Slash-The-Hordes/assets/Scripts/Game/Background/Background.ts

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import { _decorator, Component, Node, Prefab, instantiate, randomRangeInt, Vec3 } from "cc";
import { SCREEN_HALF_HEIGHT, SCREEN_HALF_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH } from "../Data/GameConstants";
const { ccclass, property } = _decorator;
@ccclass("Background")
export class Background extends Component {
@property(Prefab) private backgroundPrefabs: Prefab[] = [];
private targetNode: Node;
private instancedBackgrounds: Node[][] = [];
private rows = 3;
private columns = 3;
private nodeSize = 512;
private playerGridPosX = 0;
private playerGridPosY = 0;
public init(targetNode: Node): void {
this.targetNode = targetNode;
for (let i = 0; i < this.rows; i++) {
const rowNodes: Node[] = [];
for (let u = 0; u < this.columns; u++) {
const randomIndex = randomRangeInt(0, this.backgroundPrefabs.length);
const backgroundNode = instantiate(this.backgroundPrefabs[randomIndex]);
backgroundNode.setParent(this.node);
const x = u * this.nodeSize - this.nodeSize + SCREEN_HALF_WIDTH;
const y = i * this.nodeSize - this.nodeSize + SCREEN_HALF_HEIGHT;
backgroundNode.setWorldPosition(new Vec3(x, y, 0));
rowNodes.push(backgroundNode);
}
this.instancedBackgrounds.push(rowNodes);
}
}
public gameTick(): void {
this.tryTileX();
this.tryTileY();
}
private tryTileX(): void {
const playerGridPosX = Math.round((this.targetNode.worldPosition.x - SCREEN_HALF_WIDTH) / this.nodeSize);
if (playerGridPosX < this.playerGridPosX) {
// move the last column to the left
const columnIndex = this.columns - 1;
for (let i = 0; i < this.rows; i++) {
const instancedNode = this.instancedBackgrounds[i][columnIndex];
const newPosition: Vec3 = instancedNode.worldPosition;
newPosition.x -= this.columns * this.nodeSize;
instancedNode.setWorldPosition(newPosition);
this.instancedBackgrounds[i].splice(columnIndex, 1);
this.instancedBackgrounds[i].unshift(instancedNode);
}
} else if (this.playerGridPosX < playerGridPosX) {
// move the first column to the right
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const columnIndex = 0;
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for (let i = 0; i < this.rows; i++) {
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const instancedNode = this.instancedBackgrounds[i][columnIndex];
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const newPosition: Vec3 = instancedNode.worldPosition;
newPosition.x += this.columns * this.nodeSize;
instancedNode.setWorldPosition(newPosition);
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this.instancedBackgrounds[i].splice(columnIndex, 1);
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this.instancedBackgrounds[i].push(instancedNode);
}
}
this.playerGridPosX = playerGridPosX;
}
private tryTileY(): void {
const playerGridPosY = Math.round((this.targetNode.worldPosition.y - SCREEN_HALF_HEIGHT) / this.nodeSize);
if (playerGridPosY < this.playerGridPosY) {
// move the last row down
const rowIndex = this.rows - 1;
const nodesInRow: Node[] = [];
for (let i = 0; i < this.columns; i++) {
const instancedNode = this.instancedBackgrounds[rowIndex][i];
const newPosition: Vec3 = instancedNode.worldPosition;
newPosition.y -= this.rows * this.nodeSize;
instancedNode.setWorldPosition(newPosition);
nodesInRow.push(instancedNode);
}
this.instancedBackgrounds.splice(rowIndex, 1);
this.instancedBackgrounds.unshift(nodesInRow);
} else if (this.playerGridPosY < playerGridPosY) {
// move the first row up
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const rowIndex = 0;
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const nodesInRow: Node[] = [];
for (let i = 0; i < this.columns; i++) {
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const instancedNode = this.instancedBackgrounds[rowIndex][i];
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const newPosition: Vec3 = instancedNode.worldPosition;
newPosition.y += this.rows * this.nodeSize;
instancedNode.setWorldPosition(newPosition);
nodesInRow.push(instancedNode);
}
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this.instancedBackgrounds.splice(rowIndex, 1);
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this.instancedBackgrounds.push(nodesInRow);
}
this.playerGridPosY = playerGridPosY;
}
}