Add select player in login page
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@ -1,7 +1,7 @@
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const DEBUG_MODE: boolean = process.env.DEBUG_MODE as any === true;
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const API_URL = process.env.API_URL || "http://api.workadventure.localhost";
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const ROOM = [process.env.ROOM || "THECODINGMACHINE"];
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const RESOLUTION = 4;
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const RESOLUTION = 3;
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const ZOOM_LEVEL = 1/*3/4*/;
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export {
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@ -1,5 +1,4 @@
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import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "../Player/Animation";
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import {ActiveEventList, UserInputEvent} from "../UserInput/UserInputManager";
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import {PlayerAnimationNames} from "../Player/Animation";
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import {SpeechBubble} from "./SpeechBubble";
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import BitmapText = Phaser.GameObjects.BitmapText;
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@ -1,9 +1,12 @@
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import {gameManager} from "../Game/GameManager";
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import {gameManager, HasMovedEvent} from "../Game/GameManager";
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import {TextField} from "../Components/TextField";
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import {TextInput} from "../Components/TextInput";
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import {ClickButton} from "../Components/ClickButton";
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import {GameSceneName} from "../Game/GameScene";
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import {GameSceneInterface, GameSceneName, Textures} from "../Game/GameScene";
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import Image = Phaser.GameObjects.Image;
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import {Player} from "../Player/Player";
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import {getPlayerAnimations, PlayerAnimationNames} from "../Player/Animation";
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import Rectangle = Phaser.GameObjects.Rectangle;
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//todo: put this constants in a dedicated file
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export const LoginSceneName = "LoginScene";
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@ -13,7 +16,7 @@ enum LoginTextures {
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mainFont = "main_font"
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}
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export class LogincScene extends Phaser.Scene {
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export class LogincScene extends Phaser.Scene implements GameSceneInterface {
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private nameInput: TextInput;
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private textField: TextField;
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private playButton: ClickButton;
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@ -21,6 +24,32 @@ export class LogincScene extends Phaser.Scene {
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private pressReturnField: TextField;
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private logo: Image;
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private selectedRectangle: Rectangle;
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private selectedPlayer: Phaser.Physics.Arcade.Sprite;
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private players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
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private playerResources: Array<any> = [
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{name: "male1", img: "resources/characters/pipoya/Male 01-1.png", x: 32, y: 32},
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{name: "male2", img: "resources/characters/pipoya/Male 02-2.png", x: 64, y: 32},
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{name: "male3", img: "resources/characters/pipoya/Male 03-4.png", x: 96, y: 32},
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{name: "male4", img: "resources/characters/pipoya/Male 09-1.png", x: 128, y: 32},
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{name: "male5", img: "resources/characters/pipoya/Male 10-3.png", x: 32, y: 64},
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{name: "male6", img: "resources/characters/pipoya/Male 17-2.png", x: 64, y: 64},
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{name: "male7", img: "resources/characters/pipoya/Male 18-1.png", x: 96, y: 64},
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{name: "male8", img: "resources/characters/pipoya/Male 16-4.png", x: 128, y: 64},
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{name: "Female1", img: "resources/characters/pipoya/Female 01-1.png", x: 32, y: 96},
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{name: "Female2", img: "resources/characters/pipoya/Female 02-2.png", x: 64, y: 96},
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{name: "Female3", img: "resources/characters/pipoya/Female 03-4.png", x: 96, y: 96},
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{name: "Female4", img: "resources/characters/pipoya/Female 09-1.png", x: 128, y: 96},
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{name: "Female5", img: "resources/characters/pipoya/Female 10-3.png", x: 32, y: 128},
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{name: "Female6", img: "resources/characters/pipoya/Female 17-2.png", x: 64, y: 128},
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{name: "Female7", img: "resources/characters/pipoya/Female 18-1.png", x: 96, y: 128},
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{name: "Female8", img: "resources/characters/pipoya/Female 16-4.png", x: 128, y: 128}
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];
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constructor() {
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super({
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key: LoginSceneName
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@ -32,6 +61,14 @@ export class LogincScene extends Phaser.Scene {
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this.load.image(LoginTextures.icon, "resources/logos/tcm_full.png");
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// Note: arcade.png from the Phaser 3 examples at: https://github.com/photonstorm/phaser3-examples/tree/master/public/assets/fonts/bitmap
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this.load.bitmapFont(LoginTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
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//add player png
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this.playerResources.forEach((playerResource: any) => {
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this.load.spritesheet(
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playerResource.name,
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playerResource.img,
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{frameWidth: 32, frameHeight: 32}
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);
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});
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}
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create() {
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@ -42,9 +79,7 @@ export class LogincScene extends Phaser.Scene {
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, 130, 'Press enter to start');
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this.pressReturnField.setOrigin(0.5).setCenterAlign()
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//let x = this.game.renderer.width / 2;
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//let y = this.game.renderer.height / 2;
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//this.playButton = new ClickButton(this, x, y, LoginTextures.playButton, this.login.bind(this));
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this.selectedRectangle = this.add.rectangle(32, 32, 32, 32).setStrokeStyle(2, 0xFFFFFF);
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this.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, LoginTextures.icon);
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this.add.existing(this.logo);
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@ -60,6 +95,8 @@ export class LogincScene extends Phaser.Scene {
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return this.login(name);
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});
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/*create user*/
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this.createCurrentPlayer("test");
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}
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update(time: number, delta: number): void {
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@ -75,4 +112,39 @@ export class LogincScene extends Phaser.Scene {
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this.scene.start(GameSceneName);
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});
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}
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Map: Phaser.Tilemaps.Tilemap;
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initAnimation(): void {
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}
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createCurrentPlayer(UserId: string): void {
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for (let i = 0; i < this.playerResources.length; i++) {
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let playerResource = this.playerResources[i];
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let player = this.physics.add.sprite(playerResource.x, playerResource.y, playerResource.name, playerResource.name);
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player.setBounce(0.2);
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player.setCollideWorldBounds(true);
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this.anims.create({
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key: playerResource.name,
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frames: this.anims.generateFrameNumbers(playerResource.name, {start: 0, end: 2,}),
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frameRate: 10,
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repeat: -1
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});
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player.setInteractive().on("pointerdown", () => {
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this.selectedPlayer.anims.pause();
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this.selectedRectangle.setY(player.y);
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this.selectedRectangle.setX(player.x);
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player.play(playerResource.name);
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this.selectedPlayer = player;
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});
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this.players.push(player);
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}
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this.selectedPlayer = this.players[0];
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this.selectedPlayer.play(this.playerResources[0].name);
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}
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shareUserPosition(UsersPosition: import("../../Connexion").MessageUserPositionInterface[]): void {
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throw new Error("Method not implemented.");
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}
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}
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@ -17,31 +17,31 @@ export enum PlayerAnimationNames {
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None = 'none',
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}
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export const getPlayerAnimations = (): AnimationData[] => {
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export const getPlayerAnimations = (name: string = Textures.Player): AnimationData[] => {
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return [{
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key: PlayerAnimationNames.WalkDown,
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frameModel: Textures.Player,
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key: PlayerAnimationNames.WalkDown, //TODO chnage, it's a key for one anumation of ine user type.
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frameModel: name,
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frameStart: 0,
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frameEnd: 2,
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frameRate: 10,
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repeat: -1
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}, {
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key: PlayerAnimationNames.WalkLeft,
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frameModel: Textures.Player,
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frameModel: name,
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frameStart: 3,
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frameEnd: 5,
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frameRate: 10,
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repeat: -1
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}, {
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key: PlayerAnimationNames.WalkRight,
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frameModel: Textures.Player,
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frameModel: name,
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frameStart: 6,
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frameEnd: 8,
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frameRate: 10,
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repeat: -1
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}, {
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key: PlayerAnimationNames.WalkUp,
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frameModel: Textures.Player,
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frameModel: name,
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frameStart: 9,
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frameEnd: 11,
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frameRate: 10,
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