Changing the "Point" notion to add a notion of "moving" in addition to the notion of direction.
Also, refactoring JOIN_ROOM event to add complete position.
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f44a44c109
commit
ab798b1c09
9 changed files with 101 additions and 88 deletions
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@ -14,7 +14,6 @@ export enum PlayerAnimationNames {
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WalkLeft = 'left',
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WalkUp = 'up',
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WalkRight = 'right',
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None = 'none',
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}
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export const getPlayerAnimations = (name: string = Textures.Player): AnimationData[] => {
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@ -48,11 +47,3 @@ export const getPlayerAnimations = (name: string = Textures.Player): AnimationDa
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repeat: -1
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}];
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};
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export const playAnimation = (Player : Phaser.GameObjects.Sprite, direction : string) => {
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if (direction !== PlayerAnimationNames.None && (!Player.anims.currentAnim || Player.anims.currentAnim.key !== direction)) {
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Player.anims.play(direction);
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} else if (direction === PlayerAnimationNames.None && Player.anims.currentAnim) {
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Player.anims.stop();
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}
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}
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@ -1,4 +1,4 @@
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import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "./Animation";
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import {getPlayerAnimations, PlayerAnimationNames} from "./Animation";
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import {GameScene, Textures} from "../Game/GameScene";
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import {MessageUserPositionInterface, PointInterface} from "../../Connexion";
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import {ActiveEventList, UserInputEvent, UserInputManager} from "../UserInput/UserInputManager";
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@ -7,14 +7,12 @@ import {PlayableCaracter} from "../Entity/PlayableCaracter";
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export const hasMovedEventName = "hasMoved";
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export interface CurrentGamerInterface extends PlayableCaracter{
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initAnimation() : void;
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moveUser(delta: number) : void;
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say(text : string) : void;
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}
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export interface GamerInterface extends PlayableCaracter{
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userId : string;
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initAnimation() : void;
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updatePosition(position: PointInterface): void;
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say(text : string) : void;
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}
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@ -22,7 +20,8 @@ export interface GamerInterface extends PlayableCaracter{
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export class Player extends PlayableCaracter implements CurrentGamerInterface, GamerInterface {
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userId: string;
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userInputManager: UserInputManager;
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previousMove: string;
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previousDirection: string;
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wasMoving: boolean;
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constructor(
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userId: string,
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@ -30,7 +29,9 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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x: number,
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y: number,
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name: string,
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PlayerTexture: string = Textures.Player
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PlayerTexture: string,
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direction: string,
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moving: boolean
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) {
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super(Scene, x, y, PlayerTexture, name, 1);
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@ -42,9 +43,18 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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//the current player model should be push away by other players to prevent conflict
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this.setImmovable(false);
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this.initAnimation();
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console.warn("Start direction for added player ", direction)
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console.warn("Position ", x, y)
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/*this.play(`${PlayerTexture}-${direction}`, true);
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if (!moving) {
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this.stop();
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}*/
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this.playAnimation(direction, moving);
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}
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initAnimation(): void {
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private initAnimation(): void {
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getPlayerAnimations(this.PlayerTexture).forEach(d => {
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this.scene.anims.create({
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key: d.key,
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@ -58,6 +68,7 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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moveUser(delta: number): void {
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//if user client on shift, camera and player speed
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let direction = null;
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let moving = false;
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let activeEvents = this.userInputManager.getEventListForGameTick();
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let speedMultiplier = activeEvents.get(UserInputEvent.SpeedUp) ? 25 : 9;
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@ -67,39 +78,56 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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let y = 0;
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if (activeEvents.get(UserInputEvent.MoveUp)) {
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y = - moveAmount;
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direction = `${this.PlayerTexture}-${PlayerAnimationNames.WalkUp}`;
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direction = PlayerAnimationNames.WalkUp;
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moving = true;
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} else if (activeEvents.get(UserInputEvent.MoveDown)) {
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y = moveAmount;
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direction = `${this.PlayerTexture}-${PlayerAnimationNames.WalkDown}`;
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direction = PlayerAnimationNames.WalkDown;
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moving = true;
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}
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if (activeEvents.get(UserInputEvent.MoveLeft)) {
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x = -moveAmount;
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direction = `${this.PlayerTexture}-${PlayerAnimationNames.WalkLeft}`;
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direction = PlayerAnimationNames.WalkLeft;
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moving = true;
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} else if (activeEvents.get(UserInputEvent.MoveRight)) {
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x = moveAmount;
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direction = `${this.PlayerTexture}-${PlayerAnimationNames.WalkRight}`;
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direction = PlayerAnimationNames.WalkRight;
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moving = true;
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}
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if (x !== 0 || y !== 0) {
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this.move(x, y);
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this.emit(hasMovedEventName, {direction, x: this.x, y: this.y});
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this.emit(hasMovedEventName, {moving, direction, x: this.x, y: this.y});
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} else {
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if (this.previousMove !== PlayerAnimationNames.None) {
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direction = PlayerAnimationNames.None;
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if (this.wasMoving) {
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//direction = PlayerAnimationNames.None;
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this.stop();
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this.emit(hasMovedEventName, {direction, x: this.x, y: this.y});
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this.emit(hasMovedEventName, {moving, direction: this.previousDirection, x: this.x, y: this.y});
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}
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}
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if (direction !== null) {
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this.previousMove = direction;
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this.previousDirection = direction;
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}
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this.wasMoving = moving;
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}
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//todo: put this method into the NonPlayer class instead
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updatePosition(position: PointInterface): void {
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playAnimation(this, position.direction);
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this.playAnimation(position.direction, position.moving);
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this.setX(position.x);
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this.setY(position.y);
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this.setDepth(position.y);
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}
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private playAnimation(direction : string, moving: boolean): void {
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if (moving && (!this.anims.currentAnim || this.anims.currentAnim.key !== direction)) {
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this.anims.play(this.PlayerTexture+'-'+direction);
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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.anims.play(this.PlayerTexture+'-'+direction);
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this.anims.stop();
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}
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}
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}
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