Add feature to move bubble
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@ -31,6 +31,10 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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} else if (this.body.velocity.y > 0) { //moving down
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this.play(PlayerAnimationNames.WalkDown, true);
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}
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if(this.bubble) {
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this.bubble.moveBubble(this.x, this.y);
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}
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}
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say(text: string) {
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@ -5,7 +5,13 @@ export class SpeechBubble {
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private bubble: Phaser.GameObjects.Graphics;
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private content: Phaser.GameObjects.Text;
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constructor(scene: Scene, player: PlayableCaracter, text: string) {
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/**
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*
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* @param scene
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* @param player
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* @param text
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*/
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constructor(scene: Scene, player: PlayableCaracter, text: string = "") {
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let bubbleHeight = 50;
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let bubblePadding = 10;
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@ -49,14 +55,34 @@ export class SpeechBubble {
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this.content = scene.add.text(0, 0, text, { fontFamily: 'Arial', fontSize: 20, color: '#000000', align: 'center', wordWrap: { width: bubbleWidth - (bubblePadding * 2) } });
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let bounds = this.content.getBounds();
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this.content.setPosition(this.bubble.x + (bubbleWidth / 2) - (bounds.width / 2), this.bubble.y + (bubbleHeight / 2) - (bounds.height / 2));
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}
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/**
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*
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* @param x
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* @param y
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*/
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moveBubble(x : number, y : number) {
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if (this.bubble) {
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this.bubble.setPosition((x + 16), (y - 80));
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}
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if (this.content) {
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let bubbleHeight = 50;
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let bubblePadding = 10;
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let bubbleWidth = bubblePadding * 2 + this.content.text.length * 10;
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let bounds = this.content.getBounds();
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//this.content.setPosition(x, y);
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this.content.setPosition(this.bubble.x + (bubbleWidth / 2) - (bounds.width / 2), this.bubble.y + (bubbleHeight / 2) - (bounds.height / 2));
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}
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}
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destroy(): void {
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this.bubble.setVisible(false) //todo find a better way
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this.content.destroy()
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this.bubble.destroy();
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this.bubble = null;
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this.content.destroy();
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this.content = null;
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}
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}
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@ -4,6 +4,8 @@ import {CurrentGamerInterface, GamerInterface, Player} from "../Player/Player";
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import {GameSceneInterface, Textures} from "./GameScene";
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import {MessageUserPositionInterface} from "../../Connexion";
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import {NonPlayer} from "../NonPlayer/NonPlayer";
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import GameObject = Phaser.GameObjects.GameObject;
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import Tile = Phaser.Tilemaps.Tile;
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export interface MapManagerInterface {
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Map: Phaser.Tilemaps.Tilemap;
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@ -22,14 +24,11 @@ export class MapManager implements MapManagerInterface{
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MapPlayers : Phaser.Physics.Arcade.Group;
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Scene: GameSceneInterface;
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Map: Phaser.Tilemaps.Tilemap;
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BottomLayer: Phaser.Tilemaps.StaticTilemapLayer;
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TopLayer: Phaser.Tilemaps.StaticTilemapLayer;
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Layers : Array<Phaser.Tilemaps.StaticTilemapLayer>;
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Objects : Array<Phaser.Physics.Arcade.Sprite>;
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startX = (window.innerWidth / 2) / RESOLUTION;
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startY = (window.innerHeight / 2) / RESOLUTION;
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//entities
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private rock: Phaser.Physics.Arcade.Sprite;
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constructor(scene: GameSceneInterface){
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this.Scene = scene;
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@ -37,20 +36,26 @@ export class MapManager implements MapManagerInterface{
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this.Map = this.Scene.add.tilemap("map");
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this.Terrain = this.Map.addTilesetImage("tiles", "tiles");
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this.Map.createStaticLayer("tiles", "tiles");
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this.BottomLayer = this.Map.createStaticLayer("Calque 1", [this.Terrain], 0, 0).setDepth(-2);
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this.TopLayer = this.Map.createStaticLayer("Calque 2", [this.Terrain], 0, 0).setDepth(-1);
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//permit to set bound collision
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this.Scene.physics.world.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels);
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//add entitites
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this.rock = this.Scene.physics.add.sprite(200, 400, Textures.Rock, 26).setImmovable(true);
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//add layer on map
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this.Layers = new Array<Phaser.Tilemaps.StaticTilemapLayer>();
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this.addLayer( this.Map.createStaticLayer("Calque 1", [this.Terrain], 0, 0).setDepth(-2) );
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this.addLayer( this.Map.createStaticLayer("Calque 2", [this.Terrain], 0, 0).setDepth(-1) );
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//add entities
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this.Objects = new Array<Phaser.Physics.Arcade.Sprite>();
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this.addSpite(this.Scene.physics.add.sprite(200, 400, Textures.Rock, 26));
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//debug code
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//debug code to see the collision hitbox of the object in the top layer
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this.TopLayer.renderDebug(this.Scene.add.graphics(),{
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/*this.TopLayer.renderDebug(this.Scene.add.graphics(),{
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tileColor: null, //non-colliding tiles
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collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles,
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faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
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});
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});*/
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//init event click
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this.EventToClickOnTile();
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@ -62,6 +67,36 @@ export class MapManager implements MapManagerInterface{
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this.MapPlayers = this.Scene.physics.add.group({ immovable: true });
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}
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addLayer(Layer : Phaser.Tilemaps.StaticTilemapLayer){
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this.Layers.push(Layer);
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}
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createCollisionWithPlayer() {
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//add collision layer
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this.Layers.forEach((Layer: Phaser.Tilemaps.StaticTilemapLayer) => {
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this.Scene.physics.add.collider(this.CurrentPlayer, Layer);
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Layer.setCollisionByProperty({collides: true});
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//debug code
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//debug code to see the collision hitbox of the object in the top layer
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Layer.renderDebug(this.Scene.add.graphics(), {
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tileColor: null, //non-colliding tiles
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collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles,
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faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
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});
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});
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}
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addSpite(Object : Phaser.Physics.Arcade.Sprite){
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Object.setImmovable(true);
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this.Objects.push(Object);
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}
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createCollisionObject(){
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this.Objects.forEach((Object : Phaser.Physics.Arcade.Sprite) => {
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this.Scene.physics.add.collider(this.CurrentPlayer, Object);
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})
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}
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createCurrentPlayer(UserId : string){
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//initialise player
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this.CurrentPlayer = new Player(
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@ -75,10 +110,8 @@ export class MapManager implements MapManagerInterface{
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this.CurrentPlayer.initAnimation();
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//create collision
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this.Scene.physics.add.collider(this.CurrentPlayer, this.rock);
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//add collision layer
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this.Scene.physics.add.collider(this.CurrentPlayer, this.TopLayer);
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this.TopLayer.setCollisionByProperty({collides:true});
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this.createCollisionWithPlayer();
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this.createCollisionObject();
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}
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EventToClickOnTile(){
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