect.y = cellSide.point1.y - entity.rect.height * (entity.rect.direction.y + 1) / 2 - entity.direction.y;
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}
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collision = true;
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break;
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}
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}
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@@ -202,74 +184,18 @@ class Engine {
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if (objectType == GameObjectType.BULLET) {
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var bullet:Bullet = cast ent;
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var collision:Bool = false;
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for (brick in bricks) {
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if (1 < brick.config.layer && brick.config.layer < 3) {
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collision = true;
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break;
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}
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}
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var d:Direction = ent.rect.direction;
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for (i in 0...bricks.length) {
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var brick = bricks[i];
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if (brick.config.armor != 0) {
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if (brick.config.armor > 0 && brick.config.armor <= bullet.config.piercing) {
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brick.config = config.getBrick(0);
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}
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}
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/*if (brick.config.armor > 0 && brick.config.armor <= bullet.config.piercing) {
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if (brick.config.armor == bullet.config.piercing) {
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//~~~~~~~~~~
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var p1:Point = new Point(0, 0);
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if (d.x > 0 || d.y > 0) {
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if (i == 0) {
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p1 = p1.add(new Point(0, 0));
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} else {
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p1 = p1.add(new Point(d.y, d.x));
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}
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} else {
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if (i == 0) {
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p1 = p1.add(new Point(-d.x, -d.y));
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} else {
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p1 = p1.add(new Point(1, 1));
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}
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}
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//~~~~~~~~~~
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var p2:Point = p1.add(new Point(0, 0));
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if (d.x > 0 || d.y > 0) {
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if (i == 0) {
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p2 = p2.add(new Point(d.y, d.x));
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} else {
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p2 = p2.add(new Point(-d.y, -d.x));
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}
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} else {
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if (i == 0) {
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p2 = p2.add(new Point(-d.y, -d.x));
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} else {
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p2 = p2.add(new Point(d.y, d.x));
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}
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}
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//~~~~~~~~~~
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if (brick.blocks.get(p1)) {
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p1 = p1.add(new Point(ent.rect.direction.x, ent.rect.direction.y));
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p2 = p2.add(new Point(ent.rect.direction.x, ent.rect.direction.y));
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}
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if (brick.blocks.get(p1)) {
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collision = false;
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} else {
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brick.blocks.set(p1, true);
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brick.blocks.set(p2, true);
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}
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if (brick.destroyed) {
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brick.config = config.getBrick(0);
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}
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} else {
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brick.config = config.getBrick(0);
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}
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}*/
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}
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if (collision) {
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cells = map.grid.getCells(side.setLength(map.grid.cellWidth * 4));
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for (cell in cells) {
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if (cell.armor > 0) {
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if (cell.armor == bullet.config.piercing) {
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cell.destroyed = true;
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} else if (cell.armor < bullet.config.piercing) {
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var brick = map.getBrick(cell);
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brick.destroyed = true;
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}
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}
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}
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entities.remove(entity.id);
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var tank:Tank = cast entities.get(bullet.tankId);
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tank.onDestroyBullet();
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@@ -24,7 +24,7 @@ class Brick implements IKey {
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public var rect(default, null):Rectangle;
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public var cells(default, null):HashMap<Point, GridCell>;
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public var destroyed(get, null):Bool;
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public var destroyed(get, set):Bool;
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public function new(mapConfig:MapConfig, config:BrickConfig, cellX:Int, cellY:Int, cells:HashMap<Point, GridCell>) {
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this.cellX = cellX;
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@@ -50,6 +50,15 @@ class Brick implements IKey {
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return true;
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}
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public function set_destroyed(value:Bool):Bool {
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if (value) {
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for (c in cells.iterator()) {
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c.destroyed = true;
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}
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}
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return value;
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}
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public function get_key():String {
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return 'brick:$cellX:$cellY';
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}
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@@ -1,30 +1,49 @@
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package ru.m.tankz.map;
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import ru.m.geom.Line;
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import ru.m.geom.Point;
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import haxe.ds.HashMap;
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import ru.m.geom.Rectangle;
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import haxe.ds.HashMap;
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class GridCell {
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public var cellX(default, null):Int;
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public var cellY(default, null):Int;
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public var position(default, null):Point;
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public var rect(default, null):Rectangle;
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public var layer:Int;
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public var armor:Int;
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public var destroyed:Bool;
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public var destroyed(default, set):Bool;
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public function new(rect:Rectangle, layer:Int, armor:Int) {
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this.rect = rect;
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public function new(cellX:Int, cellY:Int, width:Int, height:Int, layer:Int, armor:Int) {
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this.cellX = cellX;
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this.cellY = cellY;
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this.position = new Point(cellX, cellY);
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this.rect = new Rectangle(cellX * width, cellY * height, width, height);
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this.layer = layer;
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this.armor = armor;
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this.destroyed = false;
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}
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public function set_destroyed(value:Bool):Bool {
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destroyed = value;
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if (destroyed) {
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this.layer = 0;
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this.armor = 0;
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}
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return destroyed;
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}
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}
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class Grid {
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private var cellWidth:Int;
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private var cellHeight:Int;
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private var width:Int;
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private var height:Int;
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public var cellWidth(default, null):Int;
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public var cellHeight(default, null):Int;
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public var width(default, null):Int;
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public var height(default, null):Int;
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private var border:Rectangle;
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public var cells(default, null):HashMap<Point, GridCell>;
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@@ -33,21 +52,29 @@ class Grid {
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this.cellHeight = cellHeight;
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this.width = width;
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this.height = height;
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border = new Rectangle(0, 0, Math.floor(width / cellWidth) - 1, Math.floor(height / cellHeight) - 1);
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cells = new HashMap();
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for (x in 0...Math.floor(width / cellWidth)) {
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for (y in 0...Math.floor(width / cellWidth)) {
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var rect = new Rectangle(
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x * cellWidth,
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y * cellHeight,
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cellWidth,
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cellHeight
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);
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cells.set(new Point(x, y), new GridCell(rect, 0, 0));
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}
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}
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}
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public function getCells(rect:Rectangle):Array<GridCell> {
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return [];
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private function buildBorderCell(cellX:Int, cellY:Int):GridCell {
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return new GridCell(cellX, cellY, cellWidth, cellHeight, 2, -1);
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}
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public function getCells(line:Line):Array<GridCell> {
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var result:Array<GridCell> = [];
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for (x in Math.floor(line.point1.x / cellWidth)...Math.ceil(line.point2.x / cellWidth)) {
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for (y in Math.floor(line.point1.y / cellHeight)...Math.ceil(line.point2.y / cellHeight)) {
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var point = new Point(x, y);
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if (!border.contain(point)) {
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var cell = buildBorderCell(Std.int(point.x), Std.int(point.y));
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cells.set(point, cell);
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result.push(cell);
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} else {
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var cell = cells.get(point);
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if (cell != null) result.push(cell);
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}
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}
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}
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return result;
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}
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}
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@@ -16,17 +16,18 @@ class LevelMap {
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public var gridHeight(default, null):Int;
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public var bricks(default, null):Array<Brick>;
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public var borders(default, null):Array<Brick>;
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public var grid(default, null):Grid;
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private var bricksMap(default, null):HashMap<Point, Brick>;
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public function new(config:MapConfig) {
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this.config = config;
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cellWidth = config.cellWidth;
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cellHeight = config.cellHeight;
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gridWidth = config.gridWidth;
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gridHeight = config.gridHeight;
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borders = [];
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bricksMap = new HashMap();
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grid = new Grid(
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Std.int(cellWidth / 2),
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Std.int(cellHeight / 2),
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@@ -38,35 +39,22 @@ class LevelMap {
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var cellY = Std.int(Math.floor(i / gridHeight));
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||||
var cells:HashMap<Point, GridCell> = new HashMap();
|
||||
var point:Point = new Point(cellX * 2, cellY * 2);
|
||||
for (x in 0...2) for (y in 0...2) {
|
||||
var cell:GridCell = grid.cells.get(point);
|
||||
cell.layer = brickConfig.layer;
|
||||
cell.armor = brickConfig.armor;
|
||||
if (brickConfig.layer > 0 || brickConfig.armor > 0) {
|
||||
for (x in 0...2) for (y in 0...2) {
|
||||
var cell:GridCell = new GridCell(Std.int(point.x + x), Std.int(point.y + y), Std.int(cellWidth / 2), Std.int(cellHeight / 2), brickConfig.layer, brickConfig.armor);
|
||||
grid.cells.set(cell.position, cell);
|
||||
cells.set(new Point(x, y), cell);
|
||||
}
|
||||
}
|
||||
return new Brick(config, brickConfig, cellX, cellY, cells);
|
||||
var brick = new Brick(config, brickConfig, cellX, cellY, cells);
|
||||
for (cell in brick.cells.iterator()) {
|
||||
bricksMap.set(cell.position, brick);
|
||||
}
|
||||
return brick;
|
||||
}));
|
||||
for (brick in bricks) {
|
||||
var point:Point = new Point(brick.cellX * 2, brick.cellY * 2);
|
||||
for (x in 0...2) for (y in 0...2) {
|
||||
var cell:GridCell = grid.cells.get(point);
|
||||
cell.layer = brick.config.layer;
|
||||
cell.armor = brick.config.armor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private function getBorderBrick(cellX:Int, cellY:Int):Brick {
|
||||
var index:Int = cellX + cellY * gridWidth;
|
||||
if (borders[index] == null) {
|
||||
borders[index] = new Brick(config, Brick.BORDER, cellX, cellY, null);
|
||||
}
|
||||
return borders[index];
|
||||
}
|
||||
|
||||
public function getBrick(cellX:Int, cellY:Int):Brick {
|
||||
if (cellX < 0 || cellX >= gridWidth || cellY < 0 || cellY >= gridHeight) {
|
||||
return getBorderBrick(cellX, cellY);
|
||||
}
|
||||
return bricks[cellY * gridWidth + cellX];
|
||||
public function getBrick(cell:GridCell):Brick {
|
||||
return bricksMap.get(cell.position);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user