Clean up follow implementation; stop following when leader leaves the scene
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7bff782f7f
commit
290e5131e9
3 changed files with 40 additions and 79 deletions
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@ -32,7 +32,7 @@ export abstract class Character extends Container {
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private readonly playerName: Text;
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public PlayerValue: string;
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public sprites: Map<string, Sprite>;
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private lastDirection: PlayerAnimationDirections = PlayerAnimationDirections.Down;
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protected lastDirection: PlayerAnimationDirections = PlayerAnimationDirections.Down;
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//private teleportation: Sprite;
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private invisible: boolean;
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public companion?: Companion;
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@ -266,24 +266,20 @@ export abstract class Character extends Container {
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body.setVelocity(x, y);
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// up or down animations are prioritized over left and right
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if (body.velocity.y < 0) {
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//moving up
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this.lastDirection = PlayerAnimationDirections.Up;
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this.playAnimation(PlayerAnimationDirections.Up, true);
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} else if (body.velocity.y > 0) {
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//moving down
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this.lastDirection = PlayerAnimationDirections.Down;
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this.playAnimation(PlayerAnimationDirections.Down, true);
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} else if (body.velocity.x > 0) {
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//moving right
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this.lastDirection = PlayerAnimationDirections.Right;
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this.playAnimation(PlayerAnimationDirections.Right, true);
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} else if (body.velocity.x < 0) {
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//moving left
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this.lastDirection = PlayerAnimationDirections.Left;
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this.playAnimation(PlayerAnimationDirections.Left, true);
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if (Math.abs(body.velocity.x) > Math.abs(body.velocity.y)) {
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if (body.velocity.x < 0) {
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this.lastDirection = PlayerAnimationDirections.Left;
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} else if (body.velocity.x > 0) {
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this.lastDirection = PlayerAnimationDirections.Right;
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}
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} else {
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if (body.velocity.y < 0) {
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this.lastDirection = PlayerAnimationDirections.Up;
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} else if (body.velocity.y > 0) {
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this.lastDirection = PlayerAnimationDirections.Down;
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}
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}
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this.playAnimation(this.lastDirection, true);
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this.setDepth(this.y);
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