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Scene, GameObjects} from 'phaser' ++import { Scene, GameObjects } from 'phaser' ++import { stickyMessage, toastMessage } from '../debugging/tools' + const WIDTH = 256 + const HEIGHT = 240 + const GRAVITY = 128 +@@ -407,77 +408,3 @@ export class PlatformerTestScene extends Scene { + // clearStickyMessage() + } + } +- +-function stickyMessage(...messages: any) { +- // console.log(message) +- const prettyMessages: string[] = [] +- let identifier +- +- identifier = getStackIdentifier() +- for (const message of messages) { +- if (message.hasOwnProperty('_id')) { +- identifier = message._id +- continue +- } +- +- prettyMessages.push( +- typeof message === 'string' || typeof message === 'number' +- ? String(message) +- : JSON.stringify(message) +- ) +- } +- +- if (!stackToDivMap[identifier]) { +- console.log('s') +- // Create a new div for this identifier +- let newDiv = document.createElement('div') +- newDiv.textContent = prettyMessages.join(' ') +- const logDiv = document.getElementById('log') +- const messageDiv = logDiv!.appendChild(newDiv) +- messageDiv.classList.add('log-message', 'fade-in') +- stackToDivMap[identifier] = newDiv +- } else { +- // Update the existing div +- stackToDivMap[identifier].textContent = prettyMessages.join(' ') +- } +-} +- +-function clearStickyMessage() { +- const stickyMessage = document.getElementById('sticky-message') +- if (stickyMessage) { +- stickyMessage.innerHTML = '' +- } +-} +- +-function toastMessage(message: any) { +- console.log(message) +- const prettyMessage = +- typeof message === 'string' || typeof message === 'number' +- ? String(message) +- : JSON.stringify(message) +- const logDiv = document.getElementById('log') +- const messageDiv = document.createElement('div') +- messageDiv.classList.add('log-message', 'fade-in') +- logDiv?.appendChild(messageDiv) +- messageDiv?.append(prettyMessage) +- setTimeout(() => { +- messageDiv.classList.add('fade-out') +- setTimeout(() => messageDiv.remove(), 2000) +- }, 7000) +-} +- +-interface IDictionary { +- [index: string]: HTMLElement +-} +-let stackToDivMap: IDictionary = {} +- +-function getStackIdentifier() { +- let stack = new Error().stack +- if (stack) { +- let stackLines = stack.split('\n') +- // Use a combination of function name and line number as the identifier +- // Adjust the index based on where the relevant information is in your stack trace +- return stackLines[2] + stackLines[3] +- } +- return '' +-} +diff --git a/src/main.ts b/src/main.ts +index 0858908..8b6a0ad 100644 +--- a/src/main.ts ++++ b/src/main.ts +@@ -1,5 +1,7 @@ ++import './style.css' + import { Game, Scene, WEBGL } from 'phaser' +-import { PlatformerTestScene } from './platformerTest'; ++import { PlatformerTestScene } from './games/platformerTest'; ++import { BobberScene } from './games/bobber'; + interface IMenuScene { + menu: { scene: string; text: string }[] + } +@@ -72,7 +74,7 @@ const config: Phaser.Types.Core.GameConfig = { + // debug: true + }, + }, +- scene: [MenuScene, PlatformerTestScene], ++ scene: [MenuScene, PlatformerTestScene, BobberScene], + pixelArt: true, + scale: { + parent: 'game-wrapper', diff --git a/src/debugging/tools.ts b/src/debugging/tools.ts new file mode 100644 index 0000000..7066d9b --- /dev/null +++ b/src/debugging/tools.ts @@ -0,0 +1,73 @@ +export function stickyMessage(...messages: any) { + // console.log(message) + const prettyMessages: string[] = [] + let identifier + + identifier = getStackIdentifier() + for (const message of messages) { + if (message.hasOwnProperty('_id')) { + identifier = message._id + continue + } + + prettyMessages.push( + typeof message === 'string' || typeof message === 'number' + ? String(message) + : JSON.stringify(message) + ) + } + + if (!stackToDivMap[identifier]) { + console.log('s') + // Create a new div for this identifier + let newDiv = document.createElement('div') + newDiv.textContent = prettyMessages.join(' ') + const logDiv = document.getElementById('log') + const messageDiv = logDiv!.appendChild(newDiv) + messageDiv.classList.add('log-message', 'fade-in') + stackToDivMap[identifier] = newDiv + } else { + // Update the existing div + stackToDivMap[identifier].textContent = prettyMessages.join(' ') + } +} + +export function clearStickyMessage() { + const stickyMessage = document.getElementById('sticky-message') + if (stickyMessage) { + stickyMessage.innerHTML = '' + } +} + +export function toastMessage(message: any) { + console.log(message) + const prettyMessage = + typeof message === 'string' || typeof message === 'number' + ? String(message) + : JSON.stringify(message) + const logDiv = document.getElementById('log') + const messageDiv = document.createElement('div') + messageDiv.classList.add('log-message', 'fade-in') + logDiv?.appendChild(messageDiv) + messageDiv?.append(prettyMessage) + setTimeout(() => { + messageDiv.classList.add('fade-out') + setTimeout(() => messageDiv.remove(), 2000) + }, 7000) +} + +interface IDictionary { + [index: string]: HTMLElement +} +let stackToDivMap: IDictionary = {} + +function getStackIdentifier() { + let stack = new Error().stack + if (stack) { + let stackLines = stack.split('\n') + // Use a combination of function name and line number as the identifier + // Adjust the index based on where the relevant information is in your stack trace + return stackLines[2] + stackLines[3] + } + return '' +} diff --git a/src/games/bobber.ts b/src/games/bobber.ts new file mode 100644 index 0000000..3106343 --- /dev/null +++ b/src/games/bobber.ts @@ -0,0 +1,413 @@ +import { GameObjects, Scene } from 'phaser' +import { stickyMessage, toastMessage } from '../debugging/tools' +const WIDTH = 256 +const HEIGHT = 240 +const GRAVITY = 128 + +interface IPlayer extends Phaser.Types.Physics.Arcade.SpriteWithDynamicBody { + brakingInfo: { + isBraking: boolean + // direction body was moving when braking started + directionBeforeBraking?: 'right' | 'left' + } + keyInfo: { + right: boolean + left: boolean + } +} + +export class BobberScene extends Scene { + constructor() { + super('BobberScene') + } + + #textbox?: GameObjects.Text + #playerOne?: IPlayer + // @ts-ignore + #generatedPlatforms: (Phaser.GameObjects.Image & { + body: Phaser.Physics.Arcade.StaticBody + })[] = [] + #platforms?: Phaser.Tilemaps.TilemapLayer + #water?: Phaser.Tilemaps.TilemapLayer + #spawnPlayer?: GameObjects.GameObject[] + + isRunning = false + isOnGround = false + + /** Attempts to set the acceleration of the player in the given direction */ + setHorizontalAcceleration(direction: 'left' | 'right') { + if (!this.#playerOne) return + let baseAcceleration: number + /** Returns true if player is accelerating in direction of + * current velocity + */ + let conditionalResultToUse: boolean + let directionBeforeBraking: 'left' | 'right' + if (direction === 'left') { + baseAcceleration = -30 + conditionalResultToUse = (this.#playerOne?.body.velocity?.x ?? 0) <= 0 + directionBeforeBraking = 'right' + // this.#playerOne?.setFlipX(true) + } else if (direction === 'right') { + baseAcceleration = 30 + conditionalResultToUse = (this.#playerOne?.body.velocity?.x ?? 0) >= 0 + directionBeforeBraking = 'left' + // this.#playerOne?.setFlipX(false) + } else { + return + } + if (conditionalResultToUse && this.isOnGround) { + this.#playerOne?.setAccelerationX(baseAcceleration) + } else if (this.isOnGround) { + // else we are trying to slow down while sliding in the other direction + + this.#playerOne.brakingInfo = { + isBraking: true, + directionBeforeBraking: directionBeforeBraking, + } + this.#playerOne?.setAccelerationX(2 * baseAcceleration) + } else if (!this.isOnGround) { + this.#playerOne.setAccelerationX(baseAcceleration / 2) + } + } + + preload() { + this.load.image('player', './bobber/player.png') + this.load.image('enemy', './enemy.png') + this.load.image('tiles', './bobber/tiles.png') + this.load.tilemapTiledJSON('tilemapLevel1', './bobber/level1.json') + } + + create() { + this.physics.world.setBounds(0, 0, WIDTH * 11, HEIGHT) + this.cameras.main.setBounds(0, 0, 1024 * 4, HEIGHT) + + const map = this.make.tilemap({ key: 'tilemapLevel1' }) + const tileset = map.addTilesetImage('tiles', 'tiles') + if (tileset) { + this.#spawnPlayer = map.createFromObjects('Spawn', { + name: 'playerSpawn', + }) + this.#platforms = map.createLayer('platforms', tileset)! + this.#platforms!.setCollisionByExclusion([-1], true) + this.#water = map.createLayer('water', tileset)! + this.#water!.setCollisionByExclusion([-1], true) + //@ts-ignore + const killObjects = map.createLayer('kill', tileset) + } + + this.textures.generate('ground', { + data: ['1'], + pixelWidth: WIDTH, + pixelHeight: 10, + }) + + // this.#generatedPlatforms = [ + // this.physics.add + // .staticImage(0, HEIGHT, 'ground') + // .setOrigin(0, 1) + // .refreshBody(), + + // this.physics.add + // .staticImage(50, HEIGHT - 30, 'ground') + // .setOrigin(0, 1) + // .refreshBody(), + // ] + + console.log(this.#spawnPlayer) + this.#playerOne = this.physics.add.sprite( + this.#spawnPlayer[0].x, + this.#spawnPlayer[0].y, + 'player' + ) + + this.#playerOne.brakingInfo = { + isBraking: false, + directionBeforeBraking: undefined, + } + this.#playerOne.keyInfo = { left: false, right: false } + + // this.#playerOne.setCollideWorldBounds(true, 0.1, 0.1, true) + + // this.#playerOne.setBounce(0.1, 0.1) + + this.#playerOne.setDamping(true) + this.cameras.main.startFollow(this.#playerOne, true) + // this.cameras.main.setDeadzone(400, 200); + + const dustCollision = ( + [minX, maxX]: [number, number], + [minY, maxY]: [number, number] + ) => { + for (let i = 0; i < 10; i++) { + // Create a physics sprite using the 'pixel' texture at random positions + let x = Phaser.Math.Between(minX, maxX) + let y = Phaser.Math.Between(minY, maxY) + let pixel = this.physics.add.sprite(x, y, 'pixel') + pixel.setGravityY(-GRAVITY + 60) + + // Set properties on the physics body, if desired + // pixel.body.setCollideWorldBounds(true) + pixel.body.setBounce(0.5) + pixel.body.setVelocity( + Phaser.Math.Between(-20, 20), + Phaser.Math.Between(-20, 20) + ) + + this.physics.add.collider(pixel, this.#platforms!) + + this.time.delayedCall( + 5000, + () => { + this.tweens.add({ + targets: pixel, + alpha: { from: 1, to: 0 }, + duration: 500, + onComplete: () => { + pixel.destroy() + }, + }) + }, + [], + this + ) + } + } + + const handleInputs = () => { + try { + if (!this.input.keyboard) { + throw new Error('Keyboard property of input is falsy') + } + + var spaceBar = this.input.keyboard.addKey( + Phaser.Input.Keyboard.KeyCodes.SPACE + ) + var right = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D) + var left = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A) + + spaceBar.on('down', () => { + if (this.#playerOne?.body?.blocked.down) { + this.#playerOne?.setVelocityY(-100) + } + }) + + right + .on('down', () => { + if (!this.#playerOne) return + this.#playerOne.keyInfo.right = true + this.setHorizontalAcceleration('right') + this.isRunning = true + }) + .on('up', () => { + if (!this.#playerOne) return + + this.#playerOne.keyInfo.right = false + // This conditional is so we don't set accel to 0 when releasing + // the right key if both the left and right key are pressed, and + // the object is currently accelerating left + if ((this.#playerOne?.body.acceleration?.x ?? 0) > 0) { + this.#playerOne?.setAccelerationX(0) + this.#playerOne.brakingInfo = { + isBraking: false, + directionBeforeBraking: undefined, + } + } + this.isRunning = false + }) + + left + .on('down', () => { + if (!this.#playerOne) return + this.#playerOne.keyInfo.left = true + this.setHorizontalAcceleration('left') + this.isRunning = true + + stickyMessage({ _id: 'left' }, 'left: down') + }) + .on('up', () => { + if (!this.#playerOne) return + this.#playerOne.keyInfo.left = false + // See right key up event explanation + if ((this.#playerOne?.body.acceleration?.x ?? 0) < 0) { + this.#playerOne?.setAccelerationX(0) + this.#playerOne.brakingInfo = { + isBraking: false, + directionBeforeBraking: undefined, + } + } + this.isRunning = false + + stickyMessage({ _id: 'left' }, 'left: up') + }) + } catch (e: any) { + toastMessage(e.message) + } + } + + handleInputs() + + // Create a one-pixel texture called 'pixel' + this.textures.generate('pixel', { + data: ['1'], + pixelWidth: 1, + pixelHeight: 1, + }) + + // const onHitBottom = (gameObject: any) => { + // // This function will be called when the pixel hits the bottom side of world bounds or another object + + // // Perform any additional logic here, such as playing a sound or changing the game state + + // // Create a physics sprite using the 'pixel' texture + // for (let i = 0; i < 10; i++) { + // // Create a physics sprite using the 'pixel' texture at random positions + // let x = Phaser.Math.Between(0, WIDTH) + // let y = Phaser.Math.Between(0, HEIGHT) + // let pixel = this.physics.add.sprite(x, y, 'pixel') + + // // Set properties on the physics body, if desired + // pixel.body.setCollideWorldBounds(true) + // pixel.body.setBounce(0.5) + // pixel.body.setVelocity( + // Phaser.Math.Between(-200, 200), + // Phaser.Math.Between(-200, 200) + // ) + // } + // } + + const playerBody = this.#playerOne.body as Phaser.Physics.Arcade.Body + + playerBody.onCollide = true + if (this.#platforms) { + this.physics.add.collider(this.#playerOne, this.#platforms, () => { + if (!this.isOnGround && this.#playerOne?.body?.blocked.down) { + dustCollision( + [ + this.#playerOne?.x! - this.#playerOne?.width! / 2, + this.#playerOne?.x! + this.#playerOne?.width! / 2, + ], + [ + this.#playerOne?.y! + this.#playerOne?.height! / 2, + this.#playerOne?.y! + this.#playerOne?.height! / 2, + ] + ) + this.#playerOne?.setDrag(0.2, 0) + } + + // The sprite hit the bottom side of the world bounds + this.isOnGround = true + // @todo Logic for reinstating movement if a left or right key is held down + if (this.#playerOne?.keyInfo.right) { + this.setHorizontalAcceleration('right') + } else if (this.#playerOne?.keyInfo.left) { + this.setHorizontalAcceleration('left') + } + + // down && onHitBottom(playerBody.gameObject) + }) + } + + if (this.#water) { + stickyMessage('wut') + const collider = this.physics.add.collider( + this.#playerOne, + this.#water, + () => { + toastMessage('yoojlksdajf') + this.#playerOne?.setGravityY(-GRAVITY + 10) + } + ) + collider.overlapOnly = true + } + // Listen for the 'worldbounds' event + + // // You can also check for collisions with other objects + // this.physics.add.collider(this.#playerOne, anotherGameObject, (pixel, other) => { + // if (pixel.body.touching.down) { + // // The sprite's bottom side touched another game object + // this.onHitBottom(pixel); + // } + // }); + // } + } + + update(_time: number, delta: number) { + stickyMessage('playerOne Velocity:', this.#playerOne?.body?.velocity) + stickyMessage( + 'playerOne Acceleration:', + this.#playerOne?.body?.acceleration + ) + stickyMessage('brakingInfo:', this.#playerOne?.brakingInfo) + if (!this.#playerOne) return + + // Don't waste time calculating super small velocity endlessly for drag + if ( + Math.abs(this.#playerOne?.body?.velocity.x ?? 0) < 0.1 && + this.#playerOne?.body?.acceleration.x === 0 + ) { + this.#playerOne.body.velocity.x = 0 + } + + // Transition from increased abs value of decelleration of braking (60) to running's acceleration (30) + if (this.#playerOne.brakingInfo.isBraking) { + if ( + this.#playerOne.brakingInfo.directionBeforeBraking === 'right' && + this.#playerOne.body.velocity.x < 0 + ) { + this.#playerOne.body.setAccelerationX(-30) + this.#playerOne.brakingInfo = { + isBraking: false, + directionBeforeBraking: undefined, + } + } + if ( + this.#playerOne.brakingInfo.directionBeforeBraking === 'left' && + this.#playerOne.body.velocity.x > 0 + ) { + this.#playerOne.body.setAccelerationX(30) + this.#playerOne.brakingInfo = { + isBraking: false, + directionBeforeBraking: undefined, + } + } + } + + if (!this.#textbox) { + return + } + + // @ts-ignore + // stickyMessage(this.#playerOne?.body?.drag) + + this.#textbox.rotation += 0.0005 * delta + // stickyMessage(this.#playerOne?.body?.velocity) + + const friction = 0.35 // friction coefficient + const deltaInSeconds = delta / 1000 // Convert delta to seconds + + // Apply friction factor to the player's velocity and make it frame rate independent + + if (this.#playerOne?.body) { + // if (!this.isRunning && this.#playerOne?.body?.velocity.x) { + // this.#playerOne.body.velocity.x *= Math.pow(friction, deltaInSeconds) + + // // Stop the sprite if the velocity is very low + // if (Math.abs(this.#playerOne.body.velocity.x) < 0.1) { + // this.#playerOne.body.velocity.x = 0 + // } + // } + + if (!this.#playerOne.body.blocked.down) { + this.#playerOne?.setDrag(0.75, 0) + this.isOnGround = false + if (this.#playerOne.keyInfo.right) { + this.setHorizontalAcceleration('right') + } else if (this.#playerOne.keyInfo.left) { + this.setHorizontalAcceleration('left') + } + } + } + // clearStickyMessage() + } +} diff --git a/src/games/platformerTest.ts b/src/games/platformerTest.ts index 3db780f..0be6098 100644 --- a/src/games/platformerTest.ts +++ b/src/games/platformerTest.ts @@ -1,4 +1,5 @@ -import { Scene, GameObjects} from 'phaser' +import { Scene, GameObjects } from 'phaser' +import { stickyMessage, toastMessage } from '../debugging/tools' const WIDTH = 256 const HEIGHT = 240 const GRAVITY = 128 @@ -407,77 +408,3 @@ export class PlatformerTestScene extends Scene { // clearStickyMessage() } } - -function stickyMessage(...messages: any) { - // console.log(message) - const prettyMessages: string[] = [] - let identifier - - identifier = getStackIdentifier() - for (const message of messages) { - if (message.hasOwnProperty('_id')) { - identifier = message._id - continue - } - - prettyMessages.push( - typeof message === 'string' || typeof message === 'number' - ? String(message) - : JSON.stringify(message) - ) - } - - if (!stackToDivMap[identifier]) { - console.log('s') - // Create a new div for this identifier - let newDiv = document.createElement('div') - newDiv.textContent = prettyMessages.join(' ') - const logDiv = document.getElementById('log') - const messageDiv = logDiv!.appendChild(newDiv) - messageDiv.classList.add('log-message', 'fade-in') - stackToDivMap[identifier] = newDiv - } else { - // Update the existing div - stackToDivMap[identifier].textContent = prettyMessages.join(' ') - } -} - -function clearStickyMessage() { - const stickyMessage = document.getElementById('sticky-message') - if (stickyMessage) { - stickyMessage.innerHTML = '' - } -} - -function toastMessage(message: any) { - console.log(message) - const prettyMessage = - typeof message === 'string' || typeof message === 'number' - ? String(message) - : JSON.stringify(message) - const logDiv = document.getElementById('log') - const messageDiv = document.createElement('div') - messageDiv.classList.add('log-message', 'fade-in') - logDiv?.appendChild(messageDiv) - messageDiv?.append(prettyMessage) - setTimeout(() => { - messageDiv.classList.add('fade-out') - setTimeout(() => messageDiv.remove(), 2000) - }, 7000) -} - -interface IDictionary { - [index: string]: HTMLElement -} -let stackToDivMap: IDictionary = {} - -function getStackIdentifier() { - let stack = new Error().stack - if (stack) { - let stackLines = stack.split('\n') - // Use a combination of function name and line number as the identifier - // Adjust the index based on where the relevant information is in your stack trace - return stackLines[2] + stackLines[3] - } - return '' -} diff --git a/src/main.ts b/src/main.ts index 0858908..8b6a0ad 100644 --- a/src/main.ts +++ b/src/main.ts @@ -1,5 +1,7 @@ +import './style.css' import { Game, Scene, WEBGL } from 'phaser' -import { PlatformerTestScene } from './platformerTest'; +import { PlatformerTestScene } from './games/platformerTest'; +import { BobberScene } from './games/bobber'; interface IMenuScene { menu: { scene: string; text: string }[] } @@ -72,7 +74,7 @@ const config: Phaser.Types.Core.GameConfig = { // debug: true }, }, - scene: [MenuScene, PlatformerTestScene], + scene: [MenuScene, PlatformerTestScene, BobberScene], pixelArt: true, scale: { parent: 'game-wrapper',