fixed a game crashed because of lack of animations and improved the character class
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fbb44af369
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3ce8427378
3 changed files with 60 additions and 92 deletions
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@ -59,6 +59,7 @@ export abstract class Character extends Container {
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frame?: string | number
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) {
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super(scene, x, y/*, texture, frame*/);
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this.PlayerValue = name;
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this.sprites = new Map<string, Sprite>();
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@ -73,10 +74,9 @@ export abstract class Character extends Container {
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});
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this.add(this.teleportation);*/
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this.PlayerValue = name;
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this.playerName = new BitmapText(scene, x, y - 25, 'main_font', name, 7);
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this.playerName = new BitmapText(scene, 0, - 25, 'main_font', name, 7);
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this.playerName.setOrigin(0.5).setCenterAlign().setDepth(99999);
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scene.add.existing(this.playerName);
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this.add(this.playerName);
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scene.add.existing(this);
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@ -88,8 +88,6 @@ export abstract class Character extends Container {
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this.getBody().setOffset(0, 8);
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this.setDepth(-1);
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this.scene.events.on('postupdate', this.postupdate.bind(this));
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this.playAnimation(direction, moving);
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}
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@ -181,35 +179,21 @@ export abstract class Character extends Container {
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if (body.velocity.y < 0) { //moving up
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this.lastDirection = PlayerAnimationNames.WalkUp;
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this.playAnimation(PlayerAnimationNames.WalkUp, true);
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//this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkUp}`, true);
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} else if (body.velocity.y > 0) { //moving down
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this.lastDirection = PlayerAnimationNames.WalkDown;
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this.playAnimation(PlayerAnimationNames.WalkDown, true);
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//this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkDown}`, true);
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} else if (body.velocity.x > 0) { //moving right
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this.lastDirection = PlayerAnimationNames.WalkRight;
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this.playAnimation(PlayerAnimationNames.WalkRight, true);
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//this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkRight}`, true);
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} else if (body.velocity.x < 0) { //moving left
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this.lastDirection = PlayerAnimationNames.WalkLeft;
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this.playAnimation(PlayerAnimationNames.WalkLeft, true);
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//this.anims.playReverse(`${this.PlayerTexture}-${PlayerAnimationNames.WalkLeft}`, true);
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}
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//todo:remove this, use a container tech to move the bubble instead
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if (this.bubble) {
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this.bubble.moveBubble(this.x, this.y);
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}
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//update depth user
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this.setDepth(this.y);
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}
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postupdate(time: number, delta: number) {
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//super.update(delta);
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this.playerName.setPosition(this.x, this.y - 25);
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}
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stop(){
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this.getBody().setVelocity(0, 0);
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this.playAnimation(this.lastDirection, false);
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@ -218,7 +202,6 @@ export abstract class Character extends Container {
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say(text: string) {
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if (this.bubble) return;
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this.bubble = new SpeechBubble(this.scene, this, text)
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//todo make the bubble destroy on player movement?
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setTimeout(() => {
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if (this.bubble !== null) {
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this.bubble.destroy();
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@ -228,9 +211,6 @@ export abstract class Character extends Container {
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}
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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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for (const sprite of this.sprites.values()) {
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if(this.scene) {
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this.scene.sys.updateList.remove(sprite);
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