Refactoring display of circle around group
The circle is now a sprite and not generated on every frame using a giant "graphics" object
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@ -8,6 +8,9 @@ import {cypressAsserter} from "../../Cypress/CypressAsserter";
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import {PLAYER_RESOURCES} from "../Entity/PlayableCaracter";
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import Circle = Phaser.Geom.Circle;
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import Graphics = Phaser.GameObjects.Graphics;
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import Texture = Phaser.Textures.Texture;
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import Sprite = Phaser.GameObjects.Sprite;
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import CanvasTexture = Phaser.Textures.CanvasTexture;
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export const GameSceneName = "GameScene";
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export enum Textures {
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@ -29,12 +32,10 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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Layers : Array<Phaser.Tilemaps.StaticTilemapLayer>;
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Objects : Array<Phaser.Physics.Arcade.Sprite>;
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map: ITiledMap;
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groups: Map<string, Circle>
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groups: Map<string, Sprite>
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startX = 704;// 22 case
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startY = 32; // 1 case
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// Note: graphics object is costly to generate. We should find another way (maybe sprite based way to draw circles)
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graphics: Graphics;
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circleTexture: CanvasTexture;
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constructor() {
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super({
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@ -42,7 +43,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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});
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this.GameManager = gameManager;
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this.Terrains = [];
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this.groups = new Map<string, Circle>();
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this.groups = new Map<string, Sprite>();
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}
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//hook preload scene
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@ -122,7 +123,18 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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//initialise camera
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this.initCamera();
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this.graphics = this.add.graphics();
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// Let's generate the circle for the group delimiter
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this.circleTexture = this.textures.createCanvas('circleSprite', 96, 96);
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let context = this.circleTexture.context;
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context.beginPath();
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context.arc(48, 48, 48, 0, 2 * Math.PI, false);
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// context.lineWidth = 5;
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context.strokeStyle = '#ffffff';
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context.stroke();
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this.circleTexture.refresh();
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}
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//todo: in a dedicated class/function?
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@ -207,13 +219,6 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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*/
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update(time: number, delta: number) : void {
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this.CurrentPlayer.moveUser(delta);
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// Also, let's redraw the circle (can be costly, we need to change this!)
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this.graphics.clear();
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this.graphics.lineStyle(1, 0x00ff00, 0.4);
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this.groups.forEach((circle: Circle) => {
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this.graphics.strokeCircleShape(circle);
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})
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}
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/**
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@ -292,16 +297,18 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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let groupId = groupPositionMessage.groupId;
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if (this.groups.has(groupId)) {
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this.groups.get(groupId).setPosition(groupPositionMessage.position.x, groupPositionMessage.position.y);
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this.groups.get(groupId).setPosition(Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y));
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} else {
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//console.log('Adding group ', groupId, ' to the scene');
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// TODO: circle radius should not be hard stored
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this.groups.set(groupId, new Circle(groupPositionMessage.position.x, groupPositionMessage.position.y, 48));
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let sprite = new Sprite(this, Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y), 'circleSprite');
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sprite.setDisplayOrigin(48, 48);
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this.add.existing(sprite);
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this.groups.set(groupId, sprite);
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}
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}
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deleteGroup(groupId: string): void {
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//console.log('Deleting group ', groupId);
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this.groups.get(groupId).destroy();
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this.groups.delete(groupId);
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}
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}
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