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leveltile.dart
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leveltile.dart
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/**
Platform game example
@author Danny Hendrix
**/
part of Game;
class LevelTile
{
int x = 0;
int y = 0;
int w = 32;
int h = 32;
int _tileid = 0;
List<RenderObject> objects;
bool changed = true;
bool hascollision = false;
Sprite sprite;
RenderLayer layer;
Level level;
static CollisionField TILE_COLLISIONFIELD = new CollisionField(0,0,32,32);
void set tileid(int value)
{
_tileid = value;
sprite.spritex = (_tileid - 1) * 32;
if(_tileid != 0)
hascollision = true;
else
hascollision = false;
}
int get tileid => _tileid;
LevelTile(this.x, this.y, this.level, this._tileid)
{
layer = new RenderLayer();
layer.width = w;
layer.height = h;
if(_tileid != 0)
hascollision = true;
sprite = new Sprite("resources/images/images.png",(_tileid - 1) * 32,0,32,32);
}
void insert(RenderObject obj)
{
if(objects == null)
objects = new List<RenderObject>();
objects.add(obj);
repaint();
}
void update(RenderObject obj)
{
int index = (objects == null) ? -1 : objects.indexOf(obj);
//out of range
if(obj.x >= x+w || obj.x + obj.w <= x || obj.y >= y+h || obj.y + obj.h <= y)
return remove(obj);
if(index == -1)
return insert(obj);
repaint();
}
void repairCollision(RenderObject obj)
{
if(hascollision)
{
obj.repairCollisionTile(this);
return;
}
if(objects == null)
return;
//check if the collisionfield of the object within the bounderies of this tile
if( !(
obj.collisionx2 > x
&& obj.collisionx < x+w
&& obj.collisiony2+1 > y
&& obj.collisiony < y+h
)
)
{
return;
}
//loop through objects currently on this tile and check for collisions
for(int i = 0; i < objects.length; i++)
{
if(objects[i] == obj)
continue;
obj.repairCollisionObject(objects[i]);
}
}
void remove(RenderObject obj)
{
int index = (objects == null) ? -1 : objects.indexOf(obj);
if(index == -1)
return;
objects.removeAt(index);
if(objects.length == 0)
objects = null;
repaint();
}
void draw(RenderLayer targetlayer, double offsetx, double offsety)
{
if(changed == true)
paint();
changed = false;
targetlayer.ctx.clearRect(x, y, 32, 32);
targetlayer.ctx.drawImage(layer.canvas, (x-offsetx).toInt(), (y-offsety).toInt());
}
//bool for displaying how the redrawing works ;) (press c during the game)
bool a = false;
void paint()
{
layer.clear();
if(level.game.showCollisionField == true)
{
if(a == true)
layer.ctx.strokeStyle = "rgb(255,0,0)";
else
layer.ctx.strokeStyle = "rgb(0,255,0)";
a = a==false;
layer.ctx.strokeRect(0,0,32,32);
}
//draw tile
if(_tileid != 0)
sprite.drawOnPosition(0,0,0,0,layer);
if(objects == null)
return;
//draw objects
for(int i = 0; i < objects.length; i++)
{
if(level.game.showCollisionField == true)
objects[i].drawCollision(layer, x, y);
else
objects[i].draw(layer, x, y);
}
return;
}
void repaint()
{
if(changed)
return;
changed = true;
level.updatetiles.add(this);
}
}