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level.js
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163 lines (139 loc) · 5.27 KB
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import {Sprite, Texture2D} from "./Sprite.js"
import {GameObject, CollidableGameObject, DoorGameObject, Teleporter, Interactable, VerticalCollidableGameObject, ForceTeleporter} from "./GameObject.js"
import {level, setPlayer, player} from "./state.js"
import {mat4, vec2, vec3, quat} from "./gl-matrix-min.js"
import {readJSON} from "./util.js"
import {Menu} from "./menu.js"
//global level scale
const X_SCALE = 1//0.25
const Y_SCALE = 1
//minimize
const TYPE_ID_MAP = {
background : 0,
collision_mask : 1,
door : 2,
deco : 3,
collidable : 4,
xcollidable : 5,
interactable : 6,
teleporter : 7,
foreground : 8,
fire : 9
}
//move to util
export function loadLevel(id) {
readJSON("levels/level" + id + ".json", initLevel.bind(null, id))
}
function initLevel(id, rawData) {
//freeze game state
let levelData = JSON.parse(rawData)
//verify ID
if (levelData["id"] !== id)
console.warn("Failed to verify level ID with internal ID. Some level designer must have fallen asleep.")
// intro
if (levelData["intro"]) {
let intro = new Menu("assets/" + levelData["intro"]["spriteName"] + ".png", mat4.fromScaling(mat4.create(), vec3.fromValues(5, 5, 5)));
intro.cooldown = levelData["intro"]["duration"];
intro.open()
}
level.id = id;
level.upsideDown = levelData["upsideDown"] ? levelData["upsideDown"] : false;
//pedantic
let objects = levelData["objects"].sort((a, b) => TYPE_ID_MAP[a["type"]] < TYPE_ID_MAP[b["type"]] ? -1 : 1)
level["objects"] = []
for (let entry of levelData["hiddenRooms"])
{
let transformation = mat4.create()
let pos = vec3.fromValues(entry["pos"]["x"] * X_SCALE, entry["pos"]["y"] * Y_SCALE, 0)
let scale = vec3.fromValues(entry["size"]["width"] * X_SCALE * 0.5, entry["size"]["height"] * Y_SCALE * 0.5, 0)
mat4.fromRotationTranslationScale(transformation, quat.create(), pos, scale)
level.objects.push(new Sprite("assets/" + entry["spriteName"] + ".png", transformation))
}
for (let entry of objects)
{
let pos1 = vec2.fromValues(entry["pos"]["x"] * X_SCALE, entry["pos"]["y"] * Y_SCALE)
let size = vec2.fromValues(entry["size"]["width"] * X_SCALE, entry["size"]["height"] * Y_SCALE)
let offset = vec2.fromValues(0, 0);
let scale = vec2.fromValues(1, 1);
if (entry["scale"]) {
scale = vec2.fromValues(entry["scale"]["x"], entry["scale"]["y"]);
}
if (entry["offset"]) {
offset = vec2.fromValues(entry["offset"]["x"], entry["offset"]["y"]);
}
let orientation = entry["orientation"];
let obj = null;
let spriteName = entry["spriteName"] ? "assets/" + entry["spriteName"] + ".png" : null;
switch(entry["type"])
{
case "background":
case "collision_mask":
case "foreground":
case "deco":
let transformation = mat4.create()
let pos = vec3.fromValues(entry["pos"]["x"] * X_SCALE, entry["pos"]["y"] * Y_SCALE, 0)
scale = vec3.fromValues(entry["size"]["width"] * X_SCALE * 0.5, entry["size"]["height"] * Y_SCALE * 0.5, 0)
mat4.fromRotationTranslationScale(transformation, quat.create(), pos, scale)
level.objects.push(new Sprite(spriteName, transformation))
break;
case "collidable":
level.objects.push(new CollidableGameObject(spriteName, pos1, size, entry["type"], scale, offset, orientation))
break;
case "xcollidable":
level.objects.push(new VerticalCollidableGameObject(spriteName, pos1, size, entry["type"], scale, offset, orientation))
break;
case "door":
obj = new DoorGameObject(spriteName, pos1, size, "door", scale, offset, orientation);
level.objects.push(obj)
break;
case "interactable":
obj = new Interactable(spriteName, pos1, size, "interactable", scale, offset, orientation);
obj.pickup = entry["pickup"];
level.objects.push(obj)
break;
case "fire":
obj = new ForceTeleporter(spriteName, pos1, size, entry["type"], scale, offset, orientation);
obj.sprite.texture.frames = 6
obj.to = entry["to"];
level.objects.push(obj)
break;
case "teleporter":
obj = new Teleporter(spriteName, pos1, size, entry["type"], scale, offset, orientation);
obj.to = entry["to"];
level.objects.push(obj)
break;
}
}
level.exit = vec2.fromValues(levelData["exit"]["x"], levelData["exit"]["y"]);
let cntr = 0
if (typeof levelData["lights"] !== "undefined")
for (let entry of levelData["lights"])
{
let color = [0, 0, 0]
let pos = [0, 0]
let dir = [0, 0]
let cutoff = 0
let intensity = 0
color[0] = entry["color"]["r"]
color[1] = entry["color"]["g"]
color[2] = entry["color"]["b"]
pos[0] = entry["pos"]["x"]
pos[1] = entry["pos"]["y"]
//currently expected to be normalized
dir[0] = entry["dir"]["x"]
dir[1] = entry["dir"]["y"]
cutoff = entry["cutoff"]
intensity = entry["intensity"]
level.updateLight(cntr, color, pos, dir, cutoff, intensity)
cntr += 1;
}
for (let i = cntr; i < 20; i++)
{
level.updateLight(i, [0, 0, 0], [0, 0], [0, 0], 0, 0)
}
level.lightCnt = cntr;
level.bgFilter = vec3.fromValues(levelData["bgFilter"]["r"], levelData["bgFilter"]["g"], levelData["bgFilter"]["b"])
level.isInitialized = false
level.start = vec2.fromValues(levelData["start"]["x"], levelData["start"]["y"]);
player.forceTeleport(level.start)
}