diff --git a/front/src/Phaser/Entity/PlayableCaracter.ts b/front/src/Phaser/Entity/PlayableCaracter.ts index 33b5c3aa..a5f63758 100644 --- a/front/src/Phaser/Entity/PlayableCaracter.ts +++ b/front/src/Phaser/Entity/PlayableCaracter.ts @@ -37,7 +37,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite { this.PlayerValue = name; this.PlayerTexture = texture; this.playerName = new BitmapText(scene, x, y - 25, 'main_font', name, 8); - this.playerName.setOrigin(0.5).setCenterAlign(); + this.playerName.setOrigin(0.5).setCenterAlign().setDepth(99999); scene.add.existing(this.playerName); this.scene.sys.updateList.add(this); @@ -46,7 +46,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite { this.scene.physics.world.enableBody(this); this.setImmovable(true); this.setCollideWorldBounds(true); - this.setSize(16, 16); //edit the hitbox to better match the caracter model + this.setSize(16, 16); //edit the hitbox to better match the character model this.setOffset(8, 16); this.setDepth(-1); } @@ -55,7 +55,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite { this.setVelocity(x, y); - //up or down animationss are prioritized over left and right + // up or down animations are prioritized over left and right if (this.body.velocity.y < 0) { //moving up this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkUp}`, true); } else if (this.body.velocity.y > 0) { //moving down