143 lines
5.3 KiB
TypeScript
143 lines
5.3 KiB
TypeScript
import {GameManagerInterface} from "./GameManager";
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import {UserInputEvent, UserInputManager} from "../UserInput/UserInputManager";
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import {getPlayerAnimations} from "../Player/Animation";
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import {Player} from "../Player/Player";
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import {NonPlayer} from "../NonPlayer/NonPlayer";
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export enum Textures {
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Rock = 'rock',
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Player = 'playerModel',
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Map = 'map',
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Tiles = 'tiles'
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}
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export interface GameSceneInterface extends Phaser.Scene {
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RoomId : string;
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sharedUserPosition(data : []): void;
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}
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export class GameScene extends Phaser.Scene implements GameSceneInterface{
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//private MapManager : MapManagerInterface;
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RoomId : string;
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private player: Player;
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private rock: Phaser.Physics.Arcade.Sprite;
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private userInputManager: UserInputManager;
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private otherPlayers: Phaser.Physics.Arcade.Group;
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constructor(RoomId : string, GameManager : GameManagerInterface) {
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super({
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key: "GameScene"
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});
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this.RoomId = RoomId;
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}
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//hook preload scene
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preload(): void {
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this.load.image(Textures.Rock, 'resources/objects/rockSprite.png');
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this.load.image(Textures.Tiles, 'maps/tiles.png');
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this.load.tilemapTiledJSON(Textures.Map, 'maps/map2.json');
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this.load.spritesheet(Textures.Player,
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'resources/characters/pipoya/Male 01-1.png',
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{ frameWidth: 32, frameHeight: 32 }
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);
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}
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//hook create scene
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create(): void {
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//anims cannot be in preload because it needs to wait to the sprit to be loaded
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getPlayerAnimations().forEach(d => {
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this.anims.create({
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key: d.key,
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frames: this.anims.generateFrameNumbers(d.frameModel, { start: d.frameStart, end: d.frameEnd }),
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frameRate: d.frameRate,
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//repeat: d.repeat
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});
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});
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this.userInputManager = new UserInputManager(this);
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//create entities
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this.player = new Player(this, 400, 400);
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this.rock = this.physics.add.sprite(200, 400, Textures.Rock, 26).setImmovable(true);
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this.physics.add.collider(this.player, this.rock);
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this.otherPlayers = this.physics.add.group({ immovable: true });
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this.otherPlayers.add(new NonPlayer(this, 200, 600));
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this.otherPlayers.add(new NonPlayer(this, 400, 600));
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this.physics.add.collider(this.player, this.otherPlayers, (player: Player, otherPlayer: NonPlayer) => {
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otherPlayer.fleeFrom(player)
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});
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//create map
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let currentMap = this.add.tilemap(Textures.Map);
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let terrain = currentMap.addTilesetImage(Textures.Tiles, "tiles");
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let bottomLayer = currentMap.createStaticLayer("Calque 1", [terrain], 0, 0).setDepth(-2);
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let topLayer = currentMap.createStaticLayer("Calque 2", [terrain], 0, 0).setDepth(-1);
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this.physics.world.setBounds(0,0, currentMap.widthInPixels, currentMap.heightInPixels);
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this.physics.add.collider(this.player, topLayer);
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topLayer.setCollisionByProperty({collides:true});
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this.cameras.main.startFollow(this.player);
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//debug code
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//debug code to see the collision hitbox of the object in the top layer
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topLayer.renderDebug(this.add.graphics(),{
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tileColor: null, //non-colliding tiles
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collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles,
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faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
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})
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// debug code to get a tile properties by clicking on it
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this.input.on("pointerdown", (pointer: Phaser.Input.Pointer)=>{
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//pixel position to tile position
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let tile = currentMap.getTileAt(currentMap.worldToTileX(pointer.worldX), currentMap.worldToTileY(pointer.worldY));
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if(tile){
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console.log(tile);
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}
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});
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}
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//hook update
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update(dt: number): void {
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//user inputs
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let activeEvents = this.userInputManager.getEventListForGameTick();
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let speed = activeEvents.get(UserInputEvent.SpeedUp) ? 500 : 100;
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if(activeEvents.get(UserInputEvent.MoveUp)){
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this.player.move(0, -speed)
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} else if(activeEvents.get(UserInputEvent.MoveLeft)){
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this.player.move(-speed, 0)
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} else if(activeEvents.get(UserInputEvent.MoveDown)){
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this.player.move(0, speed)
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} else if(activeEvents.get(UserInputEvent.MoveRight)){
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this.player.move(speed, 0)
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} else {
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this.player.move(0, 0)
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}
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if(activeEvents.get(UserInputEvent.Shout)) {
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this.player.say('HEHO!');
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}
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//updates other players
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this.otherPlayers.getChildren().forEach((otherPlayer: NonPlayer) => {
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//this.physics.accelerateToObject(otherPlayer, this.player); //this line make the models chase the player
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if (otherPlayer.isFleeing) {
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otherPlayer.move(otherPlayer.fleeingDirection.x, otherPlayer.fleeingDirection.y);
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} else {
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otherPlayer.move(0, 0);
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}
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})
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}
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sharedUserPosition(data: []): void {
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//TODO share position of all user
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//console.log("sharedUserPosition", data);
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}
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}
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