added random companion to player
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commit
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4 changed files with 256 additions and 1 deletions
196
front/src/Phaser/Companion/Companion.ts
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196
front/src/Phaser/Companion/Companion.ts
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import Sprite = Phaser.GameObjects.Sprite;
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import Container = Phaser.GameObjects.Container;
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import { lazyLoadResource } from "./CompanionTexturesLoadingManager";
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import { PlayerAnimationDirections, PlayerAnimationTypes } from "../Player/Animation";
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export class Companion extends Container {
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public sprites: Map<string, Sprite>;
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private delta: number;
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private invisible: boolean;
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private target: { x: number, y: number };
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constructor(
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scene: Phaser.Scene,
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x: number,
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y: number
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) {
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super(scene, x, y);
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this.delta = 0;
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this.invisible = true;
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this.target = { x, y };
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this.sprites = new Map<string, Sprite>();
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const animal = ["dog1", "dog2", "dog3", "cat1", "cat2", "cat3"];
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const random = Math.floor(Math.random() * animal.length);
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lazyLoadResource(this.scene.load, animal[random]).then(resource => {
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this.addResource(resource);
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this.invisible = false;
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})
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this.scene.physics.world.enableBody(this);
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this.getBody().setImmovable(true);
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this.getBody().setCollideWorldBounds(true);
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this.setSize(16, 16);
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this.getBody().setSize(16, 16);
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this.getBody().setOffset(0, 8);
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this.setDepth(-1);
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scene.game.events.addListener('step', this.step.bind(this));
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scene.add.existing(this);
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}
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public setTarget(x: number, y: number) {
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this.target = { x, y };
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}
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private step(time: any, delta: any) {
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if (typeof this.target === 'undefined') return;
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this.delta += delta;
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if (this.delta < 256) {
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return;
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}
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this.delta = 0;
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const xDist = this.target.x - this.x;
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const yDist = this.target.y - this.y;
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let direction: PlayerAnimationDirections;
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let type: PlayerAnimationTypes;
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const distance = Math.sqrt(Math.pow(Math.abs(xDist), 2) + Math.pow(Math.abs(yDist), 2));
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if (distance < 16) {
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type = PlayerAnimationTypes.Idle;
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this.getBody().stop();
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} else {
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type = PlayerAnimationTypes.Walk;
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const xDir = xDist / Math.max(Math.abs(xDist), 1);
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const yDir = yDist / Math.max(Math.abs(yDist), 1);
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const speed = 256;
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this.getBody().setVelocity(Math.min(Math.abs(xDist * 2), speed) * xDir, Math.min(Math.abs(yDist * 2), speed) * yDir);
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}
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if (Math.abs(xDist) > Math.abs(yDist)) {
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if (xDist < 0) {
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direction = PlayerAnimationDirections.Left;
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} else {
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direction = PlayerAnimationDirections.Right;
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}
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} else {
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if (yDist < 0) {
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direction = PlayerAnimationDirections.Up;
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} else {
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direction = PlayerAnimationDirections.Down;
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}
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}
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this.setDepth(this.y);
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this.playAnimation(direction, type);
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}
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private playAnimation(direction: PlayerAnimationDirections, type: PlayerAnimationTypes): void {
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if (this.invisible) return;
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for (const [resource, sprite] of this.sprites.entries()) {
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sprite.play(`${resource}-${direction}-${type}`, true);
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}
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}
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private addResource(resource: string, frame?: string | number): void {
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const sprite = new Sprite(this.scene, 0, 0, resource, frame);
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this.add(sprite);
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this.getAnimations(resource).forEach(animation => {
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this.scene.anims.create(animation);
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});
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this.scene.sys.updateList.add(sprite);
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this.sprites.set(resource, sprite);
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}
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private getAnimations(resource: string): Phaser.Types.Animations.Animation[] {
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return [
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{
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key: `${resource}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Idle}`,
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frames: this.scene.anims.generateFrameNumbers(resource, {frames: [1]}),
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frameRate: 10,
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repeat: 1
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Idle}`,
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frames: this.scene.anims.generateFrameNumbers(resource, {frames: [4]}),
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frameRate: 10,
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repeat: 1
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Idle}`,
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frames: this.scene.anims.generateFrameNumbers(resource, {frames: [7]}),
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frameRate: 10,
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repeat: 1
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Idle}`,
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frames: this.scene.anims.generateFrameNumbers(resource, {frames: [10]}),
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frameRate: 10,
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repeat: 1
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Walk}`,
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frames: this.scene.anims.generateFrameNumbers(resource, {frames: [0, 1, 2]}),
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frameRate: 15,
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repeat: -1
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Walk}`,
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frames: this.scene.anims.generateFrameNumbers(resource, {frames: [3, 4, 5]}),
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frameRate: 15,
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repeat: -1
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Walk}`,
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frames: this.scene.anims.generateFrameNumbers(resource, {frames: [6, 7, 8]}),
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frameRate: 15,
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repeat: -1
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Walk}`,
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frames: this.scene.anims.generateFrameNumbers(resource, {frames: [9, 10, 11]}),
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frameRate: 15,
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repeat: -1
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}
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]
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}
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private getBody(): Phaser.Physics.Arcade.Body {
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const body = this.body;
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if (!(body instanceof Phaser.Physics.Arcade.Body)) {
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throw new Error('Container does not have arcade body');
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}
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return body;
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}
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public destroy(): void {
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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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}
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}
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if (this.scene) {
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this.scene.game.events.removeListener('step', this.step.bind(this));
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}
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super.destroy();
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}
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}
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