Files
GDevelop/Extensions/TopDownMovementBehavior/topdownmovementruntimebehavior.ts
D8H 7095bd863a Add support for isometry in the top-down movement behavior (#2237)
* Add an option to choose: classic top-down movement, isometry, 2:1 isometry or isometry with a custom angle.
2021-01-30 12:56:51 +00:00

425 lines
12 KiB
TypeScript

/*
GDevelop - Top-down movement Behavior Extension
Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)
*/
namespace gdjs {
type FloatPoint = [float, float];
/**
* Allows an object to move in 4 or 8 directions, with customizable speed, accelerations
* and rotation.
*/
export class TopDownMovementRuntimeBehavior extends gdjs.RuntimeBehavior {
static TOP_DOWN = 0;
static PIXEL_ISOMETRY = 1;
static TRUE_ISOMETRY = 2;
static CUSTOM_ISOMETRY = 2;
//Behavior configuration:
_allowDiagonals: any;
_acceleration: any;
_deceleration: any;
_maxSpeed: any;
_angularMaxSpeed: any;
_rotateObject: any;
_angleOffset: any;
_ignoreDefaultControls: any;
/** The latest angle of movement, in degrees. */
_angle: float = 0;
//Attributes used when moving
_x: float = 0;
_y: float = 0;
_xVelocity: float = 0;
_yVelocity: float = 0;
_angularSpeed: float = 0;
_leftKey: boolean = false;
_rightKey: boolean = false;
_upKey: boolean = false;
_downKey: boolean = false;
// @ts-ignore The setter "setViewpoint" is not detected as an affectation.
_basisTransformation: BasisTransformation | null;
_temporaryPointForTransformations: FloatPoint = [0, 0];
constructor(runtimeScene, behaviorData, owner) {
super(runtimeScene, behaviorData, owner);
this._allowDiagonals = behaviorData.allowDiagonals;
this._acceleration = behaviorData.acceleration;
this._deceleration = behaviorData.deceleration;
this._maxSpeed = behaviorData.maxSpeed;
this._angularMaxSpeed = behaviorData.angularMaxSpeed;
this._rotateObject = behaviorData.rotateObject;
this._angleOffset = behaviorData.angleOffset;
this._ignoreDefaultControls = behaviorData.ignoreDefaultControls;
this.setViewpoint(
behaviorData.viewpoint,
behaviorData.customIsometryAngle
);
}
updateFromBehaviorData(oldBehaviorData, newBehaviorData): boolean {
if (oldBehaviorData.allowDiagonals !== newBehaviorData.allowDiagonals) {
this._allowDiagonals = newBehaviorData.allowDiagonals;
}
if (oldBehaviorData.acceleration !== newBehaviorData.acceleration) {
this._acceleration = newBehaviorData.acceleration;
}
if (oldBehaviorData.deceleration !== newBehaviorData.deceleration) {
this._deceleration = newBehaviorData.deceleration;
}
if (oldBehaviorData.maxSpeed !== newBehaviorData.maxSpeed) {
this._maxSpeed = newBehaviorData.maxSpeed;
}
if (oldBehaviorData.angularMaxSpeed !== newBehaviorData.angularMaxSpeed) {
this._angularMaxSpeed = newBehaviorData.angularMaxSpeed;
}
if (oldBehaviorData.rotateObject !== newBehaviorData.rotateObject) {
this._rotateObject = newBehaviorData.rotateObject;
}
if (oldBehaviorData.angleOffset !== newBehaviorData.angleOffset) {
this._angleOffset = newBehaviorData.angleOffset;
}
if (
oldBehaviorData.ignoreDefaultControls !==
newBehaviorData.ignoreDefaultControls
) {
this._ignoreDefaultControls = newBehaviorData.ignoreDefaultControls;
}
if (
oldBehaviorData.platformType !== newBehaviorData.platformType ||
oldBehaviorData.customIsometryAngle !==
newBehaviorData.customIsometryAngle
) {
this.setViewpoint(
newBehaviorData.platformType,
newBehaviorData.customIsometryAngle
);
}
return true;
}
setViewpoint(viewpoint: string, customIsometryAngle: float): void {
if (viewpoint == 'PixelIsometry') {
this._basisTransformation = new IsometryTransformation(Math.atan(0.5));
} else if (viewpoint == 'TrueIsometry') {
this._basisTransformation = new IsometryTransformation(Math.PI / 6);
} else if (viewpoint == 'CustomIsometry') {
this._basisTransformation = new IsometryTransformation(
(customIsometryAngle * Math.PI) / 180
);
} else {
this._basisTransformation = null;
}
}
setAcceleration(acceleration): void {
this._acceleration = acceleration;
}
getAcceleration() {
return this._acceleration;
}
setDeceleration(deceleration): void {
this._deceleration = deceleration;
}
getDeceleration() {
return this._deceleration;
}
setMaxSpeed(maxSpeed): void {
this._maxSpeed = maxSpeed;
}
getMaxSpeed() {
return this._maxSpeed;
}
setAngularMaxSpeed(angularMaxSpeed): void {
this._angularMaxSpeed = angularMaxSpeed;
}
getAngularMaxSpeed() {
return this._angularMaxSpeed;
}
setAngleOffset(angleOffset): void {
this._angleOffset = angleOffset;
}
getAngleOffset() {
return this._angleOffset;
}
allowDiagonals(allow) {
this._allowDiagonals = allow;
}
diagonalsAllowed() {
return this._allowDiagonals;
}
setRotateObject(allow): void {
this._rotateObject = allow;
}
isObjectRotated(): boolean {
return this._rotateObject;
}
isMoving(): boolean {
return this._xVelocity !== 0 || this._yVelocity !== 0;
}
getSpeed() {
return Math.sqrt(
this._xVelocity * this._xVelocity + this._yVelocity * this._yVelocity
);
}
getXVelocity() {
return this._xVelocity;
}
getYVelocity() {
return this._yVelocity;
}
getAngle(): float {
return this._angle;
}
doStepPreEvents(runtimeScene) {
const LEFTKEY = 37;
const UPKEY = 38;
const RIGHTKEY = 39;
const DOWNKEY = 40;
const object = this.owner;
const timeDelta = this.owner.getElapsedTime(runtimeScene) / 1000;
//Get the player input:
// @ts-ignore
this._leftKey |=
!this._ignoreDefaultControls &&
runtimeScene.getGame().getInputManager().isKeyPressed(LEFTKEY);
// @ts-ignore
this._rightKey |=
!this._ignoreDefaultControls &&
runtimeScene.getGame().getInputManager().isKeyPressed(RIGHTKEY);
// @ts-ignore
this._downKey |=
!this._ignoreDefaultControls &&
runtimeScene.getGame().getInputManager().isKeyPressed(DOWNKEY);
// @ts-ignore
this._upKey |=
!this._ignoreDefaultControls &&
runtimeScene.getGame().getInputManager().isKeyPressed(UPKEY);
let direction = -1;
let directionInRad = 0;
let directionInDeg = 0;
if (!this._allowDiagonals) {
if (this._upKey && !this._downKey) {
direction = 6;
} else {
if (!this._upKey && this._downKey) {
direction = 2;
}
}
if (!this._upKey && !this._downKey) {
if (this._leftKey && !this._rightKey) {
direction = 4;
} else {
if (!this._leftKey && this._rightKey) {
direction = 0;
}
}
}
} else {
if (this._upKey && !this._downKey) {
if (this._leftKey && !this._rightKey) {
direction = 5;
} else {
if (!this._leftKey && this._rightKey) {
direction = 7;
} else {
direction = 6;
}
}
} else {
if (!this._upKey && this._downKey) {
if (this._leftKey && !this._rightKey) {
direction = 3;
} else {
if (!this._leftKey && this._rightKey) {
direction = 1;
} else {
direction = 2;
}
}
} else {
if (this._leftKey && !this._rightKey) {
direction = 4;
} else {
if (!this._leftKey && this._rightKey) {
direction = 0;
}
}
}
}
}
//Update the speed of the object
if (direction != -1) {
directionInRad = (direction * Math.PI) / 4.0;
directionInDeg = direction * 45;
this._xVelocity +=
this._acceleration * timeDelta * Math.cos(directionInRad);
this._yVelocity +=
this._acceleration * timeDelta * Math.sin(directionInRad);
} else {
directionInRad = Math.atan2(this._yVelocity, this._xVelocity);
directionInDeg =
(Math.atan2(this._yVelocity, this._xVelocity) * 180.0) / Math.PI;
const xVelocityWasPositive = this._xVelocity >= 0;
const yVelocityWasPositive = this._yVelocity >= 0;
this._xVelocity -=
this._deceleration * timeDelta * Math.cos(directionInRad);
this._yVelocity -=
this._deceleration * timeDelta * Math.sin(directionInRad);
// @ts-ignore
if ((this._xVelocity > 0) ^ xVelocityWasPositive) {
this._xVelocity = 0;
}
// @ts-ignore
if ((this._yVelocity > 0) ^ yVelocityWasPositive) {
this._yVelocity = 0;
}
}
const speed = Math.sqrt(
this._xVelocity * this._xVelocity + this._yVelocity * this._yVelocity
);
if (speed > this._maxSpeed) {
this._xVelocity = this._maxSpeed * Math.cos(directionInRad);
this._yVelocity = this._maxSpeed * Math.sin(directionInRad);
}
this._angularSpeed = this._angularMaxSpeed;
//No acceleration for angular speed for now
//Position object
if (this._basisTransformation == null) {
// Top-down pointview
object.setX(object.getX() + this._xVelocity * timeDelta);
object.setY(object.getY() + this._yVelocity * timeDelta);
} else {
// Isometry pointview
const point = this._temporaryPointForTransformations;
point[0] = this._xVelocity * timeDelta;
point[1] = this._yVelocity * timeDelta;
this._basisTransformation.toScreen(point, point);
object.setX(object.getX() + point[0]);
object.setY(object.getY() + point[1]);
}
//Also update angle if needed
if (this._xVelocity !== 0 || this._yVelocity !== 0) {
this._angle = directionInDeg;
if (this._rotateObject) {
object.rotateTowardAngle(
directionInDeg + this._angleOffset,
this._angularSpeed,
runtimeScene
);
}
}
this._leftKey = false;
this._rightKey = false;
this._upKey = false;
this._downKey = false;
}
simulateControl(input) {
if (input === 'Left') {
this._leftKey = true;
} else if (input === 'Right') {
this._rightKey = true;
} else if (input === 'Up') {
this._upKey = true;
} else if (input === 'Down') {
this._downKey = true;
}
}
ignoreDefaultControls(ignore) {
this._ignoreDefaultControls = ignore;
}
simulateLeftKey() {
this._leftKey = true;
}
simulateRightKey() {
this._rightKey = true;
}
simulateUpKey() {
this._upKey = true;
}
simulateDownKey() {
this._downKey = true;
}
}
export interface BasisTransformation {
toScreen(worldPoint: FloatPoint, screenPoint: FloatPoint): void;
}
export class IsometryTransformation implements BasisTransformation {
_screen: float[][];
/**
* @param angle between the x axis and the projected isometric x axis.
* @throws if the angle is not in ]0; pi/4[. Note that 0 is a front viewpoint and pi/4 a top-down viewpoint.
*/
constructor(angle: float) {
if (angle <= 0 || angle >= Math.PI / 4)
throw new RangeError(
'An isometry angle must be in ]0; pi/4] but was: ' + angle
);
const alpha = Math.asin(Math.tan(angle));
const sinA = Math.sin(alpha);
const cosB = Math.cos(Math.PI / 4);
const sinB = cosB;
// https://en.wikipedia.org/wiki/Isometric_projection
//
// / 1 0 0 \ / cosB 0 -sinB \ / 1 0 0 \
// | 0 cosA sinA | | 0 1 0 | | 0 0 -1 |
// \ 0 -sinA cosA / \ sinB 0 cosB / \ 0 1 0 /
this._screen = [
[cosB, -sinB],
[sinA * sinB, sinA * cosB],
];
}
toScreen(worldPoint: FloatPoint, screenPoint: FloatPoint): void {
const x =
this._screen[0][0] * worldPoint[0] + this._screen[0][1] * worldPoint[1];
const y =
this._screen[1][0] * worldPoint[0] + this._screen[1][1] * worldPoint[1];
screenPoint[0] = x;
screenPoint[1] = y;
}
}
gdjs.registerBehavior(
'TopDownMovementBehavior::TopDownMovementBehavior',
gdjs.TopDownMovementRuntimeBehavior
);
}