Merge pull request #30 from Kharhamel/fixPlayerAnimation

allow player movement with proper animation
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David Négrier 2020-04-06 21:43:03 +02:00 committed by GitHub
commit 8c3d62496b
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@ -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();
}
}
}