added reverse animation

This commit is contained in:
Johannes Berthel 2021-04-06 23:25:42 +02:00 committed by Thomas Basler
parent 3e20fb89ca
commit 2273a84d0e
1 changed files with 40 additions and 12 deletions

View File

@ -3,14 +3,18 @@ import Container = Phaser.GameObjects.Container;
import type { ITiledMapLayer, ITiledMapLayerProperty } from "./ITiledMap";
import type { GameScene } from "../Game/GameScene";
interface SpriteEntity {
animation: string|false;
sprite: Sprite;
state: boolean;
properties: { reverseInactive: boolean; } | undefined;
}
export class InteractiveLayer extends Container {
private lastUpdate: number;
private allActive: boolean;
private layer: ITiledMapLayer;
private spritesCollection: Array<{
animation: string|false;
sprite: Sprite;
state: boolean;
}>;
private spritesCollection: Array<SpriteEntity>;
private updateListener: Function;
@ -19,6 +23,7 @@ export class InteractiveLayer extends Container {
super(scene, x, y);
this.lastUpdate = 0;
this.allActive = false;
this.layer = layer;
this.spritesCollection = [];
@ -32,7 +37,14 @@ export class InteractiveLayer extends Container {
this.scene.add.existing(this);
}
public update(): void {
public update(time: number, delta: number): void {
// running this function max. 15 times per second should be enough
if (this.lastUpdate + (1000 / 15) > time) {
return;
}
this.lastUpdate = time;
const scene = this.getScene();
const radius = this.getInteractionRadius();
@ -54,19 +66,24 @@ export class InteractiveLayer extends Container {
&& sprite.y + sprite.height * (r + 1) >= y // bottom
) {
if (!entity.state) {
if (entity.animation !== false) {
if (entity.animation === false) {
entity.state = true;
} else if (!sprite.anims.isPlaying) {
sprite.play(entity.animation, true);
entity.state = true;
}
entity.state = true;
}
foundActive = true;
if (radius == -1) {
break;
}
} else if (radius != -1) {
} else if (radius != -1 && entity.state && !sprite.anims.isPlaying) {
entity.state = false;
if (entity.animation !== false && this.shouldReverse(entity)) {
sprite.anims.playReverse(entity.animation);
}
}
}
@ -89,6 +106,12 @@ export class InteractiveLayer extends Container {
for (const i in this.spritesCollection) {
const entity = this.spritesCollection[i];
entity.state = false;
if (entity.animation !== false && this.shouldReverse(entity)) {
const sprite = entity.sprite;
sprite.anims.pause();
sprite.anims.playReverse(entity.animation);
}
}
this.allActive = false;
@ -171,7 +194,8 @@ export class InteractiveLayer extends Container {
this.spritesCollection.push({
animation: animation === null ? false : key,
sprite,
state: false
state: false,
properties: tileset.getTileProperties(index) as any
});
}
}
@ -228,7 +252,7 @@ export class InteractiveLayer extends Container {
return undefined;
}
const prop = properties.find((property: ITiledMapLayerProperty) => property.name.toLowerCase() === name.toLowerCase());
const prop = properties.find((property: ITiledMapLayerProperty) => property.name === name);
if (typeof prop === "undefined") {
return undefined;
@ -236,4 +260,8 @@ export class InteractiveLayer extends Container {
return prop.value;
}
private shouldReverse(entity: SpriteEntity): boolean {
return typeof entity.properties !== "undefined" && entity.properties["reverseInactive"]
}
}