Send event and play animation with user frame
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parent
b51ce51847
commit
5a6415607d
12 changed files with 128 additions and 84 deletions
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@ -8,7 +8,6 @@ import {PlayableCaracter} from "../Entity/PlayableCaracter";
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export const hasMovedEventName = "hasMoved";
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export interface CurrentGamerInterface extends PlayableCaracter{
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userId : string;
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PlayerValue : string;
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initAnimation() : void;
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moveUser(delta: number) : void;
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say(text : string) : void;
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@ -16,7 +15,6 @@ export interface CurrentGamerInterface extends PlayableCaracter{
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export interface GamerInterface extends PlayableCaracter{
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userId : string;
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PlayerValue : string;
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initAnimation() : void;
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updatePosition(MessageUserPosition : MessageUserPositionInterface) : void;
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say(text : string) : void;
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@ -24,7 +22,6 @@ export interface GamerInterface extends PlayableCaracter{
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export class Player extends PlayableCaracter implements CurrentGamerInterface, GamerInterface {
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userId: string;
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PlayerValue: string;
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userInputManager: UserInputManager;
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previousMove: string;
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@ -34,23 +31,23 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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x: number,
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y: number,
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name: string,
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PlayerValue: string = Textures.Player
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PlayerTexture: string = Textures.Player
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) {
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super(Scene, x, y, PlayerValue, name, 1);
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super(Scene, x, y, PlayerTexture, name, 1);
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//create input to move
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this.userInputManager = new UserInputManager(Scene);
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//set data
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this.userId = userId;
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this.PlayerValue = PlayerValue;
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//the current player model should be push away by other players to prevent conflict
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this.setImmovable(false);
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}
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initAnimation(): void {
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getPlayerAnimations().forEach(d => {
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getPlayerAnimations(this.PlayerTexture).forEach(d => {
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this.scene.anims.create({
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key: d.key,
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frames: this.scene.anims.generateFrameNumbers(d.frameModel, {start: d.frameStart, end: d.frameEnd}),
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@ -73,17 +70,17 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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let y = 0;
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if (activeEvents.get(UserInputEvent.MoveUp)) {
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y = - moveAmount;
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direction = PlayerAnimationNames.WalkUp;
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direction = `${this.PlayerTexture}-${PlayerAnimationNames.WalkUp}`;
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} else if (activeEvents.get(UserInputEvent.MoveDown)) {
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y = moveAmount;
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direction = PlayerAnimationNames.WalkDown;
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direction = `${this.PlayerTexture}-${PlayerAnimationNames.WalkDown}`;
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}
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if (activeEvents.get(UserInputEvent.MoveLeft)) {
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x = -moveAmount;
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direction = PlayerAnimationNames.WalkLeft;
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direction = `${this.PlayerTexture}-${PlayerAnimationNames.WalkLeft}`;
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} else if (activeEvents.get(UserInputEvent.MoveRight)) {
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x = moveAmount;
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direction = PlayerAnimationNames.WalkRight;
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direction = `${this.PlayerTexture}-${PlayerAnimationNames.WalkRight}`;
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}
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if (x !== 0 || y !== 0) {
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this.move(x, y);
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@ -91,8 +88,7 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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direction = PlayerAnimationNames.None;
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this.stop();
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}
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this.emit(hasMovedEventName, {direction, x: this.x, y: this.y});
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this.emit(hasMovedEventName, {direction, x: this.x, y: this.y, frame: this.PlayerTexture});
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}
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//todo: put this method into the NonPlayer class instead
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