fixed the player animations
This commit is contained in:
parent
d1106d757d
commit
97a55ab66c
3 changed files with 21 additions and 18 deletions
|
@ -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);
|
||||
})
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue