workadventure/front/src/Phaser/Entity/PlayableCaracter.ts
David Négrier 86abdfe30b Only sending move events if the player actually moved
If the player did not move a pixel (and if it did not change direction), then do not send an event to save bandwidth and processing.
2020-05-04 23:11:59 +02:00

71 lines
2.3 KiB
TypeScript

import {PlayerAnimationNames} from "../Player/Animation";
import {SpeechBubble} from "./SpeechBubble";
import BitmapText = Phaser.GameObjects.BitmapText;
export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
private bubble: SpeechBubble;
private playerName: BitmapText;
constructor(scene: Phaser.Scene, x: number, y: number, texture: string, name: string, frame?: string | number) {
super(scene, x, y, texture, frame);
this.playerName = new BitmapText(scene, x, y - 25, 'main_font', name, 8);
this.playerName.setOrigin(0.5).setCenterAlign();
scene.add.existing(this.playerName);
this.scene.sys.updateList.add(this);
this.scene.sys.displayList.add(this);
//this.setScale(2);
this.scene.physics.world.enableBody(this);
this.setImmovable(true);
this.setCollideWorldBounds(true);
this.setSize(16, 16); //edit the hitbox to better match the caracter model
this.setOffset(8, 16);
}
move(x: number, y: number){
this.setVelocity(x, y);
//up or down animationss are prioritized over left and right
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);
} 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) {
this.bubble.moveBubble(this.x, this.y);
}
this.updatePlayerNamePosition(this.x, this.y);
}
updatePlayerNamePosition(x: number, y: number){
this.playerName.setPosition(x, y - 25);
}
stop(){
this.setVelocity(0, 0);
this.anims.stop();
}
say(text: string) {
if (this.bubble) return;
this.bubble = new SpeechBubble(this.scene, this, text)
//todo make the bubble destroy on player movement?
setTimeout(() => {
this.bubble.destroy();
this.bubble = null;
}, 3000)
}
destroy(fromScene?: boolean): void {
super.destroy(fromScene);
this.playerName.destroy();
}
}