fixed a game crashed because of lack of animations and improved the character class

This commit is contained in:
kharhamel 2021-01-07 12:43:21 +01:00
parent fbb44af369
commit 3ce8427378
3 changed files with 60 additions and 92 deletions

View File

@ -59,6 +59,7 @@ export abstract class Character extends Container {
frame?: string | number
) {
super(scene, x, y/*, texture, frame*/);
this.PlayerValue = name;
this.sprites = new Map<string, Sprite>();
@ -73,10 +74,9 @@ export abstract class Character extends Container {
});
this.add(this.teleportation);*/
this.PlayerValue = name;
this.playerName = new BitmapText(scene, x, y - 25, 'main_font', name, 7);
this.playerName = new BitmapText(scene, 0, - 25, 'main_font', name, 7);
this.playerName.setOrigin(0.5).setCenterAlign().setDepth(99999);
scene.add.existing(this.playerName);
this.add(this.playerName);
scene.add.existing(this);
@ -88,8 +88,6 @@ export abstract class Character extends Container {
this.getBody().setOffset(0, 8);
this.setDepth(-1);
this.scene.events.on('postupdate', this.postupdate.bind(this));
this.playAnimation(direction, moving);
}
@ -181,35 +179,21 @@ export abstract class Character extends Container {
if (body.velocity.y < 0) { //moving up
this.lastDirection = PlayerAnimationNames.WalkUp;
this.playAnimation(PlayerAnimationNames.WalkUp, true);
//this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkUp}`, true);
} else if (body.velocity.y > 0) { //moving down
this.lastDirection = PlayerAnimationNames.WalkDown;
this.playAnimation(PlayerAnimationNames.WalkDown, true);
//this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkDown}`, true);
} else if (body.velocity.x > 0) { //moving right
this.lastDirection = PlayerAnimationNames.WalkRight;
this.playAnimation(PlayerAnimationNames.WalkRight, true);
//this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkRight}`, true);
} else if (body.velocity.x < 0) { //moving left
this.lastDirection = PlayerAnimationNames.WalkLeft;
this.playAnimation(PlayerAnimationNames.WalkLeft, true);
//this.anims.playReverse(`${this.PlayerTexture}-${PlayerAnimationNames.WalkLeft}`, true);
}
//todo:remove this, use a container tech to move the bubble instead
if (this.bubble) {
this.bubble.moveBubble(this.x, this.y);
}
//update depth user
this.setDepth(this.y);
}
postupdate(time: number, delta: number) {
//super.update(delta);
this.playerName.setPosition(this.x, this.y - 25);
}
stop(){
this.getBody().setVelocity(0, 0);
this.playAnimation(this.lastDirection, false);
@ -218,7 +202,6 @@ export abstract class Character extends Container {
say(text: string) {
if (this.bubble) return;
this.bubble = new SpeechBubble(this.scene, this, text)
//todo make the bubble destroy on player movement?
setTimeout(() => {
if (this.bubble !== null) {
this.bubble.destroy();
@ -228,9 +211,6 @@ export abstract class Character extends Container {
}
destroy(): void {
if (this.scene) {
this.scene.events.removeListener('postupdate', this.postupdate.bind(this));
}
for (const sprite of this.sprites.values()) {
if(this.scene) {
this.scene.sys.updateList.remove(sprite);

View File

@ -1,16 +1,12 @@
import Scene = Phaser.Scene;
import {Character} from "./Character";
//todo: improve this WIP
export class SpeechBubble {
private bubble: Phaser.GameObjects.Graphics;
private content: Phaser.GameObjects.Text;
/**
*
* @param scene
* @param player
* @param text
*/
constructor(scene: Scene, player: Character, text: string = "") {
const bubbleHeight = 50;
@ -19,6 +15,7 @@ export class SpeechBubble {
const arrowHeight = bubbleHeight / 4;
this.bubble = scene.add.graphics({ x: player.x + 16, y: player.y - 80 });
player.add(this.bubble);
// Bubble shadow
this.bubble.fillStyle(0x222222, 0.5);
@ -53,30 +50,12 @@ export class SpeechBubble {
this.bubble.lineBetween(point1X, point1Y, point3X, point3Y);
this.content = scene.add.text(0, 0, text, { fontFamily: 'Arial', fontSize: '20', color: '#000000', align: 'center', wordWrap: { width: bubbleWidth - (bubblePadding * 2) } });
player.add(this.content);
const bounds = this.content.getBounds();
this.content.setPosition(this.bubble.x + (bubbleWidth / 2) - (bounds.width / 2), this.bubble.y + (bubbleHeight / 2) - (bounds.height / 2));
}
/**
*
* @param x
* @param y
*/
moveBubble(x : number, y : number) {
if (this.bubble) {
this.bubble.setPosition((x + 16), (y - 80));
}
if (this.content) {
const bubbleHeight = 50;
const bubblePadding = 10;
const bubbleWidth = bubblePadding * 2 + this.content.text.length * 10;
const bounds = this.content.getBounds();
//this.content.setPosition(x, y);
this.content.setPosition(this.bubble.x + (bubbleWidth / 2) - (bounds.width / 2), this.bubble.y + (bubbleHeight / 2) - (bounds.height / 2));
}
}
destroy(): void {
this.bubble.setVisible(false) //todo find a better way
this.bubble.destroy();

View File

@ -66,6 +66,7 @@ import {ChatModeIcon} from "../Components/ChatModeIcon";
import {OpenChatIcon, openChatIconName} from "../Components/OpenChatIcon";
import {SelectCharacterScene, SelectCharacterSceneName} from "../Login/SelectCharacterScene";
import {TextureError} from "../../Exception/TextureError";
import {TextField} from "../Components/TextField";
export interface GameSceneInitInterface {
initPosition: PointInterface|null,
@ -209,13 +210,17 @@ export class GameScene extends ResizableScene implements CenterListener {
}
private initProgressBar(): void {
const loadingText = this.add.text(this.game.renderer.width / 2, 200, 'Loading');
const progress = this.add.graphics();
this.load.on('progress', (value: number) => {
progress.clear();
progress.fillStyle(0xffffff, 1);
progress.fillRect(0, 270, 800 * value, 60);
});
this.load.on('complete', () => progress.destroy());
this.load.on('complete', () => {
loadingText.destroy();
progress.destroy();
});
}
// FIXME: we need to put a "unknown" instead of a "any" and validate the structure of the JSON we are receiving.
@ -391,40 +396,11 @@ export class GameScene extends ResizableScene implements CenterListener {
//notify game manager can to create currentUser in map
this.createCurrentPlayer();
//initialise camera
this.removeAllRemotePlayers(); //cleanup the list of remote players in case the scene was rebooted
this.initCamera();
// Let's generate the circle for the group delimiter
let circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite-white');
if (circleElement) {
this.textures.remove('circleSprite-white');
}
circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite-red');
if (circleElement) {
this.textures.remove('circleSprite-red');
}
//create white circle canvas use to create sprite
this.circleTexture = this.textures.createCanvas('circleSprite-white', 96, 96);
const context = this.circleTexture.context;
context.beginPath();
context.arc(48, 48, 48, 0, 2 * Math.PI, false);
// context.lineWidth = 5;
context.strokeStyle = '#ffffff';
context.stroke();
this.circleTexture.refresh();
//create red circle canvas use to create sprite
this.circleRedTexture = this.textures.createCanvas('circleSprite-red', 96, 96);
const contextRed = this.circleRedTexture.context;
contextRed.beginPath();
contextRed.arc(48, 48, 48, 0, 2 * Math.PI, false);
// context.lineWidth = 5;
contextRed.strokeStyle = '#ff0000';
contextRed.stroke();
this.circleRedTexture.refresh();
this.initCirclesCanvas();
// Let's pause the scene if the connection is not established yet
if (this.isReconnecting) {
@ -606,6 +582,40 @@ export class GameScene extends ResizableScene implements CenterListener {
});
}
//todo: into dedicated classes
private initCirclesCanvas(): void {
// Let's generate the circle for the group delimiter
let circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite-white');
if (circleElement) {
this.textures.remove('circleSprite-white');
}
circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite-red');
if (circleElement) {
this.textures.remove('circleSprite-red');
}
//create white circle canvas use to create sprite
this.circleTexture = this.textures.createCanvas('circleSprite-white', 96, 96);
const context = this.circleTexture.context;
context.beginPath();
context.arc(48, 48, 48, 0, 2 * Math.PI, false);
// context.lineWidth = 5;
context.strokeStyle = '#ffffff';
context.stroke();
this.circleTexture.refresh();
//create red circle canvas use to create sprite
this.circleRedTexture = this.textures.createCanvas('circleSprite-red', 96, 96);
const contextRed = this.circleRedTexture.context;
contextRed.beginPath();
contextRed.arc(48, 48, 48, 0, 2 * Math.PI, false);
// context.lineWidth = 5;
contextRed.strokeStyle = '#ff0000';
contextRed.stroke();
this.circleRedTexture.refresh();
}
private playAudio(url: string|number|boolean|undefined, loop=false): void {
if (url === undefined) {
audioManager.unloadAudio();
@ -717,6 +727,14 @@ export class GameScene extends ResizableScene implements CenterListener {
}
}
private removeAllRemotePlayers(): void {
this.MapPlayersByKey.forEach((player: RemotePlayer) => {
player.destroy();
this.MapPlayers.remove(player);
});
this.MapPlayersByKey = new Map<number, RemotePlayer>();
}
private switchLayoutMode(): void {
//if discussion is activated, this layout cannot be activated
if(mediaManager.activatedDiscussion){
@ -1024,14 +1042,7 @@ export class GameScene extends ResizableScene implements CenterListener {
*/
private doInitUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
const currentPlayerId = this.connection.getUserId();
// clean map
this.MapPlayersByKey.forEach((player: RemotePlayer) => {
player.destroy();
this.MapPlayers.remove(player);
});
this.MapPlayersByKey = new Map<number, RemotePlayer>();
this.removeAllRemotePlayers();
// load map
usersPosition.forEach((userPosition : MessageUserPositionInterface) => {
if(userPosition.userId === currentPlayerId){
@ -1224,9 +1235,7 @@ export class GameScene extends ResizableScene implements CenterListener {
// Let's put this in Game coordinates by applying the zoom level:
xCenter /= ZOOM_LEVEL * RESOLUTION;
yCenter /= ZOOM_LEVEL * RESOLUTION;
//console.log("updateCameraOffset", array, xCenter, yCenter, this.game.renderer.width, this.game.renderer.height);
this.cameras.main.startFollow(this.CurrentPlayer, true, 1, 1, xCenter - this.game.renderer.width / 2, yCenter - this.game.renderer.height / 2);
}