Making a nice "customize" button
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@@ -1,23 +1,22 @@
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import {gameManager} from "../Game/GameManager";
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import {TextField} from "../Components/TextField";
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import {ClickButton} from "../Components/ClickButton";
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import Image = Phaser.GameObjects.Image;
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import Rectangle = Phaser.GameObjects.Rectangle;
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import {PLAYER_RESOURCES, PlayerResourceDescriptionInterface} from "../Entity/Character";
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import {GameSceneInitInterface} from "../Game/GameScene";
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import {StartMapInterface} from "../../Connection";
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import {EnableCameraSceneName} from "./EnableCameraScene";
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import {CustomizeSceneName} from "./CustomizeScene";
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//todo: put this constants in a dedicated file
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export const SelectCharacterSceneName = "SelectCharacterScene";
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enum LoginTextures {
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playButton = "play_button",
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icon = "icon",
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mainFont = "main_font"
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}
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export interface SelectCharacterSceneInitDataInterface {
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name: string
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mainFont = "main_font",
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customizeButton = "customize_button",
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customizeButtonSelected = "customize_button_selected"
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}
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export class SelectCharacterScene extends Phaser.Scene {
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@@ -25,12 +24,13 @@ export class SelectCharacterScene extends Phaser.Scene {
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private textField: TextField;
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private pressReturnField: TextField;
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private logo: Image;
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private loginName: string;
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private customizeButton: Image;
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private customizeButtonSelected: Image;
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private selectedRectangle: Rectangle;
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private selectedRectangleXPos = 0; // Number of the character selected in the rows
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private selectedRectangleYPos = 0; // Number of the character selected in the columns
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private selectedPlayer: Phaser.Physics.Arcade.Sprite;
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private selectedPlayer: Phaser.Physics.Arcade.Sprite|null; // null if we are selecting the "customize" option
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private players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
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constructor() {
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@@ -39,10 +39,6 @@ export class SelectCharacterScene extends Phaser.Scene {
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});
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}
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init({ name }: SelectCharacterSceneInitDataInterface) {
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this.loginName = name;
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}
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preload() {
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this.load.image(LoginTextures.playButton, "resources/objects/play_button.png");
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this.load.image(LoginTextures.icon, "resources/logos/tcm_full.png");
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@@ -56,13 +52,15 @@ export class SelectCharacterScene extends Phaser.Scene {
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{frameWidth: 32, frameHeight: 32}
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);
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});
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this.load.image(LoginTextures.customizeButton, 'resources/objects/customize.png');
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this.load.image(LoginTextures.customizeButtonSelected, 'resources/objects/customize_selected.png');
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}
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create() {
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this.textField = new TextField(this, this.game.renderer.width / 2, 50, 'Select your character');
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this.textField.setOrigin(0.5).setCenterAlign()
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, 230, 'Press enter to start');
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, 256, 'Press enter to start');
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this.pressReturnField.setOrigin(0.5).setCenterAlign()
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const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
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@@ -73,7 +71,7 @@ export class SelectCharacterScene extends Phaser.Scene {
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this.add.existing(this.logo);
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this.input.keyboard.on('keyup-ENTER', () => {
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return this.login(this.loginName);
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return this.nextScene();
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});
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this.input.keyboard.on('keydown-RIGHT', () => {
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@@ -89,7 +87,7 @@ export class SelectCharacterScene extends Phaser.Scene {
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this.updateSelectedPlayer();
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});
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this.input.keyboard.on('keydown-DOWN', () => {
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if (this.selectedRectangleYPos < Math.ceil(PLAYER_RESOURCES.length / this.nbCharactersPerRow) - 1) {
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if (this.selectedRectangleYPos < Math.ceil(PLAYER_RESOURCES.length / this.nbCharactersPerRow)) {
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this.selectedRectangleYPos++;
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}
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this.updateSelectedPlayer();
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@@ -117,10 +115,15 @@ export class SelectCharacterScene extends Phaser.Scene {
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this.pressReturnField.setVisible(!!(Math.floor(time / 500) % 2));
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}
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private login(name: string): void {
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gameManager.storePlayerDetails(name, this.selectedPlayer.texture.key);
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private nextScene(): void {
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this.scene.start(EnableCameraSceneName);
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if (this.selectedPlayer !== null) {
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gameManager.setCharacterUserSelected(this.selectedPlayer.texture.key);
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this.scene.start(EnableCameraSceneName);
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} else {
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this.scene.start(CustomizeSceneName);
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}
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// Do we have a start URL in the address bar? If so, let's redirect to this address
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/*const instanceAndMapUrl = this.findMapUrl();
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@@ -188,6 +191,20 @@ export class SelectCharacterScene extends Phaser.Scene {
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});
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this.players.push(player);
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}
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this.customizeButton = new Image(this, this.game.renderer.width / 2, 90 + 32 * 4 + 6, LoginTextures.customizeButton);
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this.customizeButton.setOrigin(0.5, 0.5);
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this.add.existing(this.customizeButton);
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this.customizeButtonSelected = new Image(this, this.game.renderer.width / 2, 90 + 32 * 4 + 6, LoginTextures.customizeButtonSelected);
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this.customizeButtonSelected.setOrigin(0.5, 0.5);
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this.customizeButtonSelected.setVisible(false);
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this.add.existing(this.customizeButtonSelected);
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this.customizeButton.setInteractive().on("pointerdown", () => {
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this.selectedRectangleYPos = Math.ceil(PLAYER_RESOURCES.length / this.nbCharactersPerRow);
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this.updateSelectedPlayer();
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});
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this.selectedPlayer = this.players[0];
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this.selectedPlayer.play(PLAYER_RESOURCES[0].name);
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}
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@@ -203,10 +220,22 @@ export class SelectCharacterScene extends Phaser.Scene {
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}
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private updateSelectedPlayer(): void {
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this.selectedPlayer.anims.pause();
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this.selectedPlayer?.anims.pause();
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// If we selected the customize button
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if (this.selectedRectangleYPos === Math.ceil(PLAYER_RESOURCES.length / this.nbCharactersPerRow)) {
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this.selectedPlayer = null;
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this.selectedRectangle.setVisible(false);
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this.customizeButtonSelected.setVisible(true);
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this.customizeButton.setVisible(false);
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return;
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}
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this.customizeButtonSelected.setVisible(false);
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this.customizeButton.setVisible(true);
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const [x, y] = this.getCharacterPosition(this.selectedRectangleXPos, this.selectedRectangleYPos);
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this.selectedRectangle.setVisible(true);
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this.selectedRectangle.setX(x);
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this.selectedRectangle.setY(y);
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this.selectedRectangle.setSize(32, 32);
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const playerNumber = this.selectedRectangleXPos + this.selectedRectangleYPos * this.nbCharactersPerRow;
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const player = this.players[playerNumber];
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player.play(PLAYER_RESOURCES[playerNumber].name);
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