import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "../Player/Animation";
import {ActiveEventList, UserInputEvent} from "../UserInput/UserInputManager";
import {SpeechBubble} from "./SpeechBubble";
+import BitmapText = Phaser.GameObjects.BitmapText;
export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
private bubble: SpeechBubble;
+ private playerName: BitmapText;
- constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | number) {
+ constructor(scene: Phaser.Scene, x: number, y: number, texture: string, name: string, frame?: string | number) {
super(scene, x, y, texture, frame);
+ // Yes, I know, I'm declaring a sprite inside a sprite. ARP, save me from this madness :)
+ this.playerName = new BitmapText(scene, x, y - 32, 'main_font', name, 8);
+ this.playerName.setOrigin(0.5).setCenterAlign();
+ scene.add.existing(this.playerName);
+
this.scene.sys.updateList.add(this);
this.scene.sys.displayList.add(this);
//this.setScale(2);
if(this.bubble) {
this.bubble.moveBubble(this.x, this.y);
}
+ this.playerName.setPosition(this.x, this.y - 32);
}
stop(){
'resources/characters/pipoya/Male 01-1.png',
{ frameWidth: 32, frameHeight: 32 }
);
+ this.load.bitmapFont('main_font', 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
+
cypressAsserter.preloadFinished();
}
this,
this.startX,
this.startY,
+ this.playerName
);
this.CurrentPlayer.initAnimation();
this,
MessageUserPosition.position.x,
MessageUserPosition.position.y,
+ 'Foo'
);
player.initAnimation();
this.MapPlayers.add(player);
import {playAnimation} from "../Player/Animation";
export class NonPlayer extends PlayableCaracter {
-
+
isFleeing: boolean = false;
fleeingDirection:any = null //todo create a vector class
-
- constructor(scene: Phaser.Scene, x: number, y: number) {
- super(scene, x, y, Textures.Player, 1);
- this.setSize(32, 32); //edit the hitbox to better match the caracter model
+
+ constructor(scene: Phaser.Scene, x: number, y: number, name: string) {
+ super(scene, x, y, Textures.Player, name, 1);
+ this.setSize(32, 32); //edit the hitbox to better match the character model
}
if (this.isFleeing) return;
this.say("Don't touch me!");
this.isFleeing = true;
-
+
setTimeout(() => {
this.say("Feww, I escaped.");
this.isFleeing = false
this.fleeingDirection = null
}, 3000);
-
- let vectorX = this.x - player.x;
+
+ let vectorX = this.x - player.x;
let vectorY = this.y - player.y;
this.fleeingDirection = {x: vectorX, y: vectorY}
}
-}
\ No newline at end of file
+}
Scene: GameSceneInterface,
x: number,
y: number,
+ name: string,
PlayerValue: string = Textures.Player
) {
- super(Scene, x, y, PlayerValue, 1);
+ super(Scene, x, y, PlayerValue, name, 1);
//create input to move
this.userInputManager = new UserInputManager(Scene);