updated phaser to version 3.51 and fixed the BC
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178af22280
commit
1359fbe977
8 changed files with 22 additions and 24 deletions
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@ -227,7 +227,7 @@ export abstract class Character extends Container {
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}, 3000)
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}
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destroy(fromScene?: boolean): void {
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destroy(): void {
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if (this.scene) {
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this.scene.events.removeListener('postupdate', this.postupdate.bind(this));
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}
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@ -236,7 +236,7 @@ export abstract class Character extends Container {
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this.scene.sys.updateList.remove(sprite);
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}
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}
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super.destroy(fromScene);
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super.destroy();
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this.playerName.destroy();
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}
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}
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@ -29,6 +29,7 @@ export class RemotePlayer extends Character {
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this.playAnimation(position.direction, position.moving);
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this.setX(position.x);
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this.setY(position.y);
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this.setDepth(position.y);
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this.setDepth(position.y); //this is to make sure the perspective (player models closer the bottom of the screen will appear in front of models nearer the top of the screen).
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}
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}
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@ -52,7 +52,7 @@ export class SpeechBubble {
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this.bubble.lineBetween(point2X, point2Y, point3X, point3Y);
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this.bubble.lineBetween(point1X, point1Y, point3X, point3Y);
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this.content = scene.add.text(0, 0, text, { fontFamily: 'Arial', fontSize: 20, color: '#000000', align: 'center', wordWrap: { width: bubbleWidth - (bubblePadding * 2) } });
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this.content = scene.add.text(0, 0, text, { fontFamily: 'Arial', fontSize: '20', color: '#000000', align: 'center', wordWrap: { width: bubbleWidth - (bubblePadding * 2) } });
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const bounds = this.content.getBounds();
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this.content.setPosition(this.bubble.x + (bubbleWidth / 2) - (bounds.width / 2), this.bubble.y + (bubbleHeight / 2) - (bounds.height / 2));
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@ -110,7 +110,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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MapPlayers!: Phaser.Physics.Arcade.Group;
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MapPlayersByKey : Map<number, RemotePlayer> = new Map<number, RemotePlayer>();
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Map!: Phaser.Tilemaps.Tilemap;
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Layers!: Array<Phaser.Tilemaps.StaticTilemapLayer>;
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Layers!: Array<Phaser.Tilemaps.TilemapLayer>;
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Objects!: Array<Phaser.Physics.Arcade.Sprite>;
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mapFile!: ITiledMap;
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groups: Map<number, Sprite>;
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@ -342,11 +342,11 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.physics.world.setBounds(0, 0, this.Map.widthInPixels, this.Map.heightInPixels);
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//add layer on map
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this.Layers = new Array<Phaser.Tilemaps.StaticTilemapLayer>();
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this.Layers = new Array<Phaser.Tilemaps.TilemapLayer>();
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let depth = -2;
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for (const layer of this.mapFile.layers) {
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if (layer.type === 'tilelayer') {
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this.addLayer(this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
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this.addLayer(this.Map.createLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
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const exitSceneUrl = this.getExitSceneUrl(layer);
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if (exitSceneUrl !== undefined) {
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@ -824,13 +824,13 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.cameras.main.setZoom(ZOOM_LEVEL);
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}
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addLayer(Layer : Phaser.Tilemaps.StaticTilemapLayer){
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addLayer(Layer : Phaser.Tilemaps.TilemapLayer){
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this.Layers.push(Layer);
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}
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createCollisionWithPlayer() {
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//add collision layer
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this.Layers.forEach((Layer: Phaser.Tilemaps.StaticTilemapLayer) => {
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this.Layers.forEach((Layer: Phaser.Tilemaps.TilemapLayer) => {
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this.physics.add.collider(this.CurrentPlayer, Layer, (object1: GameObject, object2: GameObject) => {
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//this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
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});
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@ -43,8 +43,7 @@ export class ActionableItem {
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}
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this.isSelectable = true;
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this.sprite.setPipeline(OutlinePipeline.KEY);
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this.sprite.pipeline.setFloat2('uTextureSize',
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this.sprite.texture.getSourceImage().width, this.sprite.texture.getSourceImage().height);
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this.sprite.pipeline.set2f('uTextureSize', this.sprite.texture.getSourceImage().width, this.sprite.texture.getSourceImage().height);
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}
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/**
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@ -1,5 +1,4 @@
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export class OutlinePipeline extends Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline
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{
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export class OutlinePipeline extends Phaser.Renderer.WebGL.Pipelines.MultiPipeline {
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// the unique id of this pipeline
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public static readonly KEY = 'Outline';
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@ -11,7 +10,6 @@ export class OutlinePipeline extends Phaser.Renderer.WebGL.Pipelines.TextureTint
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{
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super({
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game: game,
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renderer: game.renderer,
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fragShader: `
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precision mediump float;
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