From 406b299f914b1a6f924e0f36148b8146de4be84b Mon Sep 17 00:00:00 2001 From: kharhamel Date: Mon, 6 Apr 2020 19:43:10 +0200 Subject: [PATCH] allow player movement with proper animation --- front/src/GameScene.ts | 43 +++++++++++++++++++++++++++++++++--------- 1 file changed, 34 insertions(+), 9 deletions(-) diff --git a/front/src/GameScene.ts b/front/src/GameScene.ts index 114fb91..2567a1f 100644 --- a/front/src/GameScene.ts +++ b/front/src/GameScene.ts @@ -1,5 +1,7 @@ export class GameScene extends Phaser.Scene { + private player: Phaser.GameObjects.Sprite; + private keyZ: Phaser.Input.Keyboard.Key; private keyQ: Phaser.Input.Keyboard.Key; private keyS: Phaser.Input.Keyboard.Key; @@ -54,28 +56,28 @@ export class GameScene extends Phaser.Scene { // Let's manage animations of the player this.anims.create({ key: 'down', - frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }), + frames: this.anims.generateFrameNumbers('player', { start: 0, end: 2 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'left', - frames: this.anims.generateFrameNumbers('player', { start: 4, end: 8 }), + frames: this.anims.generateFrameNumbers('player', { start: 3, end: 5 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'right', - frames: this.anims.generateFrameNumbers('player', { start: 9, end: 12 }), + frames: this.anims.generateFrameNumbers('player', { start: 6, end: 8 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'up', - frames: this.anims.generateFrameNumbers('player', { start: 13, end: 16 }), + frames: this.anims.generateFrameNumbers('player', { start: 9, end: 11 }), frameRate: 10, repeat: -1 }); @@ -84,7 +86,7 @@ export class GameScene extends Phaser.Scene { //player.anims.play('down'); //player.setBounce(0.2); //player.setCollideWorldBounds(true); - + this.player = this.add.sprite(450, 450, 'player'); } @@ -94,22 +96,45 @@ export class GameScene extends Phaser.Scene { let speedMultiplier = this.keyShift.isDown ? 5 : 1; - if (this.keyZ.isDown || this.keyUp.isDown) { + if (this.keyUp.isDown) { this.moveCamera(0, -1, speedMultiplier); } - if (this.keyQ.isDown || this.keyLeft.isDown) { + if (this.keyLeft.isDown) { this.moveCamera(-1, 0, speedMultiplier); } - if (this.keyS.isDown || this.keyDown.isDown) { + if (this.keyDown.isDown) { this.moveCamera(0, 1, speedMultiplier); } - if (this.keyD.isDown || this.keyRight.isDown) { + if (this.keyRight.isDown) { this.moveCamera(1, 0, speedMultiplier); } + if (this.keyZ.isDown) { + this.managePlayerAnimation('up'); + this.player.setY(this.player.y - 2) + } else if (this.keyQ.isDown) { + this.managePlayerAnimation('left'); + this.player.setX(this.player.x - 2) + } else if (this.keyS.isDown) { + this.managePlayerAnimation('down'); + this.player.setY(this.player.y + 2) + } else if (this.keyD.isDown) { + this.managePlayerAnimation('right'); + this.player.setX(this.player.x + 2) + } else { + this.managePlayerAnimation('none'); + } /*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;*/ } + + managePlayerAnimation(direction: string) { + if (!this.player.anims.currentAnim || this.player.anims.currentAnim.key !== direction) { + this.player.anims.play(direction); + } else if (direction === 'none' && this.player.anims.currentAnim) { + this.player.anims.currentAnim.destroy(); + } + } } -- 2.25.1