| 1 | import sprites from '../sprites.js' |
| 2 | |
| 3 | const cache = new Map() |
| 4 | |
| 5 | // analyze the pixels and create a map of the transparent |
| 6 | // and non-transparent pixels for hit testing |
| 7 | function getSpriteAlphaMap(imageData, name) { |
| 8 | if (cache.has(name)) { |
| 9 | return cache.get(name) |
| 10 | } |
| 11 | |
| 12 | const sprite = sprites[name] |
| 13 | const lines = [] |
| 14 | const initIVal = imageData.width * sprite.y * 4 |
| 15 | |
| 16 | // for each line of pixels |
| 17 | for ( |
| 18 | let i = initIVal; |
| 19 | i < initIVal + sprite.h * imageData.width * 4; |
| 20 | // (increments by 8 because it skips every other pixel due to pixel density) |
| 21 | i += imageData.width * 8 |
| 22 | ) { |
| 23 | const line = [] |
| 24 | const initJVal = i + sprite.x * 4 |
| 25 | // for each pixel in the line |
| 26 | // (increments by 8 because it skips every other pixel due to pixel density) |
| 27 | for (let j = initJVal; j < initJVal + sprite.w * 4; j += 8) { |
| 28 | // 0 for transparent, 1 for not |
| 29 | line.push(imageData.data[j + 3] === 0 ? 0 : 1) |
| 30 | } |
| 31 | |
| 32 | lines.push(line) |
| 33 | } |
| 34 | |
| 35 | cache.set(name, lines) |
| 36 | return lines |
| 37 | } |
| 38 | |
| 39 | export default class Actor { |
| 40 | constructor(imageData) { |
| 41 | this._sprite = null |
| 42 | this.height = 0 |
| 43 | this.width = 0 |
| 44 | this.x = 0 |
| 45 | this.y = 0 |
| 46 | |
| 47 | // the spriteImage should only be passed into actors that will |
| 48 | // use hit detection; otherwise don't waste cpu on generating |
| 49 | // the alpha map every time the sprite is set |
| 50 | if (imageData) { |
| 51 | this.imageData = imageData |
| 52 | this.alphaMap = [] |
| 53 | } |
| 54 | } |
| 55 | |
| 56 | set sprite(name) { |
| 57 | this._sprite = name |
| 58 | this.height = sprites[name].h / 2 |
| 59 | this.width = sprites[name].w / 2 |
| 60 | |
| 61 | if (this.imageData) { |
| 62 | this.alphaMap = getSpriteAlphaMap(this.imageData, name) |
| 63 | } |
| 64 | } |
| 65 | |
| 66 | get sprite() { |
| 67 | return this._sprite |
| 68 | } |
| 69 | |
| 70 | // the x value of the right side of it |
| 71 | get rightX() { |
| 72 | return this.width + this.x |
| 73 | } |
| 74 | |
| 75 | // the y value of the bottom of it |
| 76 | get bottomY() { |
| 77 | return this.height + this.y |
| 78 | } |
| 79 | |
| 80 | hits(actors) { |
| 81 | return actors.some((actor) => { |
| 82 | if (!actor) return false |
| 83 | |
| 84 | if (this.x >= actor.rightX || actor.x >= this.rightX) { |
| 85 | return false |
| 86 | } |
| 87 | |
| 88 | if (this.y >= actor.bottomY || actor.y >= this.bottomY) { |
| 89 | return false |
| 90 | } |
| 91 | |
| 92 | // actors' coords are intersecting, but they still might not be hitting |
| 93 | // each other if they intersect at transparent pixels |
| 94 | if (this.alphaMap && actor.alphaMap) { |
| 95 | const startY = Math.round(Math.max(this.y, actor.y)) |
| 96 | const endY = Math.round(Math.min(this.bottomY, actor.bottomY)) |
| 97 | const startX = Math.round(Math.max(this.x, actor.x)) |
| 98 | const endX = Math.round(Math.min(this.rightX, actor.rightX)) |
| 99 | const thisY = Math.round(this.y) |
| 100 | const actorY = Math.round(actor.y) |
| 101 | const thisX = Math.round(this.x) |
| 102 | const actorX = Math.round(actor.x) |
| 103 | |
| 104 | for (let y = startY; y < endY; y++) { |
| 105 | for (let x = startX; x < endX; x++) { |
| 106 | // doesn't hit if either are transparent at these coords |
| 107 | if (this.alphaMap[y - thisY][x - thisX] === 0) continue |
| 108 | if (actor.alphaMap[y - actorY][x - actorX] === 0) continue |
| 109 | |
| 110 | return true |
| 111 | } |
| 112 | } |
| 113 | |
| 114 | return false |
| 115 | } |
| 116 | |
| 117 | return true |
| 118 | }) |
| 119 | } |
| 120 | } |