partey_workadventure/front/src/Phaser/Entity/Character.ts

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import {PlayerAnimationDirections, PlayerAnimationTypes} from "../Player/Animation";
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import {SpeechBubble} from "./SpeechBubble";
import BitmapText = Phaser.GameObjects.BitmapText;
import Container = Phaser.GameObjects.Container;
import Sprite = Phaser.GameObjects.Sprite;
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import {TextureError} from "../../Exception/TextureError";
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interface AnimationData {
key: string;
frameRate: number;
repeat: number;
frameModel: string; //todo use an enum
frames : number[]
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}
export abstract class Character extends Container {
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private bubble: SpeechBubble|null = null;
private readonly playerName: BitmapText;
public PlayerValue: string;
public sprites: Map<string, Sprite>;
private lastDirection: PlayerAnimationDirections = PlayerAnimationDirections.Down;
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//private teleportation: Sprite;
private invisible: boolean;
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constructor(scene: Phaser.Scene,
x: number,
y: number,
texturesPromise: Promise<string[]>,
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name: string,
direction: PlayerAnimationDirections,
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moving: boolean,
frame?: string | number
) {
super(scene, x, y/*, texture, frame*/);
this.PlayerValue = name;
this.invisible = true
this.sprites = new Map<string, Sprite>();
//textures are inside a Promise in case they need to be lazyloaded before use.
texturesPromise.then((textures) => {
this.addTextures(textures, frame);
this.invisible = false
})
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/*this.teleportation = new Sprite(scene, -20, -10, 'teleportation', 3);
this.teleportation.setInteractive();
this.teleportation.visible = false;
this.teleportation.on('pointerup', () => {
this.report.visible = false;
this.teleportation.visible = false;
});
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this.add(this.teleportation);*/
this.playerName = new BitmapText(scene, 0, - 25, 'main_font', name, 7);
this.playerName.setOrigin(0.5).setCenterAlign().setDepth(99999);
this.add(this.playerName);
scene.add.existing(this);
this.scene.physics.world.enableBody(this);
this.getBody().setImmovable(true);
this.getBody().setCollideWorldBounds(true);
this.setSize(16, 16);
this.getBody().setSize(16, 16); //edit the hitbox to better match the character model
this.getBody().setOffset(0, 8);
this.setDepth(-1);
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this.playAnimation(direction, moving);
}
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public addTextures(textures: string[], frame?: string | number): void {
for (const texture of textures) {
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if(!this.scene.textures.exists(texture)){
throw new TextureError('texture not found');
}
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const sprite = new Sprite(this.scene, 0, 0, texture, frame);
sprite.setInteractive({useHandCursor: true});
this.add(sprite);
this.getPlayerAnimations(texture).forEach(d => {
this.scene.anims.create({
key: d.key,
frames: this.scene.anims.generateFrameNumbers(d.frameModel, {frames: d.frames}),
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frameRate: d.frameRate,
repeat: d.repeat
});
})
// Needed, otherwise, animations are not handled correctly.
if(this.scene) {
this.scene.sys.updateList.add(sprite);
}
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this.sprites.set(texture, sprite);
}
}
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private getPlayerAnimations(name: string): AnimationData[] {
return [{
key: `${name}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Walk}`,
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frameModel: name,
frames: [0, 1, 2, 1],
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frameRate: 10,
repeat: -1
}, {
key: `${name}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Walk}`,
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frameModel: name,
frames: [3, 4, 5, 4],
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frameRate: 10,
repeat: -1
}, {
key: `${name}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Walk}`,
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frameModel: name,
frames: [6, 7, 8, 7],
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frameRate: 10,
repeat: -1
}, {
key: `${name}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Walk}`,
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frameModel: name,
frames: [9, 10, 11, 10],
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frameRate: 10,
repeat: -1
},{
key: `${name}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Idle}`,
frameModel: name,
frames: [1],
frameRate: 10,
repeat: 1
}, {
key: `${name}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Idle}`,
frameModel: name,
frames: [4],
frameRate: 10,
repeat: 1
}, {
key: `${name}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Idle}`,
frameModel: name,
frames: [7],
frameRate: 10,
repeat: 1
}, {
key: `${name}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Idle}`,
frameModel: name,
frames: [10],
frameRate: 10,
repeat: 1
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}];
}
protected playAnimation(direction : PlayerAnimationDirections, moving: boolean): void {
if (this.invisible) return;
for (const [texture, sprite] of this.sprites.entries()) {
if (!sprite.anims) {
console.error('ANIMS IS NOT DEFINED!!!');
return;
}
if (moving && (!sprite.anims.currentAnim || sprite.anims.currentAnim.key !== direction)) {
sprite.play(texture+'-'+direction+'-'+PlayerAnimationTypes.Walk, true);
} else if (!moving) {
sprite.anims.play(texture + '-' + direction + '-'+PlayerAnimationTypes.Idle, true);
}
}
}
protected getBody(): Phaser.Physics.Arcade.Body {
const body = this.body;
if (!(body instanceof Phaser.Physics.Arcade.Body)) {
throw new Error('Container does not have arcade body');
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}
return body;
}
move(x: number, y: number) {
const body = this.getBody();
body.setVelocity(x, y);
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// up or down animations are prioritized over left and right
if (body.velocity.y < 0) { //moving up
this.lastDirection = PlayerAnimationDirections.Up;
this.playAnimation(PlayerAnimationDirections.Up, true);
} else if (body.velocity.y > 0) { //moving down
this.lastDirection = PlayerAnimationDirections.Down;
this.playAnimation(PlayerAnimationDirections.Down, true);
} else if (body.velocity.x > 0) { //moving right
this.lastDirection = PlayerAnimationDirections.Right;
this.playAnimation(PlayerAnimationDirections.Right, true);
} else if (body.velocity.x < 0) { //moving left
this.lastDirection = PlayerAnimationDirections.Left;
this.playAnimation(PlayerAnimationDirections.Left, true);
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}
this.setDepth(this.y);
}
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stop(){
this.getBody().setVelocity(0, 0);
this.playAnimation(this.lastDirection, false);
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}
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say(text: string) {
if (this.bubble) return;
this.bubble = new SpeechBubble(this.scene, this, text)
setTimeout(() => {
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if (this.bubble !== null) {
this.bubble.destroy();
this.bubble = null;
}
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}, 3000)
}
destroy(): void {
for (const sprite of this.sprites.values()) {
if(this.scene) {
this.scene.sys.updateList.remove(sprite);
}
}
super.destroy();
this.playerName.destroy();
}
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}