Merge pull request #68 from thecodingmachine/improveAnims

reenabled diagonal movement
This commit is contained in:
David Négrier 2020-05-01 22:03:06 +02:00 committed by GitHub
commit d2f94e9406
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 20 additions and 25 deletions

View File

@ -1,4 +1,4 @@
const DEBUG_MODE: boolean = !!process.env.DEBUG_MODE || false;
const DEBUG_MODE: boolean = process.env.DEBUG_MODE as any === true;
const API_URL = process.env.API_URL || "http://api.workadventure.localhost";
const ROOM = [process.env.ROOM || "THECODINGMACHINE"];
const RESOLUTION = 4;

View File

@ -22,18 +22,15 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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);
}
if (this.body.velocity.x < 0) { //moving left
this.anims.playReverse(PlayerAnimationNames.WalkLeft, true);
}
//up or down animationss are prioritized over left and right
if (this.body.velocity.y < 0) { //moving up
this.play(PlayerAnimationNames.WalkUp, true);
}
if (this.body.velocity.y > 0) { //moving down
} else if (this.body.velocity.y > 0) { //moving down
this.play(PlayerAnimationNames.WalkDown, true);
} else 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);
}
if(this.bubble) {

View File

@ -66,27 +66,25 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
let speedMultiplier = activeEvents.get(UserInputEvent.SpeedUp) ? 25 : 9;
let moveAmount = speedMultiplier * delta;
let x = 0;
let y = 0;
if (activeEvents.get(UserInputEvent.MoveUp)) {
this.move(0, -moveAmount);
haveMove = true;
y = - moveAmount;
direction = PlayerAnimationNames.WalkUp;
}
if (activeEvents.get(UserInputEvent.MoveLeft)) {
this.move(-moveAmount, 0);
haveMove = true;
direction = PlayerAnimationNames.WalkLeft;
}
if (activeEvents.get(UserInputEvent.MoveDown)) {
this.move(0, moveAmount);
haveMove = true;
} else if (activeEvents.get(UserInputEvent.MoveDown)) {
y = moveAmount;
direction = PlayerAnimationNames.WalkDown;
}
if (activeEvents.get(UserInputEvent.MoveRight)) {
this.move(moveAmount, 0);
haveMove = true;
if (activeEvents.get(UserInputEvent.MoveLeft)) {
x = -moveAmount;
direction = PlayerAnimationNames.WalkLeft;
} else if (activeEvents.get(UserInputEvent.MoveRight)) {
x = moveAmount;
direction = PlayerAnimationNames.WalkRight;
}
if (!haveMove) {
if (x !== 0 || y !== 0) {
this.move(x, y);
} else {
direction = PlayerAnimationNames.None;
this.stop();
}