2020-04-12 16:12:08 +02:00
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import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "../Player/Animation";
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import {ActiveEventList, UserInputEvent} from "../UserInput/UserInputManager";
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export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | number) {
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super(scene, x, y, texture, frame);
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scene.sys.updateList.add(this);
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scene.sys.displayList.add(this);
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this.setScale(2);
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scene.physics.world.enableBody(this);
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this.setImmovable(true);
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this.setCollideWorldBounds(true)
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}
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2020-04-12 19:06:31 +02:00
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move(x: number, y: number){
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this.setVelocity(x, y);
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//todo improve animations to better account for diagonal movement
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if (this.body.velocity.x > 0) { //moving right
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this.play(PlayerAnimationNames.WalkRight, true);
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} else if (this.body.velocity.x < 0) { //moving left
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this.anims.playReverse(PlayerAnimationNames.WalkLeft, true);
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} else if (this.body.velocity.y < 0) { //moving up
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this.play(PlayerAnimationNames.WalkUp, true);
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} else if (this.body.velocity.y > 0) { //moving down
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this.play(PlayerAnimationNames.WalkDown, true);
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}
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}
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2020-04-12 16:12:08 +02:00
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}
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