fixed the player animations

This commit is contained in:
kharhamel 2020-04-12 18:28:05 +02:00
parent d1106d757d
commit 97a55ab66c
3 changed files with 21 additions and 18 deletions

View file

@ -6,7 +6,7 @@ import {NonPlayer} from "../NonPlayer/NonPlayer";
export enum Textures {
Rock = 'rock',
Player = 'player',
Player = 'playerModel',
Map = 'map',
Tiles = 'tiles'
}
@ -39,7 +39,11 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
'resources/characters/pipoya/Male 01-1.png',
{ frameWidth: 32, frameHeight: 32 }
);
}
//hook create scene
create(): void {
//anims cannot be in preload because it needs to wait to the sprit to be loaded
getPlayerAnimations().forEach(d => {
this.anims.create({
key: d.key,
@ -48,10 +52,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
//repeat: d.repeat
});
});
}
//hook create scene
create(): void {
this.userInputManager = new UserInputManager(this);
//create entities
@ -68,8 +69,8 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
//create map
let currentMap = this.add.tilemap(Textures.Map);
let terrain = currentMap.addTilesetImage(Textures.Tiles, "tiles");
let bottomLayer = currentMap.createStaticLayer("Calque 1", [terrain], 0, 0).setDepth(-1);
let topLayer = currentMap.createStaticLayer("Calque 2", [terrain], 0, 0);
let bottomLayer = currentMap.createStaticLayer("Calque 1", [terrain], 0, 0).setDepth(-2);
let topLayer = currentMap.createStaticLayer("Calque 2", [terrain], 0, 0).setDepth(-1);
this.physics.world.setBounds(0,0, currentMap.widthInPixels, currentMap.heightInPixels);
this.physics.add.collider(this.player, topLayer);
@ -105,6 +106,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
this.player.move(eventList);
this.otherPlayers.getChildren().forEach((otherPlayer: NonPlayer) => {
//this.physics.accelerateToObject(otherPlayer, this.player); //this line make the models chase the player
otherPlayer.setVelocity(20, 5);
})
}