Fixing problem when switching scenes with container

This commit is contained in:
David Négrier 2020-07-29 11:40:05 +02:00
parent dcbe8d35db
commit bc929615d1
4 changed files with 24 additions and 14 deletions

View file

@ -2,7 +2,7 @@ import {EnableCameraSceneName} from "./EnableCameraScene";
import {TextField} from "../Components/TextField";
import Image = Phaser.GameObjects.Image;
import Rectangle = Phaser.GameObjects.Rectangle;
import {LAYERS} from "../Entity/body_character";
import {LAYERS, loadAllLayers} from "../Entity/body_character";
import Sprite = Phaser.GameObjects.Sprite;
import Container = Phaser.GameObjects.Container;
import {gameManager} from "../Game/GameManager";
@ -50,15 +50,7 @@ export class CustomizeScene extends Phaser.Scene {
this.load.bitmapFont(CustomizeTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
//load all the png files
for (let j = 0; j < LAYERS.length; j++) {
for (let i = 0; i < LAYERS[j].length; i++) {
this.load.spritesheet(
LAYERS[j][i].name,
LAYERS[j][i].img,
{frameWidth: 32, frameHeight: 32}
)
}
}
loadAllLayers(this.load);
}
create() {
@ -105,14 +97,12 @@ export class CustomizeScene extends Phaser.Scene {
const layers: string[] = [];
let i = 0;
for (const layerItem of this.selectedLayers) {
console.log(i, layerItem, LAYERS);
if (layerItem !== undefined) {
layers.push(LAYERS[i][layerItem].name);
}
i++;
}
console.log(layers);
gameManager.setCharacterLayers(layers);
return this.scene.start(EnableCameraSceneName);