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

@ -7,7 +7,7 @@ import {PlayableCaracter} from "../Entity/PlayableCaracter";
export class Player extends PlayableCaracter{
constructor(scene: Phaser.Scene, x: number, y: number) {
super(scene, x, y, Textures.Player, 26);
super(scene, x, y, Textures.Player, 1);
this.setImmovable(false); //the current player model should be push away by other players to prevent conflict
this.setSize(32, 32); //edit the hitbox to better match the caracter model
}
@ -19,27 +19,28 @@ export class Player extends PlayableCaracter{
if(activeEvents.get(UserInputEvent.MoveUp)){
this.setVelocity(0, -speed)
playAnimation(this, PlayerAnimationNames.WalkUp);
} else if(activeEvents.get(UserInputEvent.MoveLeft)){
this.setVelocity(-speed, 0)
} else if(activeEvents.get(UserInputEvent.MoveDown)){
playAnimation(this, PlayerAnimationNames.WalkDown);
this.setVelocity(0, speed)
} else if(activeEvents.get(UserInputEvent.MoveRight)){
this.setVelocity(speed, 0)
} else {
this.setVelocity(0, 0)
playAnimation(this, PlayerAnimationNames.None);
}
if (this.body.velocity.x > 0) { //moving right
this.play("right", true);
} else if (this.body.velocity.x < 0) { //moving left
this.anims.playReverse("left", true);
} else if (this.body.velocity.y < 0) { //moving up
this.play("up", true);
} else if (this.body.velocity.y > 0) { //moving down
this.play("down", true);
}
}
stop() {
this.setVelocity(0, 0)
}
/*private sharePosition(direction : string){
if(ConnexionInstance) {
ConnexionInstance.sharePosition((this.scene as GameSceneInterface).RoomId, this.x, this.y, direction);
}
}*/
}