Adding sprite on scene, first test
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1 changed files with 14 additions and 8 deletions
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@ -1,6 +1,9 @@
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import Sprite = Phaser.GameObjects.Sprite;
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export class GameScene extends Phaser.Scene {
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export class GameScene extends Phaser.Scene {
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private player: Sprite;
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constructor() {
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constructor() {
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super({
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super({
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key: "GameScene"
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key: "GameScene"
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@ -29,34 +32,35 @@ export class GameScene extends Phaser.Scene {
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// Let's manage animations of the player
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// Let's manage animations of the player
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this.anims.create({
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this.anims.create({
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key: 'down',
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key: 'down',
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frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }),
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frames: this.anims.generateFrameNumbers('player', { start: 0, end: 2 }),
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frameRate: 10,
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frameRate: 10,
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repeat: -1
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repeat: -1
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});
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});
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this.anims.create({
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this.anims.create({
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key: 'left',
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key: 'left',
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frames: this.anims.generateFrameNumbers('player', { start: 4, end: 8 }),
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frames: this.anims.generateFrameNumbers('player', { start: 3, end: 5 }),
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frameRate: 10,
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frameRate: 10,
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repeat: -1
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repeat: -1
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});
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});
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this.anims.create({
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this.anims.create({
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key: 'right',
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key: 'right',
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frames: this.anims.generateFrameNumbers('player', { start: 9, end: 12 }),
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frames: this.anims.generateFrameNumbers('player', { start: 6, end: 8 }),
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frameRate: 10,
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frameRate: 10,
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repeat: -1
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repeat: -1
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});
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});
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this.anims.create({
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this.anims.create({
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key: 'up',
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key: 'up',
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frames: this.anims.generateFrameNumbers('player', { start: 13, end: 16 }),
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frames: this.anims.generateFrameNumbers('player', { start: 9, end: 12 }),
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frameRate: 10,
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frameRate: 10,
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repeat: -1
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repeat: -1
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});
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});
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//let player = this.add.sprite(450, 450, 'player');
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// TODO: create a Player class extending a Character class that itself extends from physics.Sprite.
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//player.anims.play('down');
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this.player = this.add.sprite(150, 130, 'player');
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this.player.anims.play('right');
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//player.setBounce(0.2);
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//player.setBounce(0.2);
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//player.setCollideWorldBounds(true);
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//player.setCollideWorldBounds(true);
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@ -66,8 +70,10 @@ export class GameScene extends Phaser.Scene {
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private angle: number = 0;
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private angle: number = 0;
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update(dt: number): void {
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update(dt: number): void {
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this.cameras.main.scrollX = Math.floor(300 + 300 * Math.cos(this.angle));
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this.cameras.main.scrollX = Math.floor(dt * 0.05);
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this.cameras.main.scrollY = Math.floor(300 + 300 * Math.sin(this.angle));
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this.player.x = Math.floor(dt * 0.05) + 150;
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//this.cameras.main.scrollX = Math.floor(300 + 300 * Math.cos(this.angle));
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//this.cameras.main.scrollY = Math.floor(300 + 300 * Math.sin(this.angle));
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this.angle = dt * 0.0001;
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this.angle = dt * 0.0001;
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}
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}
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