Merge branch 'interaction' into kharhamel-interaction

# Conflicts:
#	front/src/Phaser/Game/CameraManager.ts
#	front/src/Phaser/Game/GameScene.ts
#	front/src/Phaser/Game/MapManager.ts
#	front/src/Phaser/Player/Player.ts
This commit is contained in:
gparant 2020-04-13 13:42:21 +02:00
commit 01dbff7aee
13 changed files with 367 additions and 89 deletions

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import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "../Player/Animation";
import {ActiveEventList, UserInputEvent} from "../UserInput/UserInputManager";
import {SpeechBubble} from "./SpeechBubble";
export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
private bubble: SpeechBubble;
constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | number) {
super(scene, x, y, texture, frame);
this.scene.sys.updateList.add(this);
this.scene.sys.displayList.add(this);
this.setScale(2);
this.scene.physics.world.enableBody(this);
this.setImmovable(true);
this.setCollideWorldBounds(true);
this.setSize(32, 32); //edit the hitbox to better match the caracter model
}
move(x: number, y: number){
this.setVelocity(x, y);
//todo improve animations to better account for diagonal movement
if (this.body.velocity.x > 0) { //moving right
this.play(PlayerAnimationNames.WalkRight, true);
} else if (this.body.velocity.x < 0) { //moving left
this.anims.playReverse(PlayerAnimationNames.WalkLeft, true);
} else if (this.body.velocity.y < 0) { //moving up
this.play(PlayerAnimationNames.WalkUp, true);
} else if (this.body.velocity.y > 0) { //moving down
this.play(PlayerAnimationNames.WalkDown, true);
}
}
say(text: string) {
if (this.bubble) return;
this.bubble = new SpeechBubble(this.scene, this, text)
//todo make the buble destroy on player movement?
setTimeout(() => {
this.bubble.destroy();
this.bubble = null;
}, 3000)
}
}

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import Scene = Phaser.Scene;
import {PlayableCaracter} from "./PlayableCaracter";
export class SpeechBubble {
private bubble: Phaser.GameObjects.Graphics;
private content: Phaser.GameObjects.Text;
constructor(scene: Scene, player: PlayableCaracter, text: string) {
let bubbleHeight = 50;
let bubblePadding = 10;
let bubbleWidth = bubblePadding * 2 + text.length * 10;
let arrowHeight = bubbleHeight / 4;
this.bubble = scene.add.graphics({ x: player.x + 16, y: player.y - 80 });
// Bubble shadow
this.bubble.fillStyle(0x222222, 0.5);
this.bubble.fillRoundedRect(6, 6, bubbleWidth, bubbleHeight, 16);
// this.bubble color
this.bubble.fillStyle(0xffffff, 1);
// this.bubble outline line style
this.bubble.lineStyle(4, 0x565656, 1);
// this.bubble shape and outline
this.bubble.strokeRoundedRect(0, 0, bubbleWidth, bubbleHeight, 16);
this.bubble.fillRoundedRect(0, 0, bubbleWidth, bubbleHeight, 16);
// Calculate arrow coordinates
let point1X = Math.floor(bubbleWidth / 7);
let point1Y = bubbleHeight;
let point2X = Math.floor((bubbleWidth / 7) * 2);
let point2Y = bubbleHeight;
let point3X = Math.floor(bubbleWidth / 7);
let point3Y = Math.floor(bubbleHeight + arrowHeight);
// bubble arrow shadow
this.bubble.lineStyle(4, 0x222222, 0.5);
this.bubble.lineBetween(point2X - 1, point2Y + 6, point3X + 2, point3Y);
// bubble arrow fill
this.bubble.fillTriangle(point1X, point1Y, point2X, point2Y, point3X, point3Y);
this.bubble.lineStyle(2, 0x565656, 1);
this.bubble.lineBetween(point2X, point2Y, point3X, point3Y);
this.bubble.lineBetween(point1X, point1Y, point3X, point3Y);
this.content = scene.add.text(0, 0, text, { fontFamily: 'Arial', fontSize: 20, color: '#000000', align: 'center', wordWrap: { width: bubbleWidth - (bubblePadding * 2) } });
let bounds = this.content.getBounds();
this.content.setPosition(this.bubble.x + (bubbleWidth / 2) - (bounds.width / 2), this.bubble.y + (bubbleHeight / 2) - (bounds.height / 2));
}
destroy(): void {
this.bubble.setVisible(false) //todo find a better way
this.content.destroy()
}
}

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export class Sprite extends Phaser.GameObjects.Sprite {
constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: number | string) {
super(scene, x, y, texture, frame);
scene.sys.updateList.add(this);
scene.sys.displayList.add(this);
}
}