mirror of
https://github.com/Viglino/ol-games.git
synced 2026-01-18 15:17:17 +00:00
234 lines
7.4 KiB
HTML
234 lines
7.4 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<!--
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Copyright (c) 2016 Jean-Marc VIGLINO,
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released under CeCILL-B (french BSD like) licence: http://www.cecill.info/
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-->
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<title>ol-games: Sprite collision</title>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<meta name="description" content="Sprite collision for openlayers games" />
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<meta name="keywords" content="ol, openlayers, game, sprite, collision" />
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<link rel="stylesheet" href="style.css" />
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<!-- jQuery -->
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<script type="text/javascript" src="https://code.jquery.com/jquery-1.11.0.min.js"></script>
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<!-- FontAwesome -->
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<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/4.7.0/css/font-awesome.min.css">
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<!-- OpenLayers -->
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<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/ol@latest/ol.css" />
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<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/ol@latest/dist/ol.js"></script>
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<!-- ol-ext -->
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<link rel="stylesheet" href="https://rawgit.com/Viglino/ol-ext/master/dist/ol-ext.css" />
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<script type="text/javascript" src="https://rawgit.com/Viglino/ol-ext/master/dist/ol-ext.js"></script>
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<!-- ol-games -->
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<link rel="stylesheet" href="../dist/ol-games.css" />
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<script type="text/javascript" src="../dist/ol-games.js"></script>
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<style>
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#map {
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width:800px;
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height:600px;
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float: left;
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}
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#pattern canvas,
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#clayer canvas {
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border: 5px solid #369;
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vertical-align: middle;
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background-image:
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-moz-linear-gradient(45deg, rgba(0,0,0,0.05) 25%, transparent 25%),
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-moz-linear-gradient(-45deg, rgba(0,0,0,0.05) 25%, transparent 25%),
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-moz-linear-gradient(45deg, transparent 75%, rgba(0,0,0,0.05) 75%),
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-moz-linear-gradient(-45deg, transparent 75%, rgba(0,0,0,0.05) 75%);
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background-image:
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-webkit-gradient(linear, 0 100%, 100% 0, color-stop(.25, rgba(0,0,0,0.05)), color-stop(.25, transparent)),
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-webkit-gradient(linear, 0 0, 100% 100%, color-stop(.25, rgba(0,0,0,0.05)), color-stop(.25, transparent)),
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-webkit-gradient(linear, 0 100%, 100% 0, color-stop(.75, transparent), color-stop(.75, rgba(0,0,0,0.05))),
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-webkit-gradient(linear, 0 0, 100% 100%, color-stop(.75, transparent), color-stop(.75, rgba(0,0,0,0.05)));
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-moz-background-size: 20px 20px;
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background-size: 20px 20px;
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-webkit-background-size: 20px 20px; /* override value for shitty webkit */
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background-position:0 0, 10px 0, 10px -10px, 0px 10px;
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}
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.collide {
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border:0!important;
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margin:5px;
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box-shadow: 0 0 25px 2px #A00;
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}
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.ol-control.ol-framerate {
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left: auto;
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right: 0.5em;
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}
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</style>
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</head>
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<body >
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<a href="https://github.com/Viglino/ol-games" class="icss-github-corner"><i></i></a>
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<a href="../index.html">
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<h1>ol-games: Sprite collision</h1>
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</a>
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<div class="info">
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The the <i>ol.Collision</i> perform pixel collisions beetween sprites or with an <i>ol.Offscreen</i>.
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<br/>
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The <i>ol.Game</i> object has its own collision mecanism use the <i>ol.Game.collide()</i> to test collisions.
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</div>
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<!-- Map div -->
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<div id="map"></div>
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<div class="options" >
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<h2>Options:</h2>
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<div id="pattern">Sprite collision:</div>
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<div id="clayer">Collision Layer:</div>
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<ul>
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</ul>
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</div>
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<script type="text/javascript">
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// Layers
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var layer = new ol.layer.Tile({ preload:Infinity, source: new ol.source.StadiaMaps({ layer: 'stamen_watercolor' }) });
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var labels = new ol.layer.Tile({ source: new ol.source.StadiaMaps({ layer: 'stamen_toner_labels' }), title:"labels" });
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var offlabels = new ol.layer.Tile({ source: new ol.source.StadiaMaps({ layer: 'stamen_toner_labels' }), title:"labels" });
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// Popup overlay
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var popup = new ol.Overlay.Popup ({
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popupClass: "default", //"tooltips", "warning" "black" "default", "tips", "shadow",
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positioning: "bottom-left",
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offset: [0,-20],
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autoPan: false
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});
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// The map
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var map = new ol.Map ({
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target: 'map',
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loadTilesWhileAnimating: true,
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loadTilesWhileInteracting: true,
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pixelRatio: 1,
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view: new ol.View ({
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zoom: 11,
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center: [260064, 6250762]
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}),
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layers: [layer, labels],
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overlays: [popup]
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});
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// Add a background map
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// var backmap = new ol.Backscreen({ map:map, layers: [layer, labels], pixelRatio:1 });
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// Add an offscreen map to calculte collision over it
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var offmap = new ol.Offscreen({ map:map, layers: [offlabels], pixelRatio:1, resample:1 });
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$(offmap.canvas).appendTo("#clayer");
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var character = new ol.layer.Vector({
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source: new ol.source.Vector(),
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updateWhileAnimating: true,
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updateWhileInteracting: true
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});
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map.addLayer(character);
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var vector = new ol.layer.Vector({
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source: new ol.source.Vector(),
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updateWhileAnimating: true,
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updateWhileInteracting: true
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});
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map.addLayer(vector);
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var orc = new ol.Sprite({
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name:"Orc",
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position: map.getView().getCenter(),
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src: "data/orc.png",
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size: 64,
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scale: 1.5,
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crossOrigin: "anonymous"
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});
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character.getSource().addFeature(orc);
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orc.setDestination(orc.getCoordinate(), 10);
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orc.setState("walk_"+orc.getQuarter());
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orc.on("destination", function() {
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orc.setState("idle");
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});
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map.on ("click", function(e) {
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orc.setDestination(e.coordinate);
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orc.setState("walk_"+orc.getQuarter());
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});
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var elf = new ol.Sprite({
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name:"Robin",
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position: map.getView().getCenter(),
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src: "data/robin.png",
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size: 64,
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scale: 1.5,
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crossOrigin: "anonymous"
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});
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character.getSource().addFeature(elf);
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function getDestination() {
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var e = map.getView().calculateExtent(map.getSize());
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return [
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e[0]+(e[2]-e[0])*Math.random(),
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e[1]+(e[3]-e[1])*Math.random()
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]
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}
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elf.setDestination(getDestination(),5);
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elf.setState("walk_"+elf.getQuarter());
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elf.on("destination", function () {
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elf.setDestination(getDestination());
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elf.setState("walk_"+elf.getQuarter());
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})
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// New Game
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var game = new ol.Game({ map: map });
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map.addControl(new ol.control.FrameRate());
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// Add collision test
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/*
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var collision = new ol.Collision({map: map, sprites: [elf, orc]});
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$("#pattern").append(collision.getImage());
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game.addCollision (collision);
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orc.on("collide", function(e)
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{ console.log("hello!");
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});
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*/
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$("#pattern").append(game.collision.getImage());
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var spriteCollision = $("#pattern canvas");
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var layerCollision = $("#clayer canvas");
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// Game loop
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game.on ("render", function(e) {
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if (game.collide (orc, elf)) {
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popup.show(orc.getCoordinate(), "Hello!");
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spriteCollision.addClass("collide");
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} else {
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popup.hide();
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orc.move(e);
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spriteCollision.removeClass("collide");
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}
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elf.move(e);
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// Test collision with the labels
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//if (orc.moving())
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if (offmap.collide(orc)) {
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layerCollision.addClass("collide");
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} else {
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layerCollision.removeClass("collide");
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}
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});
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// start game!
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game.start();
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</script>
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</body>
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</html> |