level builder

This commit is contained in:
2026-05-15 19:26:09 +02:00
parent 0e06d5eefa
commit 5d869b12f1
4 changed files with 227 additions and 17 deletions

77
src/levels/LevelLoader.ts Normal file
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import Phaser from "phaser";
import { Player } from "../entities/Player";
import { Exit } from "../entities/Exit";
import { Platform } from "../entities/Platform";
import { LevelMatrix, TILE_SIZE, TileType } from "./levels";
export interface LoadedLevel {
player: Player;
exit: Exit;
platforms: Platform[];
}
interface Cell {
row: number;
col: number;
}
export class LevelLoader {
constructor(private readonly scene: Phaser.Scene) {}
load(matrix: LevelMatrix): LoadedLevel {
const platforms = this.buildPlatforms(matrix);
const player = this.buildPlayer(matrix);
const exit = this.buildExit(matrix);
return { player, exit, platforms };
}
/**
* Merge contiguous Platform tiles in each row into a single rectangle to
* avoid corner-catching issues between adjacent 1-tile static bodies.
*/
private buildPlatforms(matrix: LevelMatrix): Platform[] {
const result: Platform[] = [];
for (let row = 0; row < matrix.length; row++) {
const cols = matrix[row].length;
let runStart = -1;
for (let col = 0; col <= cols; col++) {
const isPlatform = col < cols && matrix[row][col] === TileType.Platform;
if (isPlatform && runStart === -1) {
runStart = col;
} else if (!isPlatform && runStart !== -1) {
const width = (col - runStart) * TILE_SIZE;
const x = runStart * TILE_SIZE + width / 2;
const y = row * TILE_SIZE + TILE_SIZE / 2;
result.push(new Platform(this.scene, x, y, width, TILE_SIZE));
runStart = -1;
}
}
}
return result;
}
private buildPlayer(matrix: LevelMatrix): Player {
const cell = this.findTile(matrix, TileType.Player);
if (!cell) throw new Error("Level matrix has no Player tile");
const x = cell.col * TILE_SIZE + TILE_SIZE / 2;
const y = (cell.row + 1) * TILE_SIZE - Player.SIZE / 2;
return new Player(this.scene, x, y);
}
private buildExit(matrix: LevelMatrix): Exit {
const cell = this.findTile(matrix, TileType.Exit);
if (!cell) throw new Error("Level matrix has no Exit tile");
const x = cell.col * TILE_SIZE + TILE_SIZE / 2;
const y = (cell.row + 1) * TILE_SIZE - Exit.HEIGHT / 2;
return new Exit(this.scene, x, y);
}
private findTile(matrix: LevelMatrix, tile: TileType): Cell | null {
for (let row = 0; row < matrix.length; row++) {
for (let col = 0; col < matrix[row].length; col++) {
if (matrix[row][col] === tile) return { row, col };
}
}
return null;
}
}