Merge pull request #97 from moufmouf/fix_player_name_depth
Putting player names depth at a high depth to have them always visible
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commit
26b2f79914
@ -37,7 +37,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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this.PlayerValue = name;
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this.PlayerValue = name;
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this.PlayerTexture = texture;
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this.PlayerTexture = texture;
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this.playerName = new BitmapText(scene, x, y - 25, 'main_font', name, 8);
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this.playerName = new BitmapText(scene, x, y - 25, 'main_font', name, 8);
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this.playerName.setOrigin(0.5).setCenterAlign();
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this.playerName.setOrigin(0.5).setCenterAlign().setDepth(99999);
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scene.add.existing(this.playerName);
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scene.add.existing(this.playerName);
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this.scene.sys.updateList.add(this);
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this.scene.sys.updateList.add(this);
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@ -46,7 +46,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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this.scene.physics.world.enableBody(this);
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this.scene.physics.world.enableBody(this);
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this.setImmovable(true);
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this.setImmovable(true);
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this.setCollideWorldBounds(true);
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this.setCollideWorldBounds(true);
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this.setSize(16, 16); //edit the hitbox to better match the caracter model
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this.setSize(16, 16); //edit the hitbox to better match the character model
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this.setOffset(8, 16);
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this.setOffset(8, 16);
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this.setDepth(-1);
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this.setDepth(-1);
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}
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}
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@ -55,7 +55,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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this.setVelocity(x, y);
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this.setVelocity(x, y);
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//up or down animationss are prioritized over left and right
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// up or down animations are prioritized over left and right
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if (this.body.velocity.y < 0) { //moving up
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if (this.body.velocity.y < 0) { //moving up
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this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkUp}`, true);
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this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkUp}`, true);
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} else if (this.body.velocity.y > 0) { //moving down
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} else if (this.body.velocity.y > 0) { //moving down
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