Animated TIles: Step1
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1 changed files with 5 additions and 5 deletions
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@ -96,7 +96,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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MapPlayers!: Phaser.Physics.Arcade.Group;
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MapPlayers!: Phaser.Physics.Arcade.Group;
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MapPlayersByKey : Map<number, RemotePlayer> = new Map<number, RemotePlayer>();
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MapPlayersByKey : Map<number, RemotePlayer> = new Map<number, RemotePlayer>();
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Map!: Phaser.Tilemaps.Tilemap;
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Map!: Phaser.Tilemaps.Tilemap;
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Layers!: Array<Phaser.Tilemaps.StaticTilemapLayer>;
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Layers!: Array<Phaser.Tilemaps.DynamicTilemapLayer>;
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Objects!: Array<Phaser.Physics.Arcade.Sprite>;
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Objects!: Array<Phaser.Physics.Arcade.Sprite>;
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mapFile!: ITiledMap;
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mapFile!: ITiledMap;
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groups: Map<number, Sprite>;
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groups: Map<number, Sprite>;
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@ -322,11 +322,11 @@ export class GameScene extends ResizableScene implements CenterListener {
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window.history.pushState({}, 'WorkAdventure', path);
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window.history.pushState({}, 'WorkAdventure', path);
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//add layer on map
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//add layer on map
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this.Layers = new Array<Phaser.Tilemaps.StaticTilemapLayer>();
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this.Layers = new Array<Phaser.Tilemaps.DynamicTilemapLayer>();
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let depth = -2;
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let depth = -2;
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for (const layer of this.mapFile.layers) {
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for (const layer of this.mapFile.layers) {
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if (layer.type === 'tilelayer') {
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if (layer.type === 'tilelayer') {
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this.addLayer(this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
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this.addLayer(this.Map.createDynamicLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
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}
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}
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if (layer.type === 'tilelayer' && this.getExitSceneUrl(layer) !== undefined) {
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if (layer.type === 'tilelayer' && this.getExitSceneUrl(layer) !== undefined) {
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this.loadNextGameFromExitSceneUrl(layer, this.mapFile.width);
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this.loadNextGameFromExitSceneUrl(layer, this.mapFile.width);
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@ -780,13 +780,13 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.cameras.main.setZoom(ZOOM_LEVEL);
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this.cameras.main.setZoom(ZOOM_LEVEL);
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}
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}
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addLayer(Layer : Phaser.Tilemaps.StaticTilemapLayer){
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addLayer(Layer : Phaser.Tilemaps.DynamicTilemapLayer){
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this.Layers.push(Layer);
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this.Layers.push(Layer);
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}
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}
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createCollisionWithPlayer() {
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createCollisionWithPlayer() {
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//add collision layer
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//add collision layer
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this.Layers.forEach((Layer: Phaser.Tilemaps.StaticTilemapLayer) => {
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this.Layers.forEach((Layer: Phaser.Tilemaps.DynamicTilemapLayer) => {
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this.physics.add.collider(this.CurrentPlayer, Layer, (object1: GameObject, object2: GameObject) => {
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this.physics.add.collider(this.CurrentPlayer, Layer, (object1: GameObject, object2: GameObject) => {
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//this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
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//this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
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});
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});
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