import { DrawRectObject } from "./2d/DrawRectObject.js";
import { DrawTextObject } from "./2d/DrawTextObject.js";
import { DrawConusObject } from "./2d/DrawConusObject.js";
import { DrawImageObject } from "./2d/DrawImageObject.js";
import { DrawLineObject } from "./2d/DrawLineObject.js";
import { DrawPolygonObject } from "./2d/DrawPolygonObject.js";
import { DrawCircleObject } from "./2d/DrawCircleObject.js";
import { DrawTiledLayer } from "./2d/DrawTiledLayer.js";
import { DrawShapeObject } from "./2d/DrawShapeObject.js";
import { GameStageData } from "./GameStageData.js";
import { Exception } from "./Exception.js";
import { ERROR_CODES } from "../constants.js";
/**
* Creates drawObjects instances.<br>
* accessible via GameStage.draw <br>
* Attach images for image objects and tilemaps <br>
* Adds drawObjects to current GameStage.stageData
* @see {@link GameStage} a part of GameStage
*/
export class DrawObjectFactory {
/**
* @type {AssetsManager}
*/
#iLoader;
/**
* @type {GameStageData | null}
*/
#currentPageData;
/**
* @hideconstructor
*/
constructor(iLoader) {
this.#iLoader = iLoader;
}
/**
* @returns {GameStageData}
*/
get stageData() {
return this.#currentPageData;
}
/**
*
* @param {*} renderObject
* @returns {Object}
*/
#addObjectToPageData(renderObject) {
this.#currentPageData._renderObject = renderObject;
this.#currentPageData._sortRenderObjectsBySortIndex();
return renderObject;
}
/**
* @param {number} x
* @param {number} y
* @param {number} width
* @param {number} height
* @param {string} backgroundColor - rgba(r,g,b,a)
* @returns {DrawRectObject}
*/
rect(x, y, width, height, backgroundColor) {
const renderObject = new DrawRectObject(x, y, width, height, backgroundColor);
this.#addObjectToPageData(renderObject);
return renderObject;
}
/**
* @param {number} x
* @param {number} y
* @param {string} text
* @param {string} font - size fontFamily
* @param {string} color - rgba(r,g,b,a)
* @returns {DrawTextObject}
*/
text(x, y, text, font, color) {
const renderObject = new DrawTextObject(x, y, text, font, color);
this.#addObjectToPageData(renderObject);
return renderObject;
}
/**
*
* @param {number} radius
* @param {string} bgColor - rgba(r,g,b,a)
* @param {number=} angle
* @param {number=} [fade=0] (0 - 1)
* @returns {DrawConusObject}
*/
conus(x, y, radius, bgColor, angle, fade = 0) {
const renderObject = new DrawConusObject(x, y, radius, bgColor, angle, fade);
this.#addObjectToPageData(renderObject);
return renderObject;
}
/**
*
* @param {number} radius
* @param {string} bgColor - rgba(r,g,b,a)
* @returns {DrawCircleObject}
*/
circle(x, y, radius, bgColor) {
const renderObject = new DrawCircleObject(x, y, radius, bgColor);
this.#addObjectToPageData(renderObject);
return renderObject;
}
/**
* @param {number} x
* @param {number} y
* @param {number} width
* @param {number} height
* @param {string} key
* @param {number} [imageIndex = 0]
* @param {Array<{x:Number, y:Number}> | {r:number}=} boundaries - boundaries as polygon, or circle
* @param {number} [spacing = 0] - for tilesets.spacing > 0
* @returns {DrawImageObject}
*/
image(x, y, width, height, key, imageIndex = 0, boundaries, spacing = 0) {
const image = this.#iLoader.getImage(key);
if (!image) {
Exception(ERROR_CODES.CANT_GET_THE_IMAGE, "iLoader can't get the image with key: " + key);
}
const renderObject = new DrawImageObject(x, y, width, height, key, imageIndex, boundaries, image, spacing);
this.#addObjectToPageData(renderObject);
return renderObject;
}
/**
* @param {Array<number>} vertices
* @param {string} color - rgba(r,g,b,a)
* @returns {DrawLineObject}
*/
line(vertices, color) {
const renderObject = new DrawLineObject(vertices, color);
this.#addObjectToPageData(renderObject);
return renderObject;
}
/**
* @param {Array<{x:number, y:number}>} vertices - should go in anticlockwise order
* @param {string} bgColor - rgba(r,g,b,a)
* @returns {DrawPolygonObject}
*/
polygon(vertices, bgColor) {
const renderObject = new DrawPolygonObject(vertices, bgColor);
this.#addObjectToPageData(renderObject);
return renderObject;
}
/**
*
* @param {string} layerKey
* @param {string} tileMapKey
* @param {boolean=} setBoundaries
* @param {DrawShapeObject=} shapeMask
* @returns {DrawTiledLayer}
*/
tiledLayer(layerKey, tileMapKey, setBoundaries, shapeMask) {
const tilemap = this.#iLoader.getTileMap(tileMapKey),
tilesets = tilemap.tilesets.map((tileset) => Object.assign({}, tileset)), // copy to avoid change same tilemap instance in different tiledLayers
tilesetImages = tilesets.map((tileset) => this.#iLoader.getImage(tileset.data.name)),
layerData = Object.assign({}, tilemap.layers.find((layer) => layer.name === layerKey)), // copy to avoid change same tilemap instance in different tiledLayers
renderObject = new DrawTiledLayer(layerKey, tileMapKey, tilemap, tilesets, tilesetImages, layerData, setBoundaries, shapeMask);
this.#addObjectToPageData(renderObject);
return renderObject;
}
/**
* @ignore
* @param {string} methodKey
* @param {Function} createObjectInstance
*/
_registerNewObjectMethod = (methodKey, createObjectInstance) => {
this[methodKey] = (...args) => this.#createObjectAndAddToPageData(createObjectInstance, ...args);
};
/**
* @ignore
* @param {Function} createInstance
* @param {Array<any>} args
*/
#createObjectAndAddToPageData = (createInstance, ...args) => {
const instance = createInstance(...args);
this.#addObjectToPageData(instance);
return instance;
};
/**
* @ignore
* @param {GameStageData} pageData;
*/
_attachPageData = (pageData) => {
this.#currentPageData = pageData;
};
/**
* @ignore
*/
_detachPageData = () => {
this.#currentPageData = null;
};
}