workadventure/front/src/Phaser/Login/CustomizeScene.ts

267 lines
9.7 KiB
TypeScript

import {EnableCameraSceneName} from "./EnableCameraScene";
import {TextField} from "../Components/TextField";
import Image = Phaser.GameObjects.Image;
import Rectangle = Phaser.GameObjects.Rectangle;
import {LAYERS, loadAllLayers} from "../Entity/body_character";
import Sprite = Phaser.GameObjects.Sprite;
import Container = Phaser.GameObjects.Container;
import {gameManager} from "../Game/GameManager";
import {ResizableScene} from "./ResizableScene";
export const CustomizeSceneName = "CustomizeScene";
enum CustomizeTextures{
icon = "icon",
arrowRight = "arrow_right",
mainFont = "main_font",
arrowUp = "arrow_up",
}
export class CustomizeScene extends ResizableScene {
private textField!: TextField;
private enterField!: TextField;
private arrowRight!: Image;
private arrowLeft!: Image;
private arrowDown!: Image;
private arrowUp!: Image;
private Rectangle!: Rectangle;
private logo!: Image;
private selectedLayers: Array<number> = [0];
private containersRow: Array<Array<Container>> = new Array<Array<Container>>();
private activeRow = 0;
constructor() {
super({
key: CustomizeSceneName
});
}
preload() {
this.load.image(CustomizeTextures.arrowRight, "resources/objects/arrow_right.png");
this.load.image(CustomizeTextures.icon, "resources/logos/tcm_full.png");
this.load.image(CustomizeTextures.arrowUp, "resources/objects/arrow_up.png");
this.load.bitmapFont(CustomizeTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
//load all the png files
loadAllLayers(this.load);
}
create() {
this.textField = new TextField(this, this.game.renderer.width / 2, 30, 'Customize your own Avatar!');
this.enterField = new TextField(this, this.game.renderer.width / 2, 40, 'you can start the game by pressing SPACE..');
this.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, CustomizeTextures.icon);
this.add.existing(this.logo);
this.arrowRight = new Image(this, this.game.renderer.width*0.9, this.game.renderer.height/2, CustomizeTextures.arrowRight);
this.add.existing(this.arrowRight);
this.arrowLeft = new Image(this, this.game.renderer.width/9, this.game.renderer.height/2, CustomizeTextures.arrowRight);
this.arrowLeft.flipX = true;
this.add.existing(this.arrowLeft);
this.Rectangle = this.add.rectangle(this.cameras.main.worldView.x + this.cameras.main.width / 2, this.cameras.main.worldView.y + this.cameras.main.height / 2, 32, 33)
this.Rectangle.setStrokeStyle(2, 0xFFFFFF);
this.add.existing(this.Rectangle);
this.arrowDown = new Image(this, this.game.renderer.width - 30, 100, CustomizeTextures.arrowUp);
this.arrowDown.flipY = true;
this.add.existing(this.arrowDown);
this.arrowUp = new Image(this, this.game.renderer.width - 30, 60, CustomizeTextures.arrowUp);
this.add.existing(this.arrowUp);
this.createCustomizeLayer(0, 0, 0);
this.createCustomizeLayer(0, 0, 1);
this.createCustomizeLayer(0, 0, 2);
this.createCustomizeLayer(0, 0, 3);
this.createCustomizeLayer(0, 0, 4);
this.createCustomizeLayer(0, 0, 5);
this.moveLayers();
this.input.keyboard.on('keyup-ENTER', () => {
const layers: string[] = [];
let i = 0;
for (const layerItem of this.selectedLayers) {
if (layerItem !== undefined) {
layers.push(LAYERS[i][layerItem].name);
}
i++;
}
gameManager.setCharacterLayers(layers);
return this.scene.start(EnableCameraSceneName);
});
this.input.keyboard.on('keydown-RIGHT', () => {
if (this.selectedLayers[this.activeRow] === undefined) {
this.selectedLayers[this.activeRow] = 0;
}
if (this.selectedLayers[this.activeRow] < LAYERS[this.activeRow].length - 1) {
this.selectedLayers[this.activeRow]++;
this.moveLayers();
this.updateSelectedLayer();
}
});
this.input.keyboard.on('keydown-LEFT', () => {
if (this.selectedLayers[this.activeRow] > 0) {
if (this.selectedLayers[this.activeRow] === 0) {
delete this.selectedLayers[this.activeRow];
} else {
this.selectedLayers[this.activeRow]--;
}
this.moveLayers();
this.updateSelectedLayer();
}
});
this.input.keyboard.on('keydown-DOWN', () => {
if (this.activeRow < LAYERS.length - 1) {
this.activeRow++;
this.moveLayers();
}
});
this.input.keyboard.on('keydown-UP', () => {
if (this.activeRow > 0) {
this.activeRow--;
this.moveLayers();
}
});
}
update(time: number, delta: number): void {
super.update(time, delta);
this.enterField.setVisible(!!(Math.floor(time / 500) % 2));
}
/**
* @param x, the layer's vertical position
* @param y, the layer's horizontal position
* @param layerNumber, index of the LAYERS array
* create the layer and display it on the scene
*/
private createCustomizeLayer(x: number, y: number, layerNumber: number): void {
this.containersRow[layerNumber] = new Array<Container>();
let alpha = 0;
let layerPosX = 0;
for (let i = 0; i < LAYERS[layerNumber].length; i++) {
const container = this.generateCharacter(300 + x + layerPosX, y, layerNumber, i);
this.containersRow[layerNumber][i] = container;
this.add.existing(container);
layerPosX += 30;
alpha += 0.1;
}
}
/**
* Generates a character from the current selected items BUT replaces
* one layer item with an item we pass in parameter.
*
* Current selected items are fetched from this.selectedLayers
*
* @param x,
* @param y,
* @param layerNumber, The selected layer number (0 for body...)
* @param selectedItem, The number of the item select (0 for black body...)
*/
private generateCharacter(x: number, y: number, layerNumber: number, selectedItem: number) {
return new Container(this, x, y,this.getContainerChildren(layerNumber,selectedItem));
}
private getContainerChildren(layerNumber: number, selectedItem: number): Array<Sprite> {
const children: Array<Sprite> = new Array<Sprite>();
for (let j = 0; j <= layerNumber; j++) {
if (j === layerNumber) {
children.push(this.generateLayers(0, 0, LAYERS[j][selectedItem].name));
} else {
const layer = this.selectedLayers[j];
if (layer === undefined) {
continue;
}
children.push(this.generateLayers(0, 0, LAYERS[j][layer].name));
}
}
return children;
}
/**
* Move the layer left, right, up and down and update the selected layer
*/
private moveLayers(): void {
const screenCenterX = this.cameras.main.worldView.x + this.cameras.main.width / 2;
const screenCenterY = this.cameras.main.worldView.y + this.cameras.main.height / 2;
const screenWidth = this.game.renderer.width;
const screenHeight = this.game.renderer.height;
for (let i = 0; i < this.containersRow.length; i++) {
for (let j = 0; j < this.containersRow[i].length; j++) {
let selectedX = this.selectedLayers[i];
if (selectedX === undefined) {
selectedX = 0;
}
this.containersRow[i][j].x = screenCenterX + (j - selectedX) * 40;
this.containersRow[i][j].y = screenCenterY + (i - this.activeRow) * 40;
const alpha1 = Math.abs(selectedX - j)*47*2/screenWidth;
const alpha2 = Math.abs(this.activeRow - i)*49*2/screenHeight;
this.containersRow[i][j].setAlpha((1 -alpha1)*(1 - alpha2));
}
}
}
/**
* @param x, the sprite's vertical position
* @param y, the sprites's horizontal position
* @param name, the sprite's name
* @return a new sprite
*/
private generateLayers(x: number, y: number, name: string): Sprite {
return new Sprite(this, x, y, name);
}
private updateSelectedLayer() {
for(let i = 0; i < this.containersRow.length; i++){
for(let j = 0; j < this.containersRow[i].length; j++){
const children = this.getContainerChildren(i, j);
this.containersRow[i][j].removeAll(true);
this.containersRow[i][j].add(children);
}
}
}
public onResize(): void {
this.moveLayers();
this.Rectangle.x = this.cameras.main.worldView.x + this.cameras.main.width / 2;
this.Rectangle.y = this.cameras.main.worldView.y + this.cameras.main.height / 2;
this.textField.x = this.game.renderer.width/2;
this.logo.x = this.game.renderer.width - 30;
this.logo.y = this.game.renderer.height - 20;
this.arrowUp.x = this.game.renderer.width - 30;
this.arrowUp.y = 60;
this.arrowDown.x = this.game.renderer.width - 30;
this.arrowDown.y = 100;
this.arrowLeft.x = this.game.renderer.width/9;
this.arrowLeft.y = this.game.renderer.height/2;
this.arrowRight.x = this.game.renderer.width*0.9;
this.arrowRight.y = this.game.renderer.height/2;
}
}