visible indicator for hero. Using images in order to fix graphic circles glitching out during movement

This commit is contained in:
Piotr 'pwh' Hanusiak 2022-04-13 14:31:18 +02:00
parent d1e8243c47
commit 45e254b931
10 changed files with 389 additions and 23 deletions

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@ -1,36 +1,46 @@
import { Easing } from "../../types";
export class PlayerStatusDot extends Phaser.GameObjects.Container {
private graphics: Phaser.GameObjects.Graphics;
export enum PlayerStatus {
Online = "Online",
Silenced = "Silenced",
Away = "Away",
}
private away: boolean;
export class PlayerStatusDot extends Phaser.GameObjects.Container {
private statusImage: Phaser.GameObjects.Image;
private statusImageOutline: Phaser.GameObjects.Image;
private status: PlayerStatus;
private readonly COLORS = {
// online: 0x00ff00,
// away: 0xffff00,
online: 0x8cc43f,
onlineOutline: 0x427a25,
away: 0xf5931e,
awayOutline: 0x875d13,
silenced: 0xe74c3c,
silencedOutline: 0xc0392b,
};
constructor(scene: Phaser.Scene, x: number, y: number) {
super(scene, x, y);
this.away = false;
this.status = PlayerStatus.Online;
this.statusImage = this.scene.add.image(0, 0, "iconStatusIndicatorInside");
this.statusImageOutline = this.scene.add.image(0, 0, "iconStatusIndicatorOutline");
this.add([this.statusImage, this.statusImageOutline]);
this.graphics = this.scene.add.graphics();
this.add(this.graphics);
this.redraw();
this.scene.add.existing(this);
}
public setAway(away: boolean = true, instant: boolean = false): void {
if (this.away === away) {
public setStatus(status: PlayerStatus, instant: boolean = false): void {
if (this.status === status) {
return;
}
this.away = away;
this.status = status;
if (instant) {
this.redraw();
} else {
@ -56,10 +66,19 @@ export class PlayerStatusDot extends Phaser.GameObjects.Container {
}
private redraw(): void {
this.graphics.clear();
this.graphics.fillStyle(this.away ? this.COLORS.away : this.COLORS.online);
this.graphics.lineStyle(1, this.away ? this.COLORS.awayOutline : this.COLORS.onlineOutline);
this.graphics.fillCircle(0, 0, 3);
this.graphics.strokeCircle(0, 0, 3);
const colors = this.getColors();
this.statusImage.setTintFill(colors.filling);
this.statusImageOutline.setTintFill(colors.outline);
}
private getColors(): { filling: number; outline: number } {
switch (this.status) {
case PlayerStatus.Online:
return { filling: this.COLORS.online, outline: this.COLORS.onlineOutline };
case PlayerStatus.Away:
return { filling: this.COLORS.away, outline: this.COLORS.awayOutline };
case PlayerStatus.Silenced:
return { filling: this.COLORS.silenced, outline: this.COLORS.silencedOutline };
}
}
}

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@ -19,7 +19,7 @@ import type { OutlineableInterface } from "../Game/OutlineableInterface";
import type CancelablePromise from "cancelable-promise";
import { TalkIcon } from "../Components/TalkIcon";
import { Deferred } from "ts-deferred";
import { PlayerStatusDot } from "../Components/PlayerStatusDot";
import { PlayerStatus, PlayerStatusDot } from "../Components/PlayerStatusDot";
const playerNameY = -25;
const interactiveRadius = 35;
@ -236,8 +236,8 @@ export abstract class Character extends Container implements OutlineableInterfac
this.talkIcon.show(show, forceClose);
}
public setAwayStatus(away: boolean = true, instant: boolean = false): void {
this.statusDot.setAway(away, instant);
public setStatus(status: PlayerStatus, instant: boolean = false): void {
this.statusDot.setStatus(status, instant);
}
public addCompanion(name: string, texturePromise?: CancelablePromise<string>): void {

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@ -102,6 +102,7 @@ import { Deferred } from "ts-deferred";
import { SuperLoaderPlugin } from "../Services/SuperLoaderPlugin";
import { PlayerDetailsUpdatedMessage } from "../../Messages/ts-proto-generated/protos/messages";
import { privacyShutdownStore } from "../../Stores/PrivacyShutdownStore";
import { PlayerStatus } from "../Components/PlayerStatusDot";
export interface GameSceneInitInterface {
initPosition: PointInterface | null;
reconnecting: boolean;
@ -250,6 +251,8 @@ export class GameScene extends DirtyScene {
this.listenToIframeEvents();
this.load.image("iconTalk", "/resources/icons/icon_talking.png");
this.load.image("iconStatusIndicatorInside", "/resources/icons/icon_status_indicator_inside.png");
this.load.image("iconStatusIndicatorOutline", "/resources/icons/icon_status_indicator_outline.png");
if (touchScreenManager.supportTouchScreen) {
this.load.image(joystickBaseKey, joystickBaseImg);
@ -1954,7 +1957,7 @@ ${escapedMessage}
player.setApiOutlineColor(addPlayerData.outlineColor);
}
if (addPlayerData.away !== undefined) {
player.setAwayStatus(addPlayerData.away, true);
player.setStatus(addPlayerData.away ? PlayerStatus.Away : PlayerStatus.Online, true);
}
this.MapPlayers.add(player);
this.MapPlayersByKey.set(player.userId, player);
@ -2106,7 +2109,7 @@ ${escapedMessage}
character.showTalkIcon(message.details?.showVoiceIndicator);
}
if (message.details?.away !== undefined) {
character.setAwayStatus(message.details?.away);
character.setStatus(message.details?.away ? PlayerStatus.Away : PlayerStatus.Online);
}
}

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@ -34,7 +34,6 @@ export class PlayerMovement {
const y =
(this.endPosition.y - this.startPosition.y) * ((tick - this.startTick) / (this.endTick - this.startTick)) +
this.startPosition.y;
//console.log('Computed position ', x, y)
return {
x,
y,

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@ -67,4 +67,20 @@ export class TexturesHelper {
rectangleTexture.generateTexture(textureKey, width, height);
rectangleTexture.destroy();
}
public static createCircleTexture(
scene: Phaser.Scene,
textureKey: string,
radius: number,
color: number,
outlineColor?: number,
outlineThickness?: number
): void {
const circleTexture = scene.add.graphics().fillStyle(color, 1).fillCircle(radius, radius, radius);
if (outlineColor) {
circleTexture.lineStyle(outlineThickness ?? 1, outlineColor).strokeCircle(radius, radius, radius);
}
circleTexture.generateTexture(textureKey, radius * 2, radius * 2);
circleTexture.destroy();
}
}

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@ -28,7 +28,6 @@ export class Player extends Character {
companionTexturePromise?: CancelablePromise<string>
) {
super(Scene, x, y, texturesPromise, name, direction, moving, 1, true, companion, companionTexturePromise);
this.statusDot.setVisible(false);
//the current player model should be push away by other players to prevent conflict
this.getBody().setImmovable(false);
}

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@ -471,6 +471,14 @@
<a href="#" class="testLink" data-testmap="AwayModeSettings/away_mode_settings.json" target="_blank">Away mode settings</a>
</td>
</tr>
<tr>
<td>
<input type="radio" name="test-status-indicator"> Success <input type="radio" name="test-status-indicator"> Failure <input type="radio" name="test-status-indicator" checked> Pending
</td>
<td>
<a href="#" class="testLink" data-testmap="status_indicator.json" target="_blank">Test Status Indicator</a>
</td>
</tr>
</table>
</div>
<script>

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@ -0,0 +1,322 @@
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