Reworked the directories to be a little more machine independent and make the hero snap to grid cells when moving, which improved collision handling.
This commit is contained in:
parent
0071e5af80
commit
2fc918a728
@ -51,7 +51,7 @@ class MapBuilder {
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var doodadSeq: IndexedSeq[ImageView] = _
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val tilesets = {
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val dir = new File(raw"C:\Users\James\Documents\Design\Project\Progena\Data")
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val dir = new File(Config.homedir + raw"Progena\Data")
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YamlHelper.extractSeq[TilesetToken](new FileInputStream(new File(dir, "Tilesets.yaml"))).map(t => (t.name, t)).toMap
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}
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var tileset: Tileset = _
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@ -77,7 +77,7 @@ class MapBuilder {
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@FXML
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def initialize(): Unit = {
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val resourceDir = new File(raw"C:\Users\James\Documents\Design\Project\Progena\Resources\tilesets")
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val resourceDir = new File(Config.homedir + raw"Progena\Resources\tilesets")
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tileset = tilesets("Outside").load(resourceDir)
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level = new GameMap(10, 10, tileset)
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setup()
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@ -30,4 +30,6 @@ object Config {
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def tileSize = config.tileSize
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def moveSpeed = config.moveSpeed
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def yOffset = config.yOffset
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def homedir = raw"C:\Users\dalyj\Documents\Design\Project\"
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}
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@ -7,6 +7,7 @@ import scalafx.scene.canvas.Canvas
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import scalafx.scene.image._
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import scalafx.scene.paint.Color
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import fmon._
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import fmon.draw._
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import fmon.util._
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@ -14,18 +15,18 @@ import Direction._
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trait AutoTile {
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def icon: StillImg
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def build(dirs: Set[Direction.Value]): StillImg
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def build(dirs: Set[Direction]): StillImg
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}
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class BasicTile(val icon: StillImg) extends AutoTile {
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def build(dirs: Set[Direction.Value]) = icon
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def build(dirs: Set[Direction]) = icon
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}
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class AutoFloorTile(val palette: Palette, val size: Int = 48) extends AutoTile {
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def icon: StillImg = palette.apply(0, 0, 2, 2)
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def build(dirs: Set[Direction.Value]) = {
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def build(dirs: Set[Direction]) = {
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val canvas = new scalafx.scene.canvas.Canvas(size, size)
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val g = canvas.graphicsContext2D
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@ -47,7 +48,7 @@ class AutoFloorTile(val palette: Palette, val size: Int = 48) extends AutoTile {
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StillImg(img, 0, 0, size, size)
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}
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private def getNE(dirs: Set[Direction.Value]): Image = {
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private def getNE(dirs: Set[Direction]): Image = {
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if (!dirs(Northeast) && dirs(North) && dirs(East)) {
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palette(3, 0).croppedImage()
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} else {
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@ -57,7 +58,7 @@ class AutoFloorTile(val palette: Palette, val size: Int = 48) extends AutoTile {
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}
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}
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private def getNW(dirs: Set[Direction.Value]): Image = {
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private def getNW(dirs: Set[Direction]): Image = {
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if (!dirs(Northwest) && dirs(North) && dirs(West)) {
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palette(2, 0).croppedImage()
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} else {
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@ -67,7 +68,7 @@ class AutoFloorTile(val palette: Palette, val size: Int = 48) extends AutoTile {
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}
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}
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private def getSE(dirs: Set[Direction.Value]): Image = {
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private def getSE(dirs: Set[Direction]): Image = {
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if (!dirs(Southeast) && dirs(South) && dirs(East)) {
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palette(3, 1).croppedImage()
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} else {
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@ -77,7 +78,7 @@ class AutoFloorTile(val palette: Palette, val size: Int = 48) extends AutoTile {
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}
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}
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private def getSW(dirs: Set[Direction.Value]): Image = {
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private def getSW(dirs: Set[Direction]): Image = {
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if (!dirs(Southwest) && dirs(South) && dirs(West)) {
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palette(2, 1).croppedImage()
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} else {
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@ -111,7 +112,7 @@ class AutoWallTile(val palette: Palette, val size: Int = 48) extends AutoTile {
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StillImg(img, 0, 0, size, size)
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}
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def build(dirs: Set[Direction.Value]) = {
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def build(dirs: Set[Direction]) = {
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val canvas = new scalafx.scene.canvas.Canvas(size, size)
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val g = canvas.graphicsContext2D
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@ -133,25 +134,25 @@ class AutoWallTile(val palette: Palette, val size: Int = 48) extends AutoTile {
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StillImg(img, 0, 0, size, size)
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}
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private def buildUL(dirs: Set[Direction.Value]) = {
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private def buildUL(dirs: Set[Direction]) = {
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val x = if (dirs(West)) 2 else 0
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val y = if (dirs(North)) 2 else 0
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palette(x, y)
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}
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private def buildUR(dirs: Set[Direction.Value]) = {
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private def buildUR(dirs: Set[Direction]) = {
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val x = if (dirs(East)) 1 else 3
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val y = if (dirs(North)) 2 else 0
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palette(x, y)
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}
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private def buildLL(dirs: Set[Direction.Value]) = {
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private def buildLL(dirs: Set[Direction]) = {
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val x = if (dirs(West)) 2 else 0
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val y = if (dirs(South)) 1 else 3
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palette(x, y)
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}
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private def buildLR(dirs: Set[Direction.Value]) = {
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private def buildLR(dirs: Set[Direction]) = {
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val x = if (dirs(East)) 1 else 3
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val y = if (dirs(South)) 1 else 3
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palette(x, y)
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@ -6,6 +6,7 @@ import fmon.stat._
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import fmon.util.{Dice, IntFraction}
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package object fmon {
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type Direction = fmon.util.Direction.Val
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implicit def rngDice(rng : Random) = new Dice(rng)
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implicit def int2Helper(x : Int) = new IntFraction(x)
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@ -1,7 +1,18 @@
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package fmon.util
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object Direction extends Enumeration {
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val North, Northeast, East, Southeast, South, Southwest, West, Northwest = Value
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case class Val protected(x: Int = 0, y: Int = 0) extends super.Val {
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}
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val Stationary = Val()
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val North = Val(y = -1)
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val Northeast = Val(x = 1, y = -1)
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val East = Val(x = 1)
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val Southeast = Val(x = 1, y = 1)
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val South = Val(y = 1)
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val Southwest = Val(x = -1, y = 1)
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val West = Val(x = -1)
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val Northwest = Val(x = -1, y = -1)
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val cardinals = Set(North, East, South, West)
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}
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@ -1,10 +1,27 @@
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package fmon.world
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import fmon.draw._
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import scalafx.util.Duration
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class Actor(val sprite: Sprite, var x: Double, var y: Double) {
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import fmon._
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import fmon.draw._
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import fmon.util.Direction
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class Actor(val sprite: Sprite, var pos: Position, var move: Movement) {
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def x: Int = pos.x
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def y: Int = pos.y
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def xreal: Double = x - move.direction.x * move.completion
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def yreal: Double = y - move.direction.y * move.completion
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def pose: String = sprite.pose
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def pose_=(p: String) = {
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sprite.pose = p
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}
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def slide(dt: Duration): Unit = {
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move.completion -= dt.toSeconds() * Config.moveSpeed
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if (move.completion <= 0) {
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//pos += move.direction
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move = new Movement(Direction.Stationary, 0)
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}
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}
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}
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@ -4,6 +4,8 @@ import scalafx.scene.image.Image
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import java.io._
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import fmon._
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import fmon.Config
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import fmon.draw._
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import fmon.draw.tile._
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import fmon.util._
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@ -16,6 +18,7 @@ class GameMap(val width: Int, val height: Int, val tileset: Tileset) {
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var doodads: IndexedSeq[AutoTile] = for (y <- 0 until height; x <- 0 until width) yield tileset.doodadTiles.head
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def tileInfo(index: Int) = tileset.infoOf(tiles(index))
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def tileInfo(pos: Position) = tileset.infoOf(this(pos))
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def saveTo(file: File): Unit = {
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val ostream = new ObjectOutputStream(new BufferedOutputStream(new FileOutputStream(file)))
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@ -32,10 +35,12 @@ class GameMap(val width: Int, val height: Int, val tileset: Tileset) {
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def apply(x: Int, y: Int): AutoTile = tiles(pt2index(x, y))
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def doodad(x: Int, y: Int): AutoTile = doodads(pt2index(x, y))
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def apply(pos: Position): AutoTile = tiles(pt2index(pos.x, pos.y))
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def doodad(pos: Position): AutoTile = doodads(pt2index(pos.x, pos.y))
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def smoothed(x: Int, y: Int): Image = {
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val i = pt2index(x, y)
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val dirs = scala.collection.mutable.Set[Direction.Value]()
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val dirs = scala.collection.mutable.Set[Direction]()
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val onLeft = x == 0
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val onRight = x + 1 == width
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@ -70,8 +75,8 @@ object GameMap {
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val istream = new ObjectInputStream(new BufferedInputStream(new FileInputStream(file)))
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val width = istream.readInt()
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val height = istream.readInt()
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val dir = new File(raw"C:\Users\James\Documents\Design\Project\Progena\Data")
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val resourceDir = new File(raw"C:\Users\James\Documents\Design\Project\Progena\Resources\tilesets")
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val dir = new File(Config.homedir + raw"Progena\Data")
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val resourceDir = new File(Config.homedir + raw"Progena\Resources\tilesets")
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val tokens = YamlHelper.extractSeq[TilesetToken](new FileInputStream(new File(dir, "Tilesets.yaml"))).map(t => (t.name, t)).toMap
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val tileset = tokens("Outside").load(resourceDir)
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val indices = for (y <- 0 until height; x <- 0 until width) yield istream.readInt()
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15
FakeMon/src/fmon/world/Position.scala
Normal file
15
FakeMon/src/fmon/world/Position.scala
Normal file
@ -0,0 +1,15 @@
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package fmon.world
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import fmon._
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import fmon.util.Direction._
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case class Position(val x: Int, val y: Int) {
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def +(d: Direction): Position = {
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Position(x + d.x, y + d.y)
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}
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}
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class Movement(val direction: Direction, var completion: Double) {
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}
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@ -40,7 +40,7 @@ class GameView {
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var hero: Actor = _
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var heroImg: AnimatedImageView = _
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var currDir: Option[Direction.Value] = None
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var currDir: Option[Direction] = None
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var level: GameMap = _
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@ -67,8 +67,8 @@ class GameView {
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}
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doodads.children ++= dtiles
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val heroFile = raw"C:\Users\James\Documents\Design\Project\Progena\Resources\characters\Actor1.png"
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hero = new Actor(CharSet(new File(heroFile), 1), 5, 4)
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val heroFile = Config.homedir + raw"Progena\Resources\characters\Actor1.png"
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hero = new Actor(CharSet(new File(heroFile), 1), Position(5, 4), new Movement(Direction.Stationary, 0.0))
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heroImg = new AnimatedImageView(hero.sprite, new Duration(600)) {
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x = hero.x * Config.tileSize
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@ -98,13 +98,12 @@ class GameView {
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}
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}
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def setDir(dir: Direction.Value): Unit = {
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hero.pose = dir.toString()
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def setDir(dir: Direction): Unit = {
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currDir = Some(dir)
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heroImg.play()
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}
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def clearDir(dir: Direction.Value): Unit = {
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def clearDir(dir: Direction): Unit = {
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if (currDir == Some(dir)) {
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currDir = None
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heroImg.stop()
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@ -112,17 +111,34 @@ class GameView {
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}
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def act(dur: Duration): Unit = {
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currDir match {
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/*currDir match {
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case Some(North) => slide(hero, 0, -dur.toSeconds() * Config.moveSpeed)
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case Some(East) => slide(hero, dur.toSeconds() * Config.moveSpeed, 0)
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case Some(West) => slide(hero, -dur.toSeconds() * Config.moveSpeed, 0)
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case Some(South) => slide(hero, 0, +dur.toSeconds() * Config.moveSpeed)
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case _ => ()
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}*/
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if (hero.move.completion <= 0 && currDir.isDefined) {
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val dir = currDir.get
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if (hero.pose != dir.toString()) {
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hero.pose = dir.toString()
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} else {
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val info = level.tileInfo(hero.pos + dir)
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val canPass = (dir.x < 0 && info.doesPassEast) || (dir.x > 0 && info.doesPassWest) ||
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(dir.y < 0 && info.doesPassSouth) || (dir.y > 0 && info.doesPassNorth)
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if (canPass) {
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hero.pos += dir
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hero.move = new Movement(dir, 1.0)
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}
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}
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}
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heroImg.x = hero.x * Config.tileSize
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heroImg.y = hero.y * Config.tileSize + Config.yOffset
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hero.slide(dur)
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heroImg.x = hero.xreal * Config.tileSize
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heroImg.y = hero.yreal * Config.tileSize + Config.yOffset
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}
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/*
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def slide(actor: Actor, dx: Double, dy: Double): Unit = {
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// Need to do all corners
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val px = if (dx < 0) actor.x else actor.x + 1
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@ -150,9 +166,60 @@ class GameView {
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actor.x += dx
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actor.y += dy
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}
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}*/
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def lineIntersectionIndices(p: Point2D, q: Point2D): Seq[Int] = {
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def p2i(pt: Point2D) = level.pt2index(pt.x.toInt, pt.y.toInt)
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val dx = q.x - p.x
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val dy = q.y - p.y
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val nx = Math.abs(dx).toInt
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val ny = Math.abs(dy).toInt
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val sx = Math.signum(dx)
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val sy = Math.signum(dy)
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var pts = Seq(p2i(p))
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var pt = p
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var ix = 0
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var iy = 0
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while (ix < nx || iy < ny) {
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if ((0.5+ix) * ny < (0.5+iy) * nx) {
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// next step is horizontal
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pt = new Point2D(pt.x + sx, pt.y)
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ix += 1
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} else {
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// next step is vertical
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pt = new Point2D(pt.x, pt.y + sy)
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ix += 1
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}
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pts :+= p2i(pt)
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}
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pts
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}
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def lineIntersectsGrid(p: Point2D, q: Point2D, gi: Int): Point2D = {
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val gx = level.index2x(gi)
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val gy = level.index2y(gi)
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val dx = q.x - p.x
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val dy = q.y - p.y
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if (dx > 0) {
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new Point2D(gx, p.y)
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} else if (dx < 0) {
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new Point2D(gx + 1.0, p.y)
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} else if (dy > 0) {
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new Point2D(p.x, gy)
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} else if (dy < 0) {
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new Point2D(p.x, gy + 1)
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} else {
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new Point2D(q.x, q.y)
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}
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}
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def tilesOnLine(p: Point2D, q: Point2D): Seq[(Int, Point2D)] = {
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val tileIndices = lineIntersectionIndices(p, q)
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tileIndices.map(i => (i, lineIntersectsGrid(p, q, i)))
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}
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def tilesOnLine_(p: Point2D, q: Point2D): Seq[(Int, Point2D)] = {
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val dx = q.x - p.x
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val dy = q.y - p.y
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val nx = Math.abs(dx).toInt
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@ -188,7 +255,7 @@ object GameView {
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val root: Parent = frameLoader.load()
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val controller = frameLoader.getController[GameView]()
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val stageFile = raw"C:\Users\James\Documents\Design\Project\Progena\Data\outside.map"
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val stageFile = Config.homedir + raw"Progena\Data\outside.map"
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val level = GameMap.loadFrom(new File(stageFile))
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controller.loadLevel(level)
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//val builderLoader = new FXMLLoader(getClass.getResource("ElementBuilder.fxml"))
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