fixed a game crashed because of lack of animations and improved the character class
This commit is contained in:
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fbb44af369
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3ce8427378
@ -59,6 +59,7 @@ export abstract class Character extends Container {
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frame?: string | number
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frame?: string | number
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) {
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) {
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super(scene, x, y/*, texture, frame*/);
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super(scene, x, y/*, texture, frame*/);
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this.PlayerValue = name;
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this.sprites = new Map<string, Sprite>();
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this.sprites = new Map<string, Sprite>();
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@ -73,10 +74,9 @@ export abstract class Character extends Container {
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});
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});
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this.add(this.teleportation);*/
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this.add(this.teleportation);*/
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this.PlayerValue = name;
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this.playerName = new BitmapText(scene, 0, - 25, 'main_font', name, 7);
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this.playerName = new BitmapText(scene, x, y - 25, 'main_font', name, 7);
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this.playerName.setOrigin(0.5).setCenterAlign().setDepth(99999);
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this.playerName.setOrigin(0.5).setCenterAlign().setDepth(99999);
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scene.add.existing(this.playerName);
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this.add(this.playerName);
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scene.add.existing(this);
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scene.add.existing(this);
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@ -88,8 +88,6 @@ export abstract class Character extends Container {
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this.getBody().setOffset(0, 8);
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this.getBody().setOffset(0, 8);
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this.setDepth(-1);
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this.setDepth(-1);
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this.scene.events.on('postupdate', this.postupdate.bind(this));
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this.playAnimation(direction, moving);
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this.playAnimation(direction, moving);
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}
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}
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@ -181,35 +179,21 @@ export abstract class Character extends Container {
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if (body.velocity.y < 0) { //moving up
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if (body.velocity.y < 0) { //moving up
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this.lastDirection = PlayerAnimationNames.WalkUp;
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this.lastDirection = PlayerAnimationNames.WalkUp;
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this.playAnimation(PlayerAnimationNames.WalkUp, true);
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this.playAnimation(PlayerAnimationNames.WalkUp, true);
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//this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkUp}`, true);
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} else if (body.velocity.y > 0) { //moving down
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} else if (body.velocity.y > 0) { //moving down
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this.lastDirection = PlayerAnimationNames.WalkDown;
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this.lastDirection = PlayerAnimationNames.WalkDown;
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this.playAnimation(PlayerAnimationNames.WalkDown, true);
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this.playAnimation(PlayerAnimationNames.WalkDown, true);
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//this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkDown}`, true);
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} else if (body.velocity.x > 0) { //moving right
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} else if (body.velocity.x > 0) { //moving right
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this.lastDirection = PlayerAnimationNames.WalkRight;
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this.lastDirection = PlayerAnimationNames.WalkRight;
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this.playAnimation(PlayerAnimationNames.WalkRight, true);
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this.playAnimation(PlayerAnimationNames.WalkRight, true);
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//this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkRight}`, true);
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} else if (body.velocity.x < 0) { //moving left
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} else if (body.velocity.x < 0) { //moving left
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this.lastDirection = PlayerAnimationNames.WalkLeft;
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this.lastDirection = PlayerAnimationNames.WalkLeft;
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this.playAnimation(PlayerAnimationNames.WalkLeft, true);
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this.playAnimation(PlayerAnimationNames.WalkLeft, true);
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//this.anims.playReverse(`${this.PlayerTexture}-${PlayerAnimationNames.WalkLeft}`, true);
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}
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//todo:remove this, use a container tech to move the bubble instead
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if (this.bubble) {
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this.bubble.moveBubble(this.x, this.y);
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}
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}
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//update depth user
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//update depth user
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this.setDepth(this.y);
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this.setDepth(this.y);
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}
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}
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postupdate(time: number, delta: number) {
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//super.update(delta);
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this.playerName.setPosition(this.x, this.y - 25);
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}
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stop(){
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stop(){
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this.getBody().setVelocity(0, 0);
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this.getBody().setVelocity(0, 0);
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this.playAnimation(this.lastDirection, false);
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this.playAnimation(this.lastDirection, false);
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@ -218,7 +202,6 @@ export abstract class Character extends Container {
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say(text: string) {
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say(text: string) {
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if (this.bubble) return;
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if (this.bubble) return;
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this.bubble = new SpeechBubble(this.scene, this, text)
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this.bubble = new SpeechBubble(this.scene, this, text)
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//todo make the bubble destroy on player movement?
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setTimeout(() => {
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setTimeout(() => {
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if (this.bubble !== null) {
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if (this.bubble !== null) {
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this.bubble.destroy();
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this.bubble.destroy();
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@ -228,9 +211,6 @@ export abstract class Character extends Container {
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}
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}
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destroy(): void {
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destroy(): void {
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if (this.scene) {
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this.scene.events.removeListener('postupdate', this.postupdate.bind(this));
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}
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for (const sprite of this.sprites.values()) {
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for (const sprite of this.sprites.values()) {
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if(this.scene) {
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if(this.scene) {
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this.scene.sys.updateList.remove(sprite);
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this.scene.sys.updateList.remove(sprite);
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@ -1,16 +1,12 @@
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import Scene = Phaser.Scene;
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import Scene = Phaser.Scene;
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import {Character} from "./Character";
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import {Character} from "./Character";
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//todo: improve this WIP
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export class SpeechBubble {
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export class SpeechBubble {
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private bubble: Phaser.GameObjects.Graphics;
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private bubble: Phaser.GameObjects.Graphics;
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private content: Phaser.GameObjects.Text;
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private content: Phaser.GameObjects.Text;
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/**
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*
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* @param scene
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* @param player
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* @param text
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*/
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constructor(scene: Scene, player: Character, text: string = "") {
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constructor(scene: Scene, player: Character, text: string = "") {
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const bubbleHeight = 50;
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const bubbleHeight = 50;
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@ -19,6 +15,7 @@ export class SpeechBubble {
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const arrowHeight = bubbleHeight / 4;
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const arrowHeight = bubbleHeight / 4;
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this.bubble = scene.add.graphics({ x: player.x + 16, y: player.y - 80 });
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this.bubble = scene.add.graphics({ x: player.x + 16, y: player.y - 80 });
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player.add(this.bubble);
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// Bubble shadow
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// Bubble shadow
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this.bubble.fillStyle(0x222222, 0.5);
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this.bubble.fillStyle(0x222222, 0.5);
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@ -53,30 +50,12 @@ export class SpeechBubble {
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this.bubble.lineBetween(point1X, point1Y, point3X, point3Y);
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this.bubble.lineBetween(point1X, point1Y, point3X, point3Y);
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this.content = scene.add.text(0, 0, text, { fontFamily: 'Arial', fontSize: '20', color: '#000000', align: 'center', wordWrap: { width: bubbleWidth - (bubblePadding * 2) } });
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this.content = scene.add.text(0, 0, text, { fontFamily: 'Arial', fontSize: '20', color: '#000000', align: 'center', wordWrap: { width: bubbleWidth - (bubblePadding * 2) } });
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player.add(this.content);
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const bounds = this.content.getBounds();
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const bounds = this.content.getBounds();
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this.content.setPosition(this.bubble.x + (bubbleWidth / 2) - (bounds.width / 2), this.bubble.y + (bubbleHeight / 2) - (bounds.height / 2));
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this.content.setPosition(this.bubble.x + (bubbleWidth / 2) - (bounds.width / 2), this.bubble.y + (bubbleHeight / 2) - (bounds.height / 2));
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}
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}
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/**
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*
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* @param x
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* @param y
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*/
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moveBubble(x : number, y : number) {
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if (this.bubble) {
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this.bubble.setPosition((x + 16), (y - 80));
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}
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if (this.content) {
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const bubbleHeight = 50;
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const bubblePadding = 10;
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const bubbleWidth = bubblePadding * 2 + this.content.text.length * 10;
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const bounds = this.content.getBounds();
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//this.content.setPosition(x, y);
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this.content.setPosition(this.bubble.x + (bubbleWidth / 2) - (bounds.width / 2), this.bubble.y + (bubbleHeight / 2) - (bounds.height / 2));
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}
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}
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destroy(): void {
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destroy(): void {
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this.bubble.setVisible(false) //todo find a better way
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this.bubble.setVisible(false) //todo find a better way
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this.bubble.destroy();
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this.bubble.destroy();
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@ -66,6 +66,7 @@ import {ChatModeIcon} from "../Components/ChatModeIcon";
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import {OpenChatIcon, openChatIconName} from "../Components/OpenChatIcon";
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import {OpenChatIcon, openChatIconName} from "../Components/OpenChatIcon";
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import {SelectCharacterScene, SelectCharacterSceneName} from "../Login/SelectCharacterScene";
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import {SelectCharacterScene, SelectCharacterSceneName} from "../Login/SelectCharacterScene";
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import {TextureError} from "../../Exception/TextureError";
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import {TextureError} from "../../Exception/TextureError";
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import {TextField} from "../Components/TextField";
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export interface GameSceneInitInterface {
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export interface GameSceneInitInterface {
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initPosition: PointInterface|null,
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initPosition: PointInterface|null,
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@ -209,13 +210,17 @@ export class GameScene extends ResizableScene implements CenterListener {
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}
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}
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private initProgressBar(): void {
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private initProgressBar(): void {
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const loadingText = this.add.text(this.game.renderer.width / 2, 200, 'Loading');
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const progress = this.add.graphics();
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const progress = this.add.graphics();
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this.load.on('progress', (value: number) => {
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this.load.on('progress', (value: number) => {
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progress.clear();
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progress.clear();
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progress.fillStyle(0xffffff, 1);
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progress.fillStyle(0xffffff, 1);
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progress.fillRect(0, 270, 800 * value, 60);
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progress.fillRect(0, 270, 800 * value, 60);
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});
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});
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this.load.on('complete', () => progress.destroy());
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this.load.on('complete', () => {
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loadingText.destroy();
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progress.destroy();
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});
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}
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}
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// FIXME: we need to put a "unknown" instead of a "any" and validate the structure of the JSON we are receiving.
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// FIXME: we need to put a "unknown" instead of a "any" and validate the structure of the JSON we are receiving.
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@ -391,40 +396,11 @@ export class GameScene extends ResizableScene implements CenterListener {
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//notify game manager can to create currentUser in map
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//notify game manager can to create currentUser in map
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this.createCurrentPlayer();
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this.createCurrentPlayer();
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this.removeAllRemotePlayers(); //cleanup the list of remote players in case the scene was rebooted
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//initialise camera
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this.initCamera();
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this.initCamera();
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// Let's generate the circle for the group delimiter
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this.initCirclesCanvas();
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let circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite-white');
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if (circleElement) {
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this.textures.remove('circleSprite-white');
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}
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circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite-red');
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if (circleElement) {
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this.textures.remove('circleSprite-red');
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}
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//create white circle canvas use to create sprite
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this.circleTexture = this.textures.createCanvas('circleSprite-white', 96, 96);
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const context = this.circleTexture.context;
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context.beginPath();
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context.arc(48, 48, 48, 0, 2 * Math.PI, false);
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// context.lineWidth = 5;
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context.strokeStyle = '#ffffff';
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context.stroke();
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this.circleTexture.refresh();
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//create red circle canvas use to create sprite
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this.circleRedTexture = this.textures.createCanvas('circleSprite-red', 96, 96);
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const contextRed = this.circleRedTexture.context;
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contextRed.beginPath();
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contextRed.arc(48, 48, 48, 0, 2 * Math.PI, false);
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// context.lineWidth = 5;
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contextRed.strokeStyle = '#ff0000';
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contextRed.stroke();
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this.circleRedTexture.refresh();
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// Let's pause the scene if the connection is not established yet
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// Let's pause the scene if the connection is not established yet
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if (this.isReconnecting) {
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if (this.isReconnecting) {
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@ -606,6 +582,40 @@ export class GameScene extends ResizableScene implements CenterListener {
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});
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});
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}
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}
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//todo: into dedicated classes
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private initCirclesCanvas(): void {
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// Let's generate the circle for the group delimiter
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let circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite-white');
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if (circleElement) {
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this.textures.remove('circleSprite-white');
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}
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circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite-red');
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if (circleElement) {
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this.textures.remove('circleSprite-red');
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}
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//create white circle canvas use to create sprite
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this.circleTexture = this.textures.createCanvas('circleSprite-white', 96, 96);
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const context = this.circleTexture.context;
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context.beginPath();
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context.arc(48, 48, 48, 0, 2 * Math.PI, false);
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// context.lineWidth = 5;
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context.strokeStyle = '#ffffff';
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context.stroke();
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this.circleTexture.refresh();
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//create red circle canvas use to create sprite
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this.circleRedTexture = this.textures.createCanvas('circleSprite-red', 96, 96);
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const contextRed = this.circleRedTexture.context;
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contextRed.beginPath();
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contextRed.arc(48, 48, 48, 0, 2 * Math.PI, false);
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// context.lineWidth = 5;
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contextRed.strokeStyle = '#ff0000';
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contextRed.stroke();
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this.circleRedTexture.refresh();
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}
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private playAudio(url: string|number|boolean|undefined, loop=false): void {
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private playAudio(url: string|number|boolean|undefined, loop=false): void {
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if (url === undefined) {
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if (url === undefined) {
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audioManager.unloadAudio();
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audioManager.unloadAudio();
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@ -717,6 +727,14 @@ export class GameScene extends ResizableScene implements CenterListener {
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}
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}
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}
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}
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private removeAllRemotePlayers(): void {
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this.MapPlayersByKey.forEach((player: RemotePlayer) => {
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player.destroy();
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this.MapPlayers.remove(player);
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});
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this.MapPlayersByKey = new Map<number, RemotePlayer>();
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}
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private switchLayoutMode(): void {
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private switchLayoutMode(): void {
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//if discussion is activated, this layout cannot be activated
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//if discussion is activated, this layout cannot be activated
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if(mediaManager.activatedDiscussion){
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if(mediaManager.activatedDiscussion){
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@ -1024,14 +1042,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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*/
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*/
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private doInitUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
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private doInitUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
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const currentPlayerId = this.connection.getUserId();
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const currentPlayerId = this.connection.getUserId();
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this.removeAllRemotePlayers();
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// clean map
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this.MapPlayersByKey.forEach((player: RemotePlayer) => {
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player.destroy();
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this.MapPlayers.remove(player);
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});
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this.MapPlayersByKey = new Map<number, RemotePlayer>();
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// load map
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// load map
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usersPosition.forEach((userPosition : MessageUserPositionInterface) => {
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usersPosition.forEach((userPosition : MessageUserPositionInterface) => {
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if(userPosition.userId === currentPlayerId){
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if(userPosition.userId === currentPlayerId){
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@ -1224,9 +1235,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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// Let's put this in Game coordinates by applying the zoom level:
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// Let's put this in Game coordinates by applying the zoom level:
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xCenter /= ZOOM_LEVEL * RESOLUTION;
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xCenter /= ZOOM_LEVEL * RESOLUTION;
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yCenter /= ZOOM_LEVEL * RESOLUTION;
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yCenter /= ZOOM_LEVEL * RESOLUTION;
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//console.log("updateCameraOffset", array, xCenter, yCenter, this.game.renderer.width, this.game.renderer.height);
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this.cameras.main.startFollow(this.CurrentPlayer, true, 1, 1, xCenter - this.game.renderer.width / 2, yCenter - this.game.renderer.height / 2);
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this.cameras.main.startFollow(this.CurrentPlayer, true, 1, 1, xCenter - this.game.renderer.width / 2, yCenter - this.game.renderer.height / 2);
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}
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}
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