Clean up follow implementation; stop following when leader leaves the scene

This commit is contained in:
PizZaKatZe 2021-12-14 18:47:51 +01:00
parent 7bff782f7f
commit 290e5131e9
3 changed files with 40 additions and 79 deletions

View file

@ -32,7 +32,7 @@ export abstract class Character extends Container {
private readonly playerName: Text;
public PlayerValue: string;
public sprites: Map<string, Sprite>;
private lastDirection: PlayerAnimationDirections = PlayerAnimationDirections.Down;
protected lastDirection: PlayerAnimationDirections = PlayerAnimationDirections.Down;
//private teleportation: Sprite;
private invisible: boolean;
public companion?: Companion;
@ -266,24 +266,20 @@ export abstract class Character extends Container {
body.setVelocity(x, y);
// up or down animations are prioritized over left and right
if (body.velocity.y < 0) {
//moving up
this.lastDirection = PlayerAnimationDirections.Up;
this.playAnimation(PlayerAnimationDirections.Up, true);
} else if (body.velocity.y > 0) {
//moving down
this.lastDirection = PlayerAnimationDirections.Down;
this.playAnimation(PlayerAnimationDirections.Down, true);
} else if (body.velocity.x > 0) {
//moving right
this.lastDirection = PlayerAnimationDirections.Right;
this.playAnimation(PlayerAnimationDirections.Right, true);
} else if (body.velocity.x < 0) {
//moving left
this.lastDirection = PlayerAnimationDirections.Left;
this.playAnimation(PlayerAnimationDirections.Left, true);
if (Math.abs(body.velocity.x) > Math.abs(body.velocity.y)) {
if (body.velocity.x < 0) {
this.lastDirection = PlayerAnimationDirections.Left;
} else if (body.velocity.x > 0) {
this.lastDirection = PlayerAnimationDirections.Right;
}
} else {
if (body.velocity.y < 0) {
this.lastDirection = PlayerAnimationDirections.Up;
} else if (body.velocity.y > 0) {
this.lastDirection = PlayerAnimationDirections.Down;
}
}
this.playAnimation(this.lastDirection, true);
this.setDepth(this.y);