Propagating customized sprites all over the game
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14 changed files with 99 additions and 73 deletions
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@ -1,6 +1,8 @@
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import {PlayerAnimationNames} from "../Player/Animation";
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import {SpeechBubble} from "./SpeechBubble";
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import BitmapText = Phaser.GameObjects.BitmapText;
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import Container = Phaser.GameObjects.Container;
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import Sprite = Phaser.GameObjects.Sprite;
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export interface PlayerResourceDescriptionInterface {
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name: string,
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@ -38,57 +40,62 @@ interface AnimationData {
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frameEnd: number;
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}
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export abstract class Character extends Phaser.Physics.Arcade.Sprite {
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export abstract class Character extends Container {
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private bubble: SpeechBubble|null = null;
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private readonly playerName: BitmapText;
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public PlayerValue: string;
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public PlayerTexture: string;
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public sprites: Map<string, Sprite>;
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private lastDirection: string = PlayerAnimationNames.WalkDown;
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constructor(scene: Phaser.Scene,
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x: number,
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y: number,
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texture: string,
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textures: string[],
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name: string,
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direction: string,
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moving: boolean,
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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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super(scene, x, y/*, texture, frame*/);
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this.sprites = new Map<string, Sprite>();
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for (const texture of textures) {
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const sprite = new Sprite(scene, 0, 0, texture, frame);
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this.getPlayerAnimations(texture).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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frameRate: d.frameRate,
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repeat: d.repeat
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});
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})
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this.add(sprite);
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this.scene.sys.updateList.add(sprite);
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this.scene.sys.displayList.add(sprite);
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this.sprites.set(texture, sprite);
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}
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this.PlayerValue = name;
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this.PlayerTexture = texture;
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this.playerName = new BitmapText(scene, x, y - 25, 'main_font', name, 8);
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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.scene.sys.updateList.add(this);
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this.scene.sys.displayList.add(this);
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//this.setScale(2);
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scene.add.existing(this);
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this.scene.physics.world.enableBody(this);
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this.setImmovable(true);
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this.setCollideWorldBounds(true);
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this.setSize(16, 16); //edit the hitbox to better match the character model
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this.setOffset(8, 16);
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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); //edit the hitbox to better match the character model
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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.initAnimation();
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this.playAnimation(direction, moving);
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}
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private initAnimation(): void {
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this.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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frameRate: d.frameRate,
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repeat: d.repeat
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});
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})
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}
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private getPlayerAnimations(name: string): AnimationData[] {
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return [{
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key: `${name}-${PlayerAnimationNames.WalkDown}`,
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@ -122,34 +129,53 @@ export abstract class Character extends Phaser.Physics.Arcade.Sprite {
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}
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protected playAnimation(direction : string, moving: boolean): void {
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if (!this.anims) {
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console.error('ANIMS IS NOT DEFINED!!!');
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return;
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}
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if (moving && (!this.anims.currentAnim || this.anims.currentAnim.key !== direction)) {
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this.play(this.PlayerTexture+'-'+direction, true);
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} else if (!moving) {
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/*if (this.anims.currentAnim) {
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this.anims.stop();
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}*/
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this.play(this.PlayerTexture+'-'+direction, true);
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this.stop();
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for (const [texture, sprite] of this.sprites.entries()) {
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if (!sprite.anims) {
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console.error('ANIMS IS NOT DEFINED!!!');
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return;
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}
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if (moving && (!sprite.anims.currentAnim || sprite.anims.currentAnim.key !== direction)) {
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sprite.play(texture+'-'+direction, true);
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} else if (!moving) {
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/*if (this.anims.currentAnim) {
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this.anims.stop();
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}*/
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sprite.play(texture+'-'+direction, true);
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sprite.anims.stop();
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}
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}
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}
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move(x: number, y: number) {
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protected 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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this.setVelocity(x, y);
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move(x: number, y: number) {
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const body = this.getBody();
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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 (this.body.velocity.y < 0) { //moving up
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this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkUp}`, true);
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} else if (this.body.velocity.y > 0) { //moving down
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this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkDown}`, true);
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} else if (this.body.velocity.x > 0) { //moving right
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this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkRight}`, true);
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} else if (this.body.velocity.x < 0) { //moving left
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this.anims.playReverse(`${this.PlayerTexture}-${PlayerAnimationNames.WalkLeft}`, true);
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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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if (this.bubble) {
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@ -166,8 +192,8 @@ export abstract class Character extends Phaser.Physics.Arcade.Sprite {
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}
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stop(){
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this.setVelocity(0, 0);
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this.anims.stop();
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this.getBody().setVelocity(0, 0);
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this.playAnimation(this.lastDirection, false);
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}
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say(text: string) {
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