Files
GDevelop/Extensions/TopDownMovementBehavior/topdownmovementruntimebehavior.ts
Clément Pasteau e174136fb4 New Save & Load built-in actions (#7811)
* New actions are available to save & load the game state, making Saving & Loading as easy as adding 1 action to your game!
* While it will work in most cases, it has a few limitations and hasn't been thoroughly tested on all types of objects/behaviors and games, so it is for the moment tagged as **Experimental** while we gather feedback and improve it
* Check out the wiki for more info: https://wiki.gdevelop.io/gdevelop5/all-features/save-state
2025-09-29 15:38:37 +02:00

843 lines
27 KiB
TypeScript

/*
GDevelop - Top-down movement Behavior Extension
Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)
*/
namespace gdjs {
interface TopDownMovementNetworkSyncDataType {
a: float;
xv: float;
yv: float;
as: float;
lk: boolean;
rk: boolean;
uk: boolean;
dk: boolean;
wsu: boolean;
sa: float;
sf: float;
}
export interface TopDownMovementNetworkSyncData
extends BehaviorNetworkSyncData {
props: TopDownMovementNetworkSyncDataType;
}
/**
* Allows an object to move in 4 or 8 directions, with customizable speed, accelerations
* and rotation.
*/
export class TopDownMovementRuntimeBehavior extends gdjs.RuntimeBehavior {
//Behavior configuration:
private _allowDiagonals: boolean;
private _acceleration: float;
private _deceleration: float;
private _maxSpeed: float;
private _angularMaxSpeed: float;
private _rotateObject: boolean;
private _angleOffset: float;
private _ignoreDefaultControls: boolean;
private _movementAngleOffset: float;
private _useLegacyTurnBack: boolean;
/** The latest angle of movement, in degrees. */
private _angle: float = 0;
//Attributes used when moving
private _xVelocity: float = 0;
private _yVelocity: float = 0;
private _angularSpeed: float = 0;
// Inputs
private _leftKey: boolean = false;
private _rightKey: boolean = false;
private _upKey: boolean = false;
private _downKey: boolean = false;
private _leftKeyPressedDuration: float = 0;
private _rightKeyPressedDuration: float = 0;
private _upKeyPressedDuration: float = 0;
private _downKeyPressedDuration: float = 0;
private _wasStickUsed: boolean = false;
private _stickAngle: float = 0;
private _stickForce: float = 0;
// This is useful when the object is synchronized by an external source
// like in a multiplayer game, and we want to be able to predict the
// movement of the object, even if the inputs are not updated every frame.
private _clearInputsBetweenFrames: boolean = true;
// This is useful when the object is synchronized over the network,
// object is controlled by the network and we want to ensure the current player
// cannot control it.
_ignoreDefaultControlsAsSyncedByNetwork: boolean = false;
// This is useful for extensions that need to know
// which keys were pressed and doesn't know the mapping
// done by the scene events.
private _wasLeftKeyPressed: boolean = false;
private _wasRightKeyPressed: boolean = false;
private _wasUpKeyPressed: boolean = false;
private _wasDownKeyPressed: boolean = false;
// @ts-ignore The setter "setViewpoint" is not detected as an affectation.
private _basisTransformation: gdjs.TopDownMovementRuntimeBehavior.BasisTransformation | null;
private _temporaryPointForTransformations: FloatPoint = [0, 0];
private _topDownMovementHooks: Array<gdjs.TopDownMovementRuntimeBehavior.TopDownMovementHook> =
[];
constructor(
instanceContainer: gdjs.RuntimeInstanceContainer,
behaviorData,
owner: gdjs.RuntimeObject
) {
super(instanceContainer, 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
);
this._movementAngleOffset = behaviorData.movementAngleOffset || 0;
this._useLegacyTurnBack =
behaviorData.useLegacyTurnBack === undefined
? true
: behaviorData.useLegacyTurnBack;
}
getNetworkSyncData(
options: GetNetworkSyncDataOptions
): TopDownMovementNetworkSyncData {
// This method is called, so we are synchronizing this object.
// Let's clear the inputs between frames as we control it.
this._clearInputsBetweenFrames = true;
this._ignoreDefaultControlsAsSyncedByNetwork = false;
return {
...super.getNetworkSyncData(options),
props: {
a: this._angle,
xv: this._xVelocity,
yv: this._yVelocity,
as: this._angularSpeed,
lk: this._wasLeftKeyPressed,
rk: this._wasRightKeyPressed,
uk: this._wasUpKeyPressed,
dk: this._wasDownKeyPressed,
wsu: this._wasStickUsed,
sa: this._stickAngle,
sf: this._stickForce,
},
};
}
updateFromNetworkSyncData(
networkSyncData: TopDownMovementNetworkSyncData,
options: UpdateFromNetworkSyncDataOptions
): void {
super.updateFromNetworkSyncData(networkSyncData, options);
const behaviorSpecificProps = networkSyncData.props;
if (behaviorSpecificProps.a !== undefined) {
this._angle = behaviorSpecificProps.a;
}
if (behaviorSpecificProps.xv !== undefined) {
this._xVelocity = behaviorSpecificProps.xv;
}
if (behaviorSpecificProps.yv !== undefined) {
this._yVelocity = behaviorSpecificProps.yv;
}
if (behaviorSpecificProps.as !== undefined) {
this._angularSpeed = behaviorSpecificProps.as;
}
if (behaviorSpecificProps.lk !== undefined) {
this._leftKey = behaviorSpecificProps.lk;
}
if (behaviorSpecificProps.rk !== undefined) {
this._rightKey = behaviorSpecificProps.rk;
}
if (behaviorSpecificProps.uk !== undefined) {
this._upKey = behaviorSpecificProps.uk;
}
if (behaviorSpecificProps.dk !== undefined) {
this._downKey = behaviorSpecificProps.dk;
}
if (behaviorSpecificProps.wsu !== undefined) {
this._wasStickUsed = behaviorSpecificProps.wsu;
}
if (behaviorSpecificProps.sa !== undefined) {
this._stickAngle = behaviorSpecificProps.sa;
}
if (behaviorSpecificProps.sf !== undefined) {
this._stickForce = behaviorSpecificProps.sf;
}
// Clear user inputs between frames only if requested.
this._clearInputsBetweenFrames = !!options.clearInputs;
// And ignore default controls if not asked otherwise.
this._ignoreDefaultControlsAsSyncedByNetwork = !options.keepControl;
}
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
);
}
if (
oldBehaviorData.movementAngleOffset !==
newBehaviorData.movementAngleOffset
) {
this._movementAngleOffset = newBehaviorData.movementAngleOffset;
}
return true;
}
setViewpoint(viewpoint: string, customIsometryAngle: float): void {
if (viewpoint === 'PixelIsometry') {
this._basisTransformation =
new gdjs.TopDownMovementRuntimeBehavior.IsometryTransformation(
Math.atan(0.5)
);
} else if (viewpoint === 'TrueIsometry') {
this._basisTransformation =
new gdjs.TopDownMovementRuntimeBehavior.IsometryTransformation(
Math.PI / 6
);
} else if (viewpoint === 'CustomIsometry') {
this._basisTransformation =
new gdjs.TopDownMovementRuntimeBehavior.IsometryTransformation(
(customIsometryAngle * Math.PI) / 180
);
} else {
this._basisTransformation = null;
}
}
setAcceleration(acceleration: float): void {
this._acceleration = acceleration;
}
getAcceleration() {
return this._acceleration;
}
setDeceleration(deceleration: float): void {
this._deceleration = deceleration;
}
getDeceleration() {
return this._deceleration;
}
setMaxSpeed(maxSpeed: float): void {
this._maxSpeed = maxSpeed;
}
getMaxSpeed() {
return this._maxSpeed;
}
setAngularMaxSpeed(angularMaxSpeed: float): void {
this._angularMaxSpeed = angularMaxSpeed;
}
getAngularMaxSpeed() {
return this._angularMaxSpeed;
}
setAngleOffset(angleOffset: float): void {
this._angleOffset = angleOffset;
}
getAngleOffset() {
return this._angleOffset;
}
allowDiagonals(allow: boolean) {
this._allowDiagonals = allow;
}
diagonalsAllowed() {
return this._allowDiagonals;
}
setRotateObject(allow: boolean): void {
this._rotateObject = allow;
}
isObjectRotated(): boolean {
return this._rotateObject;
}
isMoving(): boolean {
return this._xVelocity !== 0 || this._yVelocity !== 0;
}
getSpeed(): float {
return Math.hypot(this._xVelocity, this._yVelocity);
}
getXVelocity(): float {
return this._xVelocity;
}
setXVelocity(velocityX: float): void {
this._xVelocity = velocityX;
}
getYVelocity(): float {
return this._yVelocity;
}
setYVelocity(velocityY: float): void {
this._yVelocity = velocityY;
}
getAngle(): float {
return this._angle;
}
isMovementAngleAround(degreeAngle: float, tolerance: float) {
return (
Math.abs(
gdjs.evtTools.common.angleDifference(this._angle, degreeAngle)
) <= tolerance
);
}
setMovementAngleOffset(movementAngleOffset: float): void {
this._movementAngleOffset = movementAngleOffset;
}
getMovementAngleOffset() {
return this._movementAngleOffset;
}
doStepPreEvents(instanceContainer: gdjs.RuntimeInstanceContainer) {
const LEFTKEY = 37;
const UPKEY = 38;
const RIGHTKEY = 39;
const DOWNKEY = 40;
//Get the player input:
this._leftKey ||
(this._leftKey =
!this.shouldIgnoreDefaultControls() &&
instanceContainer.getGame().getInputManager().isKeyPressed(LEFTKEY));
this._rightKey ||
(this._rightKey =
!this.shouldIgnoreDefaultControls() &&
instanceContainer.getGame().getInputManager().isKeyPressed(RIGHTKEY));
this._downKey ||
(this._downKey =
!this.shouldIgnoreDefaultControls() &&
instanceContainer.getGame().getInputManager().isKeyPressed(DOWNKEY));
this._upKey ||
(this._upKey =
!this.shouldIgnoreDefaultControls() &&
instanceContainer.getGame().getInputManager().isKeyPressed(UPKEY));
const elapsedTime = this.owner.getElapsedTime();
if (!this._leftKey) {
this._leftKeyPressedDuration = 0;
} else {
this._leftKeyPressedDuration += elapsedTime;
}
if (!this._rightKey) {
this._rightKeyPressedDuration = 0;
} else {
this._rightKeyPressedDuration += elapsedTime;
}
if (!this._downKey) {
this._downKeyPressedDuration = 0;
} else {
this._downKeyPressedDuration += elapsedTime;
}
if (!this._upKey) {
this._upKeyPressedDuration = 0;
} else {
this._upKeyPressedDuration += elapsedTime;
}
let direction = -1;
if (!this._allowDiagonals) {
if (this._upKey && !this._downKey) {
direction = 6;
} else if (!this._upKey && this._downKey) {
direction = 2;
}
// when 2 keys are pressed for diagonals the most recently pressed win
if (
this._leftKey &&
!this._rightKey &&
(this._upKey === this._downKey ||
(this._upKey &&
this._leftKeyPressedDuration < this._upKeyPressedDuration) ||
(this._downKey &&
this._leftKeyPressedDuration < this._downKeyPressedDuration))
) {
direction = 4;
} else if (
this._rightKey &&
!this._leftKey &&
(this._upKey === this._downKey ||
(this._upKey &&
this._rightKeyPressedDuration < this._upKeyPressedDuration) ||
(this._downKey &&
this._rightKeyPressedDuration < this._downKeyPressedDuration))
) {
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;
}
}
}
const hookContext =
gdjs.TopDownMovementRuntimeBehavior._topDownMovementHookContext;
for (const topDownMovementHook of this._topDownMovementHooks) {
hookContext._setDirection(direction);
direction = topDownMovementHook.overrideDirection(hookContext);
}
hookContext._setDirection(direction);
for (const topDownMovementHook of this._topDownMovementHooks) {
topDownMovementHook.beforeSpeedUpdate(hookContext);
}
const object = this.owner;
const timeDelta = this.owner.getElapsedTime() / 1000;
const previousVelocityX = this._xVelocity;
const previousVelocityY = this._yVelocity;
this._wasStickUsed = false;
// These 4 values are not actually used.
// JavaScript doesn't allow to declare
// variables without assigning them a value.
let directionInRad = 0;
let directionInDeg = 0;
let isMoving = false;
let targetedSpeed = 0;
// Update the speed of the object:
if (direction !== -1) {
isMoving = true;
directionInRad =
((direction + this._movementAngleOffset / 45) * Math.PI) / 4.0;
directionInDeg = direction * 45 + this._movementAngleOffset;
targetedSpeed = this._maxSpeed;
} else if (this._stickForce !== 0) {
isMoving = true;
if (!this._allowDiagonals) {
this._stickAngle = 90 * Math.floor((this._stickAngle + 45) / 90);
}
directionInDeg = this._stickAngle + this._movementAngleOffset;
directionInRad = (directionInDeg * Math.PI) / 180;
targetedSpeed = this._maxSpeed * this._stickForce;
this._wasStickUsed = true;
} else if (this._yVelocity !== 0 || this._xVelocity !== 0) {
isMoving = true;
directionInRad = Math.atan2(this._yVelocity, this._xVelocity);
directionInDeg = (directionInRad * 180.0) / Math.PI;
}
if (isMoving) {
// This makes the trigo resilient to rounding errors on directionInRad.
let cos = Math.cos(directionInRad);
let sin = Math.sin(directionInRad);
if (cos === -1 || cos === 1) {
sin = 0;
}
if (sin === -1 || sin === 1) {
cos = 0;
}
let currentSpeed = Math.hypot(this._xVelocity, this._yVelocity);
const dotProduct = this._xVelocity * cos + this._yVelocity * sin;
if (dotProduct < 0) {
// The object is turning back.
// Keep the negative velocity projected on the new direction.
currentSpeed = dotProduct;
}
const speed = TopDownMovementRuntimeBehavior.getAcceleratedSpeed(
currentSpeed,
targetedSpeed,
this._maxSpeed,
this._acceleration,
this._deceleration,
timeDelta,
this._useLegacyTurnBack
);
this._xVelocity = speed * cos;
this._yVelocity = speed * sin;
}
const squaredSpeed =
this._xVelocity * this._xVelocity + this._yVelocity * this._yVelocity;
if (squaredSpeed > this._maxSpeed * this._maxSpeed) {
const ratio = this._maxSpeed / Math.sqrt(squaredSpeed);
this._xVelocity *= ratio;
this._yVelocity *= ratio;
}
// No acceleration for angular speed for now.
this._angularSpeed = this._angularMaxSpeed;
for (const topDownMovementHook of this._topDownMovementHooks) {
topDownMovementHook.beforePositionUpdate(hookContext);
}
// Position object.
// This is a Verlet integration considering the acceleration as constant.
// If you expand deltaX or deltaY, it gives, thanks to the usage of both
// the old and the new velocity:
// "velocity * timeDelta + acceleration * timeDelta^2 / 2".
//
// The acceleration is not actually always constant, particularly with a gamepad,
// but the error is multiplied by timDelta^3. So, it shouldn't matter much.
const deltaX = ((previousVelocityX + this._xVelocity) / 2) * timeDelta;
const deltaY = ((previousVelocityY + this._yVelocity) / 2) * timeDelta;
if (this._basisTransformation === null) {
// Top-down viewpoint
object.setX(object.getX() + deltaX);
object.setY(object.getY() + deltaY);
} else {
// Isometry viewpoint
const point = this._temporaryPointForTransformations;
point[0] = deltaX;
point[1] = deltaY;
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
);
}
}
this._wasLeftKeyPressed = this._leftKey;
this._wasRightKeyPressed = this._rightKey;
this._wasUpKeyPressed = this._upKey;
this._wasDownKeyPressed = this._downKey;
if (this._clearInputsBetweenFrames) {
this._leftKey = false;
this._rightKey = false;
this._upKey = false;
this._downKey = false;
this._stickForce = 0;
}
}
private static getAcceleratedSpeed(
currentSpeed: float,
targetedSpeed: float,
speedMax: float,
acceleration: float,
deceleration: float,
timeDelta: float,
useLegacyTurnBack: boolean = false
): float {
let newSpeed = currentSpeed;
const turningBackAcceleration = useLegacyTurnBack
? acceleration
: Math.max(acceleration, deceleration);
if (targetedSpeed < 0) {
if (currentSpeed <= targetedSpeed) {
// Reduce the speed to match the stick force.
newSpeed = Math.min(
targetedSpeed,
currentSpeed + turningBackAcceleration * timeDelta
);
} else if (currentSpeed <= 0) {
// Accelerate
newSpeed -= Math.max(-speedMax, acceleration * timeDelta);
} else {
// Turn back at least as fast as it would stop.
newSpeed = Math.max(
targetedSpeed,
currentSpeed - turningBackAcceleration * timeDelta
);
}
} else if (targetedSpeed > 0) {
if (currentSpeed >= targetedSpeed) {
// Reduce the speed to match the stick force.
newSpeed = Math.max(
targetedSpeed,
currentSpeed - turningBackAcceleration * timeDelta
);
} else if (currentSpeed >= 0) {
// Accelerate
newSpeed = Math.min(
speedMax,
currentSpeed + acceleration * timeDelta
);
} else {
// Turn back at least as fast as it would stop.
newSpeed = Math.min(
targetedSpeed,
currentSpeed + turningBackAcceleration * timeDelta
);
}
} else {
// Decelerate and stop.
if (currentSpeed < 0) {
newSpeed = Math.min(currentSpeed + deceleration * timeDelta, 0);
}
if (currentSpeed > 0) {
newSpeed = Math.max(currentSpeed - deceleration * timeDelta, 0);
}
}
return newSpeed;
}
simulateControl(input: string) {
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: boolean) {
this._ignoreDefaultControls = ignore;
}
shouldIgnoreDefaultControls() {
return (
this._ignoreDefaultControls ||
this._ignoreDefaultControlsAsSyncedByNetwork
);
}
simulateLeftKey() {
this._leftKey = true;
}
simulateRightKey() {
this._rightKey = true;
}
simulateUpKey() {
this._upKey = true;
}
simulateDownKey() {
this._downKey = true;
}
simulateStick(stickAngle: float, stickForce: float) {
this._stickAngle = stickAngle % 360;
this._stickForce = Math.max(0, Math.min(1, stickForce));
}
/**.
* @param input The control to be tested [Left,Right,Up,Down,Stick].
* @returns true if the key was used since the last `doStepPreEvents` call.
*/
isUsingControl(input: string): boolean {
if (input === 'Left') {
return this._leftKeyPressedDuration > 0;
}
if (input === 'Right') {
return this._rightKeyPressedDuration > 0;
}
if (input === 'Up') {
return this._upKeyPressedDuration > 0;
}
if (input === 'Down') {
return this._downKeyPressedDuration > 0;
}
if (input === 'Stick') {
return this._wasStickUsed;
}
return false;
}
getLastStickInputAngle() {
return this._stickAngle;
}
/**
* A hook must typically be registered by a behavior that requires this one
* in its onCreate function.
* The hook must stay forever to avoid side effects like a hooks order
* change. To handle deactivated behavior, the hook can check that its
* behavior is activated before doing anything.
*/
registerHook(
hook: gdjs.TopDownMovementRuntimeBehavior.TopDownMovementHook
) {
this._topDownMovementHooks.push(hook);
}
}
export namespace TopDownMovementRuntimeBehavior {
export class TopDownMovementHookContext {
private direction: integer = -1;
/**
* @returns The movement direction from 0 for left to 7 for up-left and
* -1 for no direction.
*/
getDirection(): integer {
return this.direction;
}
/**
* This method won't change the direction used by the top-down movement
* behavior.
*/
_setDirection(direction: integer): void {
this.direction = direction;
}
}
// This should be a static attribute but it's not possible because of
// declaration order.
export const _topDownMovementHookContext =
new gdjs.TopDownMovementRuntimeBehavior.TopDownMovementHookContext();
/**
* Allow extensions relying on the top-down movement to customize its
* behavior a bit.
*/
export interface TopDownMovementHook {
/**
* Return the direction to use instead of the direction given in
* parameter.
*/
overrideDirection(hookContext: TopDownMovementHookContext): integer;
/**
* Called before the acceleration and new direction is applied to the
* velocity.
*/
beforeSpeedUpdate(hookContext: TopDownMovementHookContext): void;
/**
* Called before the velocity is applied to the object position and
* angle.
*/
beforePositionUpdate(hookContext: TopDownMovementHookContext): void;
}
export interface BasisTransformation {
toScreen(worldPoint: FloatPoint, screenPoint: FloatPoint): void;
}
export class IsometryTransformation
implements gdjs.TopDownMovementRuntimeBehavior.BasisTransformation
{
private _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
);
}