allow player movement with proper animation
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619f7a6bf6
commit
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@ -1,5 +1,7 @@
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export class GameScene extends Phaser.Scene {
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private player: Phaser.GameObjects.Sprite;
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private keyZ: Phaser.Input.Keyboard.Key;
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private keyQ: Phaser.Input.Keyboard.Key;
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private keyS: Phaser.Input.Keyboard.Key;
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@ -54,28 +56,28 @@ export class GameScene extends Phaser.Scene {
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// Let's manage animations of the player
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this.anims.create({
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key: 'down',
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frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }),
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frames: this.anims.generateFrameNumbers('player', { start: 0, end: 2 }),
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frameRate: 10,
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repeat: -1
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});
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this.anims.create({
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key: 'left',
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frames: this.anims.generateFrameNumbers('player', { start: 4, end: 8 }),
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frames: this.anims.generateFrameNumbers('player', { start: 3, end: 5 }),
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frameRate: 10,
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repeat: -1
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});
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this.anims.create({
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key: 'right',
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frames: this.anims.generateFrameNumbers('player', { start: 9, end: 12 }),
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frames: this.anims.generateFrameNumbers('player', { start: 6, end: 8 }),
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frameRate: 10,
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repeat: -1
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});
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this.anims.create({
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key: 'up',
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frames: this.anims.generateFrameNumbers('player', { start: 13, end: 16 }),
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frames: this.anims.generateFrameNumbers('player', { start: 9, end: 11 }),
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frameRate: 10,
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repeat: -1
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});
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@ -84,7 +86,7 @@ export class GameScene extends Phaser.Scene {
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//player.anims.play('down');
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//player.setBounce(0.2);
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//player.setCollideWorldBounds(true);
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this.player = this.add.sprite(450, 450, 'player');
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}
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@ -94,22 +96,45 @@ export class GameScene extends Phaser.Scene {
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let speedMultiplier = this.keyShift.isDown ? 5 : 1;
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if (this.keyZ.isDown || this.keyUp.isDown) {
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if (this.keyUp.isDown) {
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this.moveCamera(0, -1, speedMultiplier);
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}
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if (this.keyQ.isDown || this.keyLeft.isDown) {
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if (this.keyLeft.isDown) {
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this.moveCamera(-1, 0, speedMultiplier);
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}
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if (this.keyS.isDown || this.keyDown.isDown) {
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if (this.keyDown.isDown) {
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this.moveCamera(0, 1, speedMultiplier);
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}
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if (this.keyD.isDown || this.keyRight.isDown) {
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if (this.keyRight.isDown) {
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this.moveCamera(1, 0, speedMultiplier);
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}
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if (this.keyZ.isDown) {
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this.managePlayerAnimation('up');
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this.player.setY(this.player.y - 2)
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} else if (this.keyQ.isDown) {
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this.managePlayerAnimation('left');
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this.player.setX(this.player.x - 2)
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} else if (this.keyS.isDown) {
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this.managePlayerAnimation('down');
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this.player.setY(this.player.y + 2)
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} else if (this.keyD.isDown) {
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this.managePlayerAnimation('right');
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this.player.setX(this.player.x + 2)
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} else {
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this.managePlayerAnimation('none');
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}
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/*this.cameras.main.scrollX = Math.floor(300 + 300 * Math.cos(this.angle));
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this.cameras.main.scrollY = Math.floor(300 + 300 * Math.sin(this.angle));
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this.angle = dt * 0.0001;*/
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}
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managePlayerAnimation(direction: string) {
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if (!this.player.anims.currentAnim || this.player.anims.currentAnim.key !== direction) {
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this.player.anims.play(direction);
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} else if (direction === 'none' && this.player.anims.currentAnim) {
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this.player.anims.currentAnim.destroy();
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}
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}
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}
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