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Array Grid for Node-Hill.
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class Grid { | |
constructor(width, height, cellSize, baseLine){ | |
this.height = height; | |
this.width = width; | |
this.cellSize = cellSize; | |
this.baseLine = baseLine; | |
this.gridArray = this.generateArray(width, height); | |
for (let x = 0; x < this.gridArray[0].length; x++) { | |
for (let y = 0; y < this.gridArray[1].length; y++) { | |
// Generates a block per array value | |
let brick = new Brick(this.getWorldPosition(x, y), new Vector3(cellSize, cellSize, cellSize), '#fffff00'); | |
brick.visibility = 1; | |
Game.newBrick(brick); | |
brick.touching((player) => this.debugFunction(brick)) | |
} | |
} | |
} | |
debugFunction = function (brick){ | |
Game.topPrintAll(`Brick real Position#X: ${brick.position.x} Y: ${brick.position.y}`, 1); | |
console.log(brick.position) | |
let WorldPos = this.getXY(brick.position) | |
let GridXY = this.getXY(WorldPos) | |
Game.bottomPrintAll(`Grid Position#X: ${GridXY.x} Y: ${GridXY.y}`) | |
} | |
generateArray = function (rows, columns, value) { | |
if (value === void 0) { value = function (x, y) { return 0; }; } | |
let array = new Array(rows); | |
for (let i = 0; i < rows; i++) { | |
array[i] = new Array(columns); | |
for (let j = 0; j < columns; j++) { | |
array[i][j] = value(i, j); | |
} | |
} | |
return array; | |
}; | |
displayArray = function () { | |
console.table(this.gridArray); | |
}; | |
setValue = function (x, y, value) { | |
if (x >= 0 && y >= 0 && x < this.width && y < this.height) | |
this.gridArray[x][y] = value; | |
}; | |
setWorldValue = function (worldPosition, value) { | |
let _a = this.getXY(worldPosition), x = _a.x, y = _a.y; | |
this.setValue(x, y, value); | |
}; | |
getWorldPosition = function (x, y) { | |
return new Vector3(x * this.cellSize, y * this.cellSize, this.baseLine); | |
}; | |
getXY = function (worldPosition) { | |
let xPos = Math.floor(worldPosition.x / this.cellSize); | |
let yPos = Math.floor(worldPosition.y / this.cellSize); | |
return { x: xPos, y: yPos }; | |
}; | |
} | |
module.exports = Grid |
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