rewrote the app code to more easily allow for collisions
This commit is contained in:
parent
241cbd720a
commit
6e27377b07
10 changed files with 139 additions and 268 deletions
|
@ -1,7 +1,10 @@
|
|||
import {Textures} from "../Game/GameScene";
|
||||
import {PlayableCaracter} from "../Entity/PlayableCaracter";
|
||||
|
||||
interface AnimationData {
|
||||
key: string;
|
||||
frameRate: number;
|
||||
repeat: number;
|
||||
//repeat: number;
|
||||
frameModel: string; //todo use an enum
|
||||
frameStart: number;
|
||||
frameEnd: number;
|
||||
|
@ -15,42 +18,39 @@ export enum PlayerAnimationNames {
|
|||
None = 'none',
|
||||
}
|
||||
|
||||
export const getPlayerAnimations = (PlayerValue : string): AnimationData[] => {
|
||||
export const getPlayerAnimations = (): AnimationData[] => {
|
||||
return [{
|
||||
key: PlayerAnimationNames.WalkDown,
|
||||
frameModel: PlayerValue,
|
||||
frameModel: Textures.Player,
|
||||
frameStart: 0,
|
||||
frameEnd: 2,
|
||||
frameRate: 10,
|
||||
repeat: -1
|
||||
//repeat: -1
|
||||
}, {
|
||||
key: PlayerAnimationNames.WalkLeft,
|
||||
frameModel: PlayerValue,
|
||||
frameModel: Textures.Player,
|
||||
frameStart: 3,
|
||||
frameEnd: 5,
|
||||
frameRate: 10,
|
||||
repeat: -1
|
||||
//repeat: -1
|
||||
}, {
|
||||
key: PlayerAnimationNames.WalkRight,
|
||||
frameModel: PlayerValue,
|
||||
frameModel: Textures.Player,
|
||||
frameStart: 6,
|
||||
frameEnd: 8,
|
||||
frameRate: 10,
|
||||
repeat: -1
|
||||
//repeat: -1
|
||||
}, {
|
||||
key: PlayerAnimationNames.WalkUp,
|
||||
frameModel: PlayerValue,
|
||||
frameModel: Textures.Player,
|
||||
frameStart: 9,
|
||||
frameEnd: 11,
|
||||
frameRate: 10,
|
||||
repeat: -1
|
||||
//repeat: -1
|
||||
}];
|
||||
};
|
||||
|
||||
export const playAnimation = (Player : Phaser.GameObjects.Sprite, direction : string) => {
|
||||
if (!Player.anims.currentAnim || Player.anims.currentAnim.key !== direction) {
|
||||
Player.anims.play(direction);
|
||||
} else if (direction === PlayerAnimationNames.None && Player.anims.currentAnim) {
|
||||
Player.anims.currentAnim.destroy();
|
||||
}
|
||||
export const playAnimation = (Player : PlayableCaracter, direction : string) => {
|
||||
//if (direction === 'none') return;
|
||||
//Player.play(direction, true);
|
||||
};
|
||||
|
|
|
@ -1,112 +1,44 @@
|
|||
import {MapManagerInterface} from "../Game/MapManager";
|
||||
import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "./Animation";
|
||||
import {GameSceneInterface} from "../Game/GameScene";
|
||||
import {GameSceneInterface, Textures} from "../Game/GameScene";
|
||||
import {ConnexionInstance} from "../Game/GameManager";
|
||||
import {CameraManagerInterface} from "../Game/CameraManager";
|
||||
import {ActiveEventList, UserInputEvent} from "../UserInput/UserInputManager";
|
||||
import {PlayableCaracter} from "../Entity/PlayableCaracter";
|
||||
|
||||
export class Player extends Phaser.GameObjects.Sprite{
|
||||
MapManager : MapManagerInterface;
|
||||
PlayerValue : string;
|
||||
CameraManager: CameraManagerInterface;
|
||||
|
||||
constructor(
|
||||
Scene : GameSceneInterface,
|
||||
x : number,
|
||||
y : number,
|
||||
CameraManager: CameraManagerInterface,
|
||||
MapManager: MapManagerInterface,
|
||||
PlayerValue : string = "player"
|
||||
) {
|
||||
super(Scene, x, y, PlayerValue);
|
||||
this.PlayerValue = PlayerValue;
|
||||
Scene.add.existing(this);
|
||||
this.MapManager = MapManager;
|
||||
this.CameraManager = CameraManager;
|
||||
}
|
||||
|
||||
|
||||
initAnimation(){
|
||||
getPlayerAnimations(this.PlayerValue).forEach(d => {
|
||||
this.scene.anims.create({
|
||||
key: d.key,
|
||||
frames: this.scene.anims.generateFrameNumbers(d.frameModel, { start: d.frameStart, end: d.frameEnd }),
|
||||
frameRate: d.frameRate,
|
||||
repeat: d.repeat
|
||||
});
|
||||
})
|
||||
export class Player extends PlayableCaracter{
|
||||
|
||||
constructor(scene: Phaser.Scene, x: number, y: number) {
|
||||
super(scene, x, y, Textures.Player, 26);
|
||||
this.setSize(32, 32); //edit the hitbox to better match the caracter model
|
||||
}
|
||||
|
||||
move(activeEvents: ActiveEventList){
|
||||
//if user client on shift, camera and player speed
|
||||
let speedMultiplier = activeEvents.get(UserInputEvent.SpeedUp) ? 5 : 1;
|
||||
let speed = activeEvents.get(UserInputEvent.SpeedUp) ? 500 : 100;
|
||||
let haveMove = false;
|
||||
let direction = null;
|
||||
|
||||
if(activeEvents.get(UserInputEvent.MoveUp)){
|
||||
if(!this.CanMoveUp()){
|
||||
return;
|
||||
}
|
||||
this.setVelocity(0, -speed)
|
||||
playAnimation(this, PlayerAnimationNames.WalkUp);
|
||||
this.setY(this.y - (2 * speedMultiplier));
|
||||
haveMove = true;
|
||||
direction = PlayerAnimationNames.WalkUp;
|
||||
}
|
||||
if(activeEvents.get(UserInputEvent.MoveLeft)){
|
||||
if(!this.CanMoveLeft()){
|
||||
return;
|
||||
}
|
||||
playAnimation(this, PlayerAnimationNames.WalkLeft);
|
||||
this.setX(this.x - (2 * speedMultiplier));
|
||||
haveMove = true;
|
||||
direction = PlayerAnimationNames.WalkLeft;
|
||||
}
|
||||
if(activeEvents.get(UserInputEvent.MoveDown)){
|
||||
if(!this.CanMoveDown()){
|
||||
return;
|
||||
}
|
||||
} else if(activeEvents.get(UserInputEvent.MoveLeft)){
|
||||
this.setVelocity(-speed, 0)
|
||||
} else if(activeEvents.get(UserInputEvent.MoveDown)){
|
||||
playAnimation(this, PlayerAnimationNames.WalkDown);
|
||||
this.setY(this.y + (2 * speedMultiplier));
|
||||
haveMove = true;
|
||||
direction = PlayerAnimationNames.WalkDown;
|
||||
}
|
||||
if(activeEvents.get(UserInputEvent.MoveRight)){
|
||||
if(!this.CanMoveRight()){
|
||||
return;
|
||||
}
|
||||
playAnimation(this, PlayerAnimationNames.WalkRight);
|
||||
this.setX(this.x + (2 * speedMultiplier));
|
||||
haveMove = true;
|
||||
direction = PlayerAnimationNames.WalkRight;
|
||||
}
|
||||
if(!haveMove){
|
||||
this.setVelocity(0, speed)
|
||||
} else if(activeEvents.get(UserInputEvent.MoveRight)){
|
||||
this.setVelocity(speed, 0)
|
||||
} else {
|
||||
this.setVelocity(0, 0)
|
||||
playAnimation(this, PlayerAnimationNames.None);
|
||||
}else{
|
||||
this.sharePosition(direction);
|
||||
}
|
||||
|
||||
this.CameraManager.moveCamera(this);
|
||||
}
|
||||
|
||||
private sharePosition(direction : string){
|
||||
stop() {
|
||||
this.setVelocity(0, 0)
|
||||
}
|
||||
|
||||
/*private sharePosition(direction : string){
|
||||
if(ConnexionInstance) {
|
||||
ConnexionInstance.sharePosition((this.scene as GameSceneInterface).RoomId, this.x, this.y, direction);
|
||||
}
|
||||
}
|
||||
|
||||
private CanMoveUp(){
|
||||
return this.y > 0;
|
||||
}
|
||||
|
||||
private CanMoveLeft(){
|
||||
return this.x > 0;
|
||||
}
|
||||
|
||||
private CanMoveDown(){
|
||||
return this.MapManager.Map.heightInPixels > this.y;
|
||||
}
|
||||
|
||||
private CanMoveRight(){
|
||||
return this.MapManager.Map.widthInPixels > this.x;
|
||||
}
|
||||
}*/
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue