FIX: player anims correctly stop on the idle frame

This commit is contained in:
kharhamel 2021-03-11 16:13:05 +01:00
parent 59c310d0a8
commit fe8c75610d
9 changed files with 75 additions and 128 deletions

View file

@ -1,9 +1,13 @@
export enum PlayerAnimationNames {
WalkDown = 'down',
WalkLeft = 'left',
WalkUp = 'up',
WalkRight = 'right',
export enum PlayerAnimationDirections {
Down = 'down',
Left = 'left',
Up = 'up',
Right = 'right',
}
export enum PlayerAnimationTypes {
Walk = 'walk',
Idle = 'idle',
}

View file

@ -1,4 +1,4 @@
import {PlayerAnimationNames} from "./Animation";
import {PlayerAnimationDirections} from "./Animation";
import {GameScene} from "../Game/GameScene";
import {UserInputEvent, UserInputManager} from "../UserInput/UserInputManager";
import {Character} from "../Entity/Character";
@ -11,7 +11,7 @@ export interface CurrentGamerInterface extends Character{
}
export class Player extends Character implements CurrentGamerInterface {
private previousDirection: string = PlayerAnimationNames.WalkDown;
private previousDirection: string = PlayerAnimationDirections.Down;
private wasMoving: boolean = false;
constructor(
@ -20,7 +20,7 @@ export class Player extends Character implements CurrentGamerInterface {
y: number,
name: string,
texturesPromise: Promise<string[]>,
direction: string,
direction: PlayerAnimationDirections,
moving: boolean,
private userInputManager: UserInputManager
) {
@ -43,20 +43,20 @@ export class Player extends Character implements CurrentGamerInterface {
let y = 0;
if (activeEvents.get(UserInputEvent.MoveUp)) {
y = - moveAmount;
direction = PlayerAnimationNames.WalkUp;
direction = PlayerAnimationDirections.Up;
moving = true;
} else if (activeEvents.get(UserInputEvent.MoveDown)) {
y = moveAmount;
direction = PlayerAnimationNames.WalkDown;
direction = PlayerAnimationDirections.Down;
moving = true;
}
if (activeEvents.get(UserInputEvent.MoveLeft)) {
x = -moveAmount;
direction = PlayerAnimationNames.WalkLeft;
direction = PlayerAnimationDirections.Left;
moving = true;
} else if (activeEvents.get(UserInputEvent.MoveRight)) {
x = moveAmount;
direction = PlayerAnimationNames.WalkRight;
direction = PlayerAnimationDirections.Right;
moving = true;
}
if (x !== 0 || y !== 0) {