workadventure/front/src/Phaser/Entity/PlayableCaracter.ts

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import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "../Player/Animation";
import {ActiveEventList, UserInputEvent} from "../UserInput/UserInputManager";
export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | number) {
super(scene, x, y, texture, frame);
scene.sys.updateList.add(this);
scene.sys.displayList.add(this);
this.setScale(2);
scene.physics.world.enableBody(this);
this.setImmovable(true);
this.setCollideWorldBounds(true)
}
move(x: number, y: number){
this.setVelocity(x, y);
//todo improve animations to better account for diagonal movement
if (this.body.velocity.x > 0) { //moving right
this.play(PlayerAnimationNames.WalkRight, true);
} else if (this.body.velocity.x < 0) { //moving left
this.anims.playReverse(PlayerAnimationNames.WalkLeft, true);
} else if (this.body.velocity.y < 0) { //moving up
this.play(PlayerAnimationNames.WalkUp, true);
} else if (this.body.velocity.y > 0) { //moving down
this.play(PlayerAnimationNames.WalkDown, true);
}
}
}