228 lines
9.4 KiB
TypeScript
228 lines
9.4 KiB
TypeScript
import {gameManager} from "../Game/GameManager";
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import {TextField} from "../Components/TextField";
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import Image = Phaser.GameObjects.Image;
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import Rectangle = Phaser.GameObjects.Rectangle;
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import {PLAYER_RESOURCES, PlayerResourceDescriptionInterface} from "../Entity/Character";
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import {EnableCameraSceneName} from "./EnableCameraScene";
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import {CustomizeSceneName} from "./CustomizeScene";
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import {ResizableScene} from "./ResizableScene";
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import {localUserStore} from "../../Connexion/LocalUserStore";
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//todo: put this constants in a dedicated file
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export const SelectCharacterSceneName = "SelectCharacterScene";
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enum LoginTextures {
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playButton = "play_button",
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icon = "icon",
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mainFont = "main_font",
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customizeButton = "customize_button",
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customizeButtonSelected = "customize_button_selected"
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}
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export class SelectCharacterScene extends ResizableScene {
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private readonly nbCharactersPerRow = 4;
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private textField!: TextField;
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private pressReturnField!: TextField;
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private logo!: Image;
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private customizeButton!: Image;
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private customizeButtonSelected!: Image;
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private selectedRectangle!: Rectangle;
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private selectedRectangleXPos = 0; // Number of the character selected in the rows
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private selectedRectangleYPos = 0; // Number of the character selected in the columns
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private selectedPlayer!: Phaser.Physics.Arcade.Sprite|null; // null if we are selecting the "customize" option
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private players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
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constructor() {
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super({
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key: SelectCharacterSceneName
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});
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}
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preload() {
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this.load.image(LoginTextures.playButton, "resources/objects/play_button.png");
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this.load.image(LoginTextures.icon, "resources/logos/tcm_full.png");
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// Note: arcade.png from the Phaser 3 examples at: https://github.com/photonstorm/phaser3-examples/tree/master/public/assets/fonts/bitmap
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this.load.bitmapFont(LoginTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
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//add player png
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PLAYER_RESOURCES.forEach((playerResource: PlayerResourceDescriptionInterface) => {
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this.load.spritesheet(
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playerResource.name,
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playerResource.img,
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{frameWidth: 32, frameHeight: 32}
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);
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});
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this.load.image(LoginTextures.customizeButton, 'resources/objects/customize.png');
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this.load.image(LoginTextures.customizeButtonSelected, 'resources/objects/customize_selected.png');
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}
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create() {
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this.textField = new TextField(this, this.game.renderer.width / 2, 50, 'Select your character');
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, 256, 'Press enter to start');
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const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
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this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xFFFFFF);
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this.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, LoginTextures.icon);
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this.add.existing(this.logo);
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this.input.keyboard.on('keyup-ENTER', () => {
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return this.nextScene();
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});
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this.input.keyboard.on('keydown-RIGHT', () => {
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if (this.selectedRectangleXPos < this.nbCharactersPerRow - 1) {
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this.selectedRectangleXPos++;
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}
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this.updateSelectedPlayer();
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});
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this.input.keyboard.on('keydown-LEFT', () => {
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if (this.selectedRectangleXPos > 0) {
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this.selectedRectangleXPos--;
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}
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this.updateSelectedPlayer();
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});
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this.input.keyboard.on('keydown-DOWN', () => {
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if (this.selectedRectangleYPos < Math.ceil(PLAYER_RESOURCES.length / this.nbCharactersPerRow)) {
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this.selectedRectangleYPos++;
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}
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this.updateSelectedPlayer();
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});
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this.input.keyboard.on('keydown-UP', () => {
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if (this.selectedRectangleYPos > 0) {
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this.selectedRectangleYPos--;
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}
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this.updateSelectedPlayer();
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});
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/*create user*/
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this.createCurrentPlayer();
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const playerNumber = localUserStore.getPlayerCharacterIndex();
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if (playerNumber && playerNumber !== -1) {
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this.selectedRectangleXPos = playerNumber % this.nbCharactersPerRow;
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this.selectedRectangleYPos = Math.floor(playerNumber / this.nbCharactersPerRow);
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this.updateSelectedPlayer();
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} else if (playerNumber === -1) {
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this.selectedRectangleYPos = Math.ceil(PLAYER_RESOURCES.length / this.nbCharactersPerRow);
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this.updateSelectedPlayer();
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}
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}
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update(time: number, delta: number): void {
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this.pressReturnField.setVisible(!!(Math.floor(time / 500) % 2));
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}
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private nextScene(): void {
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this.scene.stop(SelectCharacterSceneName);
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if (this.selectedPlayer !== null) {
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gameManager.setCharacterLayers([this.selectedPlayer.texture.key]);
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gameManager.tryResumingGame(this, EnableCameraSceneName);
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} else {
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this.scene.run(CustomizeSceneName);
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}
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this.scene.remove(SelectCharacterSceneName);
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}
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createCurrentPlayer(): void {
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for (let i = 0; i <PLAYER_RESOURCES.length; i++) {
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const playerResource = PLAYER_RESOURCES[i];
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const col = i % this.nbCharactersPerRow;
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const row = Math.floor(i / this.nbCharactersPerRow);
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const [x, y] = this.getCharacterPosition(col, row);
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const player = this.physics.add.sprite(x, y, playerResource.name, 0);
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player.setBounce(0.2);
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player.setCollideWorldBounds(true);
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this.anims.create({
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key: playerResource.name,
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frames: this.anims.generateFrameNumbers(playerResource.name, {start: 0, end: 2,}),
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frameRate: 10,
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repeat: -1
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});
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player.setInteractive().on("pointerdown", () => {
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this.selectedRectangleXPos = col;
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this.selectedRectangleYPos = row;
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this.updateSelectedPlayer();
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});
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this.players.push(player);
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}
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this.customizeButton = new Image(this, this.game.renderer.width / 2, 90 + 32 * 4 + 6, LoginTextures.customizeButton);
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this.customizeButton.setOrigin(0.5, 0.5);
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this.add.existing(this.customizeButton);
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this.customizeButtonSelected = new Image(this, this.game.renderer.width / 2, 90 + 32 * 4 + 6, LoginTextures.customizeButtonSelected);
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this.customizeButtonSelected.setOrigin(0.5, 0.5);
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this.customizeButtonSelected.setVisible(false);
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this.add.existing(this.customizeButtonSelected);
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this.customizeButton.setInteractive().on("pointerdown", () => {
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this.selectedRectangleYPos = Math.ceil(PLAYER_RESOURCES.length / this.nbCharactersPerRow);
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this.updateSelectedPlayer();
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});
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this.selectedPlayer = this.players[0];
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this.selectedPlayer.play(PLAYER_RESOURCES[0].name);
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}
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/**
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* Returns pixel position by on column and row number
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*/
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private getCharacterPosition(x: number, y: number): [number, number] {
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return [
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this.game.renderer.width / 2 + 16 + (x - this.nbCharactersPerRow / 2) * 32,
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y * 32 + 90
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];
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}
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private updateSelectedPlayer(): void {
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this.selectedPlayer?.anims.pause();
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// If we selected the customize button
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if (this.selectedRectangleYPos === Math.ceil(PLAYER_RESOURCES.length / this.nbCharactersPerRow)) {
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this.selectedPlayer = null;
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this.selectedRectangle.setVisible(false);
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this.customizeButtonSelected.setVisible(true);
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this.customizeButton.setVisible(false);
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localUserStore.setPlayerCharacterIndex(-1);
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return;
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}
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this.customizeButtonSelected.setVisible(false);
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this.customizeButton.setVisible(true);
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const [x, y] = this.getCharacterPosition(this.selectedRectangleXPos, this.selectedRectangleYPos);
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this.selectedRectangle.setVisible(true);
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this.selectedRectangle.setX(x);
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this.selectedRectangle.setY(y);
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this.selectedRectangle.setSize(32, 32);
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const playerNumber = this.selectedRectangleXPos + this.selectedRectangleYPos * this.nbCharactersPerRow;
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const player = this.players[playerNumber];
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player.play(PLAYER_RESOURCES[playerNumber].name);
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this.selectedPlayer = player;
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localUserStore.setPlayerCharacterIndex(playerNumber);
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}
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public onResize(ev: UIEvent): void {
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this.textField.x = this.game.renderer.width / 2;
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this.pressReturnField.x = this.game.renderer.width / 2;
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this.logo.x = this.game.renderer.width - 30;
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this.logo.y = this.game.renderer.height - 20;
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this.customizeButton.x = this.game.renderer.width / 2;
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this.customizeButtonSelected.x = this.game.renderer.width / 2;
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for (let i = 0; i <PLAYER_RESOURCES.length; i++) {
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const player = this.players[i];
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const col = i % this.nbCharactersPerRow;
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const row = Math.floor(i / this.nbCharactersPerRow);
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const [x, y] = this.getCharacterPosition(col, row);
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player.x = x;
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player.y = y;
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}
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this.updateSelectedPlayer();
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}
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}
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