Camera
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@@ -7,6 +7,7 @@ import { PlayerControls } from "../components/player_controls.ts";
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import { PlayerInventory } from "../components/inventory.ts";
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import { Camera } from "../components/camera.ts";
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import { Position } from "../../common/components/position.ts";
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import { canvas } from "../renderer.ts";
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export class PlayerControlsSystem extends System {
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constructor() {
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@@ -66,6 +67,8 @@ export class PlayerControlsSystem extends System {
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camera.x = Math.round(position.x);
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camera.y = Math.round(position.y);
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camera.offset_x = Math.floor(canvas.width / 2);
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camera.offset_y = Math.floor(canvas.height / 2);
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const scroll = InputManager.get_wheel_delta();
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if (scroll > 0) {
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@@ -73,18 +76,5 @@ export class PlayerControlsSystem extends System {
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} else if (scroll < 0) {
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player_inventory.hotbar_selected = Math.max(0, player_inventory.hotbar_selected - 1);
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}
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// --- APPLY BOUNDS ---
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/*if (camera.bounds) {
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camera.x = Math.max(
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camera.bounds.min_x,
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Math.min(camera.x, camera.bounds.max_x),
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);
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camera.y = Math.max(
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camera.bounds.min_y,
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Math.min(camera.y, camera.bounds.max_y),
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);
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}*/
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}
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}
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@@ -9,6 +9,7 @@ import { Camera } from "$/client/components/camera.ts";
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import { render_animated_sprite, render_sprite } from "./rendering/sprites.ts";
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import { render_dimension } from "./rendering/dimension.ts";
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import { render_player_inventory } from "./rendering/player.ts";
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import { begin_mode_2d, end_mode_2d } from "../renderer.ts";
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export class RenderSystem extends System {
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constructor() {
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@@ -23,18 +24,20 @@ export class RenderSystem extends System {
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return;
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}
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begin_mode_2d(camera);
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for (const entity of world.get_entities()) {
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const position = entity.get(Position);
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const sprite = entity.get(Sprite);
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if (sprite && position) {
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render_sprite(sprite, position);
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render_sprite(sprite, position, camera);
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}
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const animated_sprite = entity.get(AnimatedSprite);
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if (animated_sprite && position) {
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render_animated_sprite(animated_sprite, position);
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render_animated_sprite(animated_sprite, position, camera);
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}
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const dimension = entity.get(Dimension);
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@@ -42,7 +45,11 @@ export class RenderSystem extends System {
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if (dimension) {
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render_dimension(dimension, camera);
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}
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}
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end_mode_2d();
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for (const entity of world.get_entities()) {
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const player_inventory = entity.get(PlayerInventory);
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if (player_inventory && player_inventory.is_open) {
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@@ -2,10 +2,10 @@ import { get_sprite_region } from "$/common/utils.ts";
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import { Dimension } from "$/client/components/dimension.ts";
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import { TEXTURE_SIZE, TILE_SIZE } from "$/common/constants.ts";
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import { Camera, world_to_screen } from "$/client/components/camera.ts";
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import { canvas, draw_texture_region } from "../../renderer.ts";
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import { canvas, draw_texture_region } from "$/client/renderer.ts";
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export function render_dimension(tilemap: Dimension, camera: Camera) {
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for (const tile of tilemap.tiles) {
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export function render_dimension(dimension: Dimension, camera: Camera) {
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for (const tile of dimension.tiles) {
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const region = get_sprite_region(tile.id);
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const x = tile.x * TILE_SIZE;
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@@ -20,7 +20,7 @@ export function render_dimension(tilemap: Dimension, camera: Camera) {
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}
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draw_texture_region(
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tilemap.image,
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dimension.image,
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region.x * TEXTURE_SIZE,
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region.y * TEXTURE_SIZE,
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TEXTURE_SIZE,
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@@ -1,9 +1,12 @@
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import { Position } from "$/common/components/position.ts";
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import { AnimatedSprite, Sprite } from "$/client/components/sprite.ts";
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import { draw_texture_region } from "../../renderer.ts";
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import { AssetManager } from "../../assets.ts";
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import { draw_texture_region } from "$/client/renderer.ts";
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import { Camera } from "$/client/components/camera.ts";
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export function render_sprite(sprite: Sprite, position: Position) {
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// TODO: camera scale
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// TODO: only render if inside screen
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export function render_sprite(sprite: Sprite, position: Position, _camera: Camera) {
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draw_texture_region(
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sprite.image,
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sprite.source_x,
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@@ -22,6 +25,7 @@ export function render_sprite(sprite: Sprite, position: Position) {
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export function render_animated_sprite(
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animated_sprite: AnimatedSprite,
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position: Position,
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_camera: Camera,
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) {
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const current_animation = animated_sprite.states[animated_sprite.current_state];
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if (!current_animation) {
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@@ -30,7 +34,7 @@ export function render_animated_sprite(
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}
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draw_texture_region(
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AssetManager.instance.get("bworld:player"),
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animated_sprite.image,
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current_animation.source_x[animated_sprite.animation_frame],
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current_animation.source_y[animated_sprite.animation_frame],
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current_animation.source_width,
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