106 lines
3.4 KiB
TypeScript
106 lines
3.4 KiB
TypeScript
import Phaser from 'phaser'
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import { WORLD_TILES } from '../config'
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import { stateManager } from '../StateManager'
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import type { LocalAdapter } from '../NetworkAdapter'
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const CAMERA_SPEED = 400 // px/s
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const MIN_ZOOM = 0.25
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const MAX_ZOOM = 2.0
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const ZOOM_STEP = 0.1
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export class CameraSystem {
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private scene: Phaser.Scene
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private adapter: LocalAdapter
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private keys!: {
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up: Phaser.Input.Keyboard.Key
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down: Phaser.Input.Keyboard.Key
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left: Phaser.Input.Keyboard.Key
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right: Phaser.Input.Keyboard.Key
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w: Phaser.Input.Keyboard.Key
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s: Phaser.Input.Keyboard.Key
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a: Phaser.Input.Keyboard.Key
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d: Phaser.Input.Keyboard.Key
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}
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private saveTimer = 0
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private readonly SAVE_TICK = 2000
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constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
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this.scene = scene
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this.adapter = adapter
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}
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create(): void {
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const state = stateManager.getState()
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const cam = this.scene.cameras.main
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// Start at saved player position (reused as camera anchor)
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cam.scrollX = state.player.x - cam.width / 2
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cam.scrollY = state.player.y - cam.height / 2
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const kb = this.scene.input.keyboard!
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this.keys = {
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up: kb.addKey(Phaser.Input.Keyboard.KeyCodes.UP),
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down: kb.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN),
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left: kb.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT),
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right: kb.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT),
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w: kb.addKey(Phaser.Input.Keyboard.KeyCodes.W),
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s: kb.addKey(Phaser.Input.Keyboard.KeyCodes.S),
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a: kb.addKey(Phaser.Input.Keyboard.KeyCodes.A),
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d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D),
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}
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// Scroll wheel zoom
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this.scene.input.on('wheel', (_ptr: Phaser.Input.Pointer, _objs: unknown, _dx: number, dy: number) => {
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const zoom = Phaser.Math.Clamp(cam.zoom - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
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cam.setZoom(zoom)
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})
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}
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update(delta: number): void {
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const cam = this.scene.cameras.main
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const speed = CAMERA_SPEED * (delta / 1000) / cam.zoom
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const up = this.keys.up.isDown || this.keys.w.isDown
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const down = this.keys.down.isDown || this.keys.s.isDown
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const left = this.keys.left.isDown || this.keys.a.isDown
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const right = this.keys.right.isDown || this.keys.d.isDown
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let dx = 0, dy = 0
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if (left) dx -= speed
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if (right) dx += speed
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if (up) dy -= speed
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if (down) dy += speed
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if (dx !== 0 && dy !== 0) { dx *= 0.707; dy *= 0.707 }
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const worldW = WORLD_TILES * 32 // TILE_SIZE hardcoded since WORLD_PX may not exist
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const worldH = WORLD_TILES * 32
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cam.scrollX = Phaser.Math.Clamp(cam.scrollX + dx, 0, worldW - cam.width / cam.zoom)
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cam.scrollY = Phaser.Math.Clamp(cam.scrollY + dy, 0, worldH - cam.height / cam.zoom)
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// Periodically save camera center as "player position"
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this.saveTimer += delta
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if (this.saveTimer >= this.SAVE_TICK) {
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this.saveTimer = 0
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this.adapter.send({
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type: 'PLAYER_MOVE',
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x: cam.scrollX + cam.width / 2,
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y: cam.scrollY + cam.height / 2,
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})
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}
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}
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getCenterWorld(): { x: number; y: number } {
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const cam = this.scene.cameras.main
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return {
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x: cam.scrollX + cam.width / (2 * cam.zoom),
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y: cam.scrollY + cam.height / (2 * cam.zoom),
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}
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}
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getCenterTile(): { tileX: number; tileY: number } {
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const { x, y } = this.getCenterWorld()
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return { tileX: Math.floor(x / 32), tileY: Math.floor(y / 32) }
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}
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}
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