aqualogue/level/Level.js

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JavaScript
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Level = function(levelName) {
var level = Scene();
var camera = {
x: 0,
y: 0,
z: 0,
angle: 0
};
// A set of 512x512 blocks that entities are contained in.
// Blocks two grid spaces away (in a square, corners excluded) from the camera
// are thunk and rendered in a frame.
var entityGrid = {};
function getGridIndex(x, y) {
return Math.floor(x/512) + Math.floor(y/512)*512;
// If a map is bigger than 200k pixels one way then you have other problems.
}
var dolphin;
level.init = function() {
dolphin = Dolphin(level, 250, 0, 0);
console.log(dolphin);
placeEntityInGrid(dolphin);
}
level.think = function() {
eachEntity(function(entity) {
if (entity.think) {
entity.think();
}
placeEntityInGrid(entity);
});
}
level.render = function(frames) {
eachEntity(function(entity) {
if (!entity.activeSprite) {
return;
}
// Start with the angle and distance for the entity.
var xdist, ydist,
angle, distance;
xdist = entity.position.x - camera.x;
ydist = entity.position.y - camera.y;
angle = (Math.atan2(ydist, xdist) - camera.angle + Math.PI) % (2 * Math.PI) - Math.PI;
distance = Math.sqrt(ydist*ydist + xdist*xdist);
if (distance > 1024 || distance < 1 || Math.abs(angle) > Math.PI/2) {
// Not in the viewport.
entity.activeSprite.visible = false;
return;
}
// In the viewport.
entity.activeSprite.visible = true;
distance *= Math.cos(angle);
// Get screen position and scale.
var scrX, scrY, scrScale;
scrX = (angle * 1000 / Math.PI) + 250;
scrScale = 250/distance;
scrY = (entity.position.z - camera.z)*scrScale + 150;
// Set sprite position.
entity.activeSprite.position.set(scrX, scrY);
entity.activeSprite.scale.set(scrScale, scrScale);
entity.activeSprite.alpha = Math.min(4 - (distance/256), 1);
});
}
level.end = function() {
}
function placeEntityInGrid(entity) {
var grid;
var gridpos = getGridIndex(entity.position.x, entity.position.y);
if (entity.gridPosition != gridpos) {
// Remove from old.
if (entity.gridPosition !== undefined) {
grid = entityGrid[entity.gridPosition];
var pos = grid.indexOf(entity);
grid.splice(pos, 1);
}
// Add to new.
grid = (entityGrid[gridpos] || (entityGrid[gridpos] = []));
entity.gridPosition = gridpos;
grid.push(entity);
}
}
function eachEntity(callback) {
const offsets = [
-1025, -1024, -1023,
-514, -513, -512, -511, -510,
-2, -1, 0, 1, 2,
510, 511, 512, 513, 514,
1023, 1024, 1025
];
var pos = getGridIndex(camera.x, camera.y); // todo use camera position
// Build up an array separately so that we can modify the entity arrays during the callback.
var objs = [];
offsets.forEach(function(offset) {
if (entityGrid[pos+offset]) {
entityGrid[pos+offset].forEach(function(entity) {
objs.push(entity);
});
}
});
objs.forEach(callback);
}
return level;
}