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

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import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "../Player/Animation";
import {ActiveEventList, UserInputEvent} from "../UserInput/UserInputManager";
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import {SpeechBubble} from "./SpeechBubble";
import BitmapText = Phaser.GameObjects.BitmapText;
export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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private bubble: SpeechBubble;
private playerName: BitmapText;
constructor(scene: Phaser.Scene, x: number, y: number, texture: string, name: string, frame?: string | number) {
super(scene, x, y, texture, frame);
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this.playerName = new BitmapText(scene, x, y - 25, 'main_font', name, 8);
this.playerName.setOrigin(0.5).setCenterAlign();
scene.add.existing(this.playerName);
this.scene.sys.updateList.add(this);
this.scene.sys.displayList.add(this);
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//this.setScale(2);
this.scene.physics.world.enableBody(this);
this.setImmovable(true);
this.setCollideWorldBounds(true);
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this.setSize(16, 16); //edit the hitbox to better match the caracter model
this.setOffset(8, 16);
}
move(x: number, y: number){
this.setVelocity(x, y);
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//up or down animationss are prioritized over left and right
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if (this.body.velocity.y < 0) { //moving up
this.play(PlayerAnimationNames.WalkUp, true);
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} else if (this.body.velocity.y > 0) { //moving down
this.play(PlayerAnimationNames.WalkDown, true);
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} else if (this.body.velocity.x > 0) { //moving right
this.play(PlayerAnimationNames.WalkRight, true);
} else if (this.body.velocity.x < 0) { //moving left
this.anims.playReverse(PlayerAnimationNames.WalkLeft, true);
}
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if(this.bubble) {
this.bubble.moveBubble(this.x, this.y);
}
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this.playerName.setPosition(this.x, this.y - 25);
}
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stop(){
this.setVelocity(0, 0);
this.play(PlayerAnimationNames.None, true);
}
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say(text: string) {
if (this.bubble) return;
this.bubble = new SpeechBubble(this.scene, this, text)
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//todo make the bubble destroy on player movement?
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setTimeout(() => {
this.bubble.destroy();
this.bubble = null;
}, 3000)
}
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}