Finalizing strict mode fixes

This commit is contained in:
David Négrier 2020-06-04 18:54:34 +02:00
parent 6f69a62d4d
commit b82b13e351
9 changed files with 139 additions and 110 deletions

View file

@ -2,39 +2,21 @@ import {PlayerAnimationNames} from "./Animation";
import {GameScene, Textures} from "../Game/GameScene";
import {MessageUserPositionInterface, PointInterface} from "../../Connection";
import {ActiveEventList, UserInputEvent, UserInputManager} from "../UserInput/UserInputManager";
import {PlayableCharacter} from "../Entity/PlayableCharacter";
import {Character} from "../Entity/Character";
export const hasMovedEventName = "hasMoved";
export interface CurrentGamerInterface extends PlayableCharacter{
export interface CurrentGamerInterface extends Character{
moveUser(delta: number) : void;
say(text : string) : void;
}
export interface GamerInterface extends PlayableCharacter{
userId : string;
updatePosition(position: PointInterface): void;
say(text : string) : void;
}
interface AnimationData {
key: string;
frameRate: number;
repeat: number;
frameModel: string; //todo use an enum
frameStart: number;
frameEnd: number;
}
export class Player extends PlayableCharacter implements CurrentGamerInterface, GamerInterface {
userId: string;
export class Player extends Character implements CurrentGamerInterface {
userInputManager: UserInputManager;
previousDirection: string;
wasMoving: boolean;
constructor(
userId: string,
Scene: GameScene,
x: number,
y: number,
@ -43,62 +25,13 @@ export class Player extends PlayableCharacter implements CurrentGamerInterface,
direction: string,
moving: boolean
) {
super(Scene, x, y, PlayerTexture, name, 1);
super(Scene, x, y, PlayerTexture, name, direction, moving, 1);
//create input to move
this.userInputManager = new UserInputManager(Scene);
//set data
this.userId = userId;
//the current player model should be push away by other players to prevent conflict
this.setImmovable(false);
this.initAnimation();
this.playAnimation(direction, moving);
}
private initAnimation(): void {
this.getPlayerAnimations(this.PlayerTexture).forEach(d => {
this.scene.anims.create({
key: d.key,
frames: this.scene.anims.generateFrameNumbers(d.frameModel, {start: d.frameStart, end: d.frameEnd}),
frameRate: d.frameRate,
repeat: d.repeat
});
})
}
private getPlayerAnimations(name: string): AnimationData[] {
return [{
key: `${name}-${PlayerAnimationNames.WalkDown}`,
frameModel: name,
frameStart: 0,
frameEnd: 2,
frameRate: 10,
repeat: -1
}, {
key: `${name}-${PlayerAnimationNames.WalkLeft}`,
frameModel: name,
frameStart: 3,
frameEnd: 5,
frameRate: 10,
repeat: -1
}, {
key: `${name}-${PlayerAnimationNames.WalkRight}`,
frameModel: name,
frameStart: 6,
frameEnd: 8,
frameRate: 10,
repeat: -1
}, {
key: `${name}-${PlayerAnimationNames.WalkUp}`,
frameModel: name,
frameStart: 9,
frameEnd: 11,
frameRate: 10,
repeat: -1
}];
}
moveUser(delta: number): void {
@ -146,24 +79,4 @@ export class Player extends PlayableCharacter implements CurrentGamerInterface,
}
this.wasMoving = moving;
}
//todo: put this method into the NonPlayer class instead
updatePosition(position: PointInterface): void {
this.playAnimation(position.direction, position.moving);
this.setX(position.x);
this.setY(position.y);
this.setDepth(position.y);
}
private playAnimation(direction : string, moving: boolean): void {
if (moving && (!this.anims.currentAnim || this.anims.currentAnim.key !== direction)) {
this.play(this.PlayerTexture+'-'+direction, true);
} else if (!moving) {
/*if (this.anims.currentAnim) {
this.anims.stop();
}*/
this.play(this.PlayerTexture+'-'+direction, true);
this.stop();
}
}
}