mirror of
https://github.com/MartinKral/Slash-The-Hordes
synced 2024-12-25 19:28:53 +00:00
117 lines
4.4 KiB
TypeScript
117 lines
4.4 KiB
TypeScript
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
|
|
const columnIndex = 0;
|
|
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].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
|
|
const rowIndex = 0;
|
|
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.push(nodesInRow);
|
|
}
|
|
|
|
this.playerGridPosY = playerGridPosY;
|
|
}
|
|
}
|