export class GameScene extends Phaser.Scene {
+ private keyZ: Phaser.Input.Keyboard.Key;
+ private keyQ: Phaser.Input.Keyboard.Key;
+ private keyS: Phaser.Input.Keyboard.Key;
+ private keyD: Phaser.Input.Keyboard.Key;
+ private keyRight: Phaser.Input.Keyboard.Key;
+ private keyLeft: Phaser.Input.Keyboard.Key;
+ private keyUp: Phaser.Input.Keyboard.Key;
+ private keyDown: Phaser.Input.Keyboard.Key;
constructor() {
super({
}
init(): void {
+ this.keyZ = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Z);
+ this.keyQ = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q);
+ this.keyS = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S);
+ this.keyD = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D);
+
+ this.keyUp = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.UP);
+ this.keyLeft = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT);
+ this.keyDown = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN);
+ this.keyRight = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT);
+ }
+
+ private moveCamera(x:number, y:number): void {
+ this.cameras.main.scrollX += 2 * x;
+ this.cameras.main.scrollY += 2 * y;
}
create(): void {
private angle: number = 0;
update(dt: number): void {
- this.cameras.main.scrollX = Math.floor(300 + 300 * Math.cos(this.angle));
+
+ if (this.keyZ.isDown || this.keyUp.isDown) {
+ this.moveCamera(0, -1);
+ }
+ if (this.keyQ.isDown || this.keyLeft.isDown) {
+ this.moveCamera(-1, 0);
+ }
+ if (this.keyS.isDown || this.keyDown.isDown) {
+ this.moveCamera(0, 1);
+ }
+ if (this.keyD.isDown || this.keyRight.isDown) {
+ this.moveCamera(1, 0);
+ }
+
+ /*this.cameras.main.scrollX = Math.floor(300 + 300 * Math.cos(this.angle));
this.cameras.main.scrollY = Math.floor(300 + 300 * Math.sin(this.angle));
- this.angle = dt * 0.0001;
+ this.angle = dt * 0.0001;*/
}
}