Add rock sprites and Z sorting of sprites

This commit is contained in:
RedEnchilada 2016-05-07 12:25:02 -05:00
parent 1cd11d05bb
commit c899948192
8 changed files with 76 additions and 20 deletions

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@ -56,15 +56,25 @@ LevelDatabase = {
],
rocks: [
{x: 768, y: 798, z: -256, type: "tall"},
{x: 738, y: 768, z: -256, type: "short"},
{x: 768, y: 738, z: -256, type: "tall"},
{x: 798, y: 768, z: -256, type: "short"},
{x: 768, y: 798, z: 0, type: "small"},
{x: 738, y: 768, z: 0, type: "large"},
{x: 768, y: 738, z: 0, type: "small"},
{x: 798, y: 768, z: 0, type: "large"},
{x: 1536, y: 798, z: -256, type: "tall"},
{x: 1506, y: 768, z: -256, type: "short"},
{x: 1536, y: 738, z: -256, type: "tall"},
{x: 1566, y: 768, z: -256, type: "short"}
{x: 1536, y: 798, z: 0, type: "small"},
{x: 1506, y: 768, z: 0, type: "large"},
{x: 1536, y: 738, z: 0, type: "small"},
{x: 1566, y: 768, z: 0, type: "large"},
{x: 768, y: 1298, z: 0, type: "small"},
{x: 738, y: 1268, z: 0, type: "large"},
{x: 768, y: 1238, z: 0, type: "small"},
{x: 798, y: 1268, z: 0, type: "large"},
{x: 1536, y: 1298, z: 0, type: "small"},
{x: 1506, y: 1268, z: 0, type: "large"},
{x: 1536, y: 1238, z: 0, type: "small"},
{x: 1566, y: 1268, z: 0, type: "large"}
],
spawn: {

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@ -84,9 +84,9 @@ Dolphin = function(level, axis, position, z) {
dolphin.position.x += Math.cos(dolphin.angle) * axis.radius;
dolphin.position.y += Math.sin(dolphin.angle) * axis.radius;
} else {
dolphin.angle = (axis.angle - 90) * Math.PI / 180;
dolphin.position.x += Math.sin(dolphin.angle) * dolphin.axis.position;
dolphin.position.y -= Math.cos(dolphin.angle) * dolphin.axis.position;
dolphin.angle = (axis.angle + 90) * Math.PI / 180;
dolphin.position.x -= Math.sin(dolphin.angle) * dolphin.axis.position;
dolphin.position.y += Math.cos(dolphin.angle) * dolphin.axis.position;
}
}

View file

@ -10,6 +10,7 @@ Entity = function(level, x, y, z) {
entity.addSprite = function(name, sprite) {
anims[name] = sprite;
level.addSprite(sprite);
sprite.ZINDEX = 0;
}
entity.currentSprite = function(name) {

View file

@ -25,6 +25,10 @@ Level = function(levelName) {
level.init = function() {
dolphin = Dolphin(level, level.map.spawn.axis, level.map.spawn.position, level.map.spawn.z);
placeEntityInGrid(dolphin);
level.map.rocks.forEach(function(rock) {
placeEntityInGrid(Rock(level, rock.x, rock.y, rock.z, rock.type));
});
}
level.think = function() {
@ -36,9 +40,15 @@ Level = function(levelName) {
});
// Camera thinker.
camera.x = 1024;
camera.y = 384;
camera.angle = Math.PI / 2;
var targetX, targetY;
targetX = dolphin.position.x - 250*Math.cos(dolphin.angle);
targetY = dolphin.position.y - 250*Math.sin(dolphin.angle);
camera.x += (targetX - camera.x) / 4;
camera.y += (targetY - camera.y) / 4;
camera.z = dolphin.position.z;
camera.angle = Math.atan2(dolphin.position.y - camera.y, dolphin.position.x - camera.x);
}
level.render = function(frames) {
@ -47,6 +57,10 @@ Level = function(levelName) {
return;
}
var sprite = entity.activeSprite;
sprite.visible = false;
// Start with the angle and distance for the entity.
var xdist, ydist,
angle, distance;
@ -55,14 +69,13 @@ Level = function(levelName) {
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) {
if (distance > 1024 || distance < 16 || Math.abs(angle) > Math.PI/2) {
// Not in the viewport.
entity.activeSprite.visible = false;
return;
}
// In the viewport.
entity.activeSprite.visible = true;
sprite.visible = true;
distance *= Math.cos(angle);
@ -73,9 +86,23 @@ Level = function(levelName) {
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);
sprite.position.set(scrX, scrY);
sprite.scale.set(scrScale, scrScale);
sprite.alpha = Math.min(4 - (distance/256), 1);
// Use distance to sort.
sprite.ZINDEX = Math.round(distance/8);
var index = level.stage.getChildIndex(sprite);
try {
while (index > 0 && level.stage.getChildAt(index-1).ZINDEX < sprite.ZINDEX) {
index--;
}
while (level.stage.getChildAt(index+1).ZINDEX > sprite.ZINDEX) {
index++;
}
} catch (e) {}
level.stage.setChildIndex(sprite, index);
});
}

18
level/Rock.js Normal file
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@ -0,0 +1,18 @@
Rock = function(level, x, y, z, size) {
var rock = Entity(level, x, y, z);
rock.bbox = {
x: 12,
y: 12,
z: ({
small: 12,
medium: 31,
large: 47
})[size]
};
rock.addSprite("sprite", Renderer.sprite("rock-" + size));
rock.currentSprite("sprite");
return rock;
};