rewrote the app code to more easily allow for collisions
This commit is contained in:
parent
241cbd720a
commit
6e27377b07
6
front/dist/maps/map2.json
vendored
6
front/dist/maps/map2.json
vendored
@ -155,6 +155,12 @@
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},
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{
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"id":77,
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"properties":[
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{
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"name":"collides",
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"type":"bool",
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"value":true
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}],
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"terrain":[2, 2, 2, 2]
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},
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{
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16
front/src/Phaser/Entity/PlayableCaracter.ts
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16
front/src/Phaser/Entity/PlayableCaracter.ts
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@ -0,0 +1,16 @@
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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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export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | number) {
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super(scene, x, y, texture, frame);
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scene.sys.updateList.add(this);
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scene.sys.displayList.add(this);
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this.setScale(2);
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scene.physics.world.enableBody(this);
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this.setImmovable(true);
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this.setCollideWorldBounds(true)
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}
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}
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8
front/src/Phaser/Entity/Sprite.ts
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8
front/src/Phaser/Entity/Sprite.ts
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@ -0,0 +1,8 @@
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export class Sprite extends Phaser.GameObjects.Sprite {
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constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: number | string) {
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super(scene, x, y, texture, frame);
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scene.sys.updateList.add(this);
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scene.sys.displayList.add(this);
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}
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}
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@ -1,54 +0,0 @@
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import {RESOLUTION} from "../../Enum/EnvironmentVariable";
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import {Player} from "../Player/Player";
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import {MapManagerInterface} from "./MapManager";
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import {PlayerAnimationNames} from "../Player/Animation";
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export interface CameraManagerInterface {
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MapManager : MapManagerInterface;
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moveCamera(CurrentPlayer : Player) : void;
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}
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export class CameraManager implements CameraManagerInterface{
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Scene : Phaser.Scene;
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Camera : Phaser.Cameras.Scene2D.Camera;
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MapManager : MapManagerInterface;
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constructor(
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Scene: Phaser.Scene,
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Camera : Phaser.Cameras.Scene2D.Camera,
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MapManager: MapManagerInterface,
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) {
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this.Scene = Scene;
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this.MapManager = MapManager;
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this.Camera = Camera;
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}
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moveCamera(CurrentPlayer : Player): void {
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//center of camera
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let startX = ((window.innerWidth / 2) / RESOLUTION);
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let startY = ((window.innerHeight / 2) / RESOLUTION);
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let limit = {
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top: startY,
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left: startX,
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bottom : this.MapManager.Map.heightInPixels - startY,
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right: this.MapManager.Map.widthInPixels - startX,
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};
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if(CurrentPlayer.x < limit.left){
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this.Camera.scrollX = 0;
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}else if(CurrentPlayer.x > limit.right){
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this.Camera.scrollX = (limit.right - startX);
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}else {
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this.Camera.scrollX = (CurrentPlayer.x - startX);
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}
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if(CurrentPlayer.y < limit.top){
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this.Camera.scrollY = 0;
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}else if(CurrentPlayer.y > limit.bottom){
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this.Camera.scrollY = (limit.bottom - startY);
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}else {
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this.Camera.scrollY = (CurrentPlayer.y - startY);
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}
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}
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}
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@ -1,8 +1,13 @@
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import {MapManagerInterface, MapManager} from "./MapManager";
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import {GameManagerInterface} from "./GameManager";
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import {UserInputManager} from "../UserInput/UserInputManager";
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import {getPlayerAnimations, PlayerAnimationNames} from "../Player/Animation";
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import {Player} from "../Player/Player";
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export enum Textures {
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Rock = 'rock',
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Player = 'player',
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Map = 'map',
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Tiles = 'tiles'
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}
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export interface GameSceneInterface extends Phaser.Scene {
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@ -10,8 +15,11 @@ export interface GameSceneInterface extends Phaser.Scene {
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sharedUserPosition(data : []): void;
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}
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export class GameScene extends Phaser.Scene implements GameSceneInterface{
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private MapManager : MapManagerInterface;
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//private MapManager : MapManagerInterface;
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RoomId : string;
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private player: Player;
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private rock: Phaser.Physics.Arcade.Sprite;
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private userInputManager: UserInputManager;
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constructor(RoomId : string, GameManager : GameManagerInterface) {
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super({
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@ -23,26 +31,72 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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//hook preload scene
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preload(): void {
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this.load.image(Textures.Rock, 'resources/objects/rockSprite.png');
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this.load.image('tiles', 'maps/tiles.png');
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this.load.tilemapTiledJSON('map', 'maps/map2.json');
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this.load.spritesheet('player',
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this.load.image(Textures.Tiles, 'maps/tiles.png');
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this.load.tilemapTiledJSON(Textures.Map, 'maps/map2.json');
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this.load.spritesheet(Textures.Player,
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'resources/characters/pipoya/Male 01-1.png',
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{ frameWidth: 32, frameHeight: 32 }
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);
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}
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//hook initialisation
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init(){}
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getPlayerAnimations().forEach(d => {
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this.anims.create({
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key: d.key,
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frames: this.anims.generateFrameNumbers(d.frameModel, { start: d.frameStart, end: d.frameEnd }),
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frameRate: d.frameRate,
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//repeat: d.repeat
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});
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});
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}
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//hook create scene
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create(): void {
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//create map manager
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this.MapManager = new MapManager(this);
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this.userInputManager = new UserInputManager(this);
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//create entities
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this.player = new Player(this, 400, 400);
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this.rock = this.physics.add.sprite(200, 400, Textures.Rock, 26).setImmovable(true);
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this.physics.world.addCollider(this.player, this.rock, (player: Player, rock) => {
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rock.destroy();
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});
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//create map
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let currentMap = this.add.tilemap(Textures.Map);
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let terrain = currentMap.addTilesetImage(Textures.Tiles, "tiles");
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let bottomLayer = currentMap.createStaticLayer("Calque 1", [terrain], 0, 0).setDepth(-1);
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let topLayer = currentMap.createStaticLayer("Calque 2", [terrain], 0, 0);
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this.physics.world.setBounds(0,0, currentMap.widthInPixels, currentMap.heightInPixels);
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this.physics.add.collider(this.player, topLayer);
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topLayer.setCollisionByProperty({collides:true});
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this.cameras.main.startFollow(this.player);
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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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topLayer.renderDebug(this.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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// debug code to get a tile properties by clicking on it
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this.input.on("pointerdown", (pointer: Phaser.Input.Pointer)=>{
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//pixel position to tile position
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let tile = currentMap.getTileAt(currentMap.worldToTileX(pointer.worldX), currentMap.worldToTileY(pointer.worldY));
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if(tile){
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console.log(tile);
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}
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});
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}
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//hook update
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update(dt: number): void {
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this.MapManager.update();
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let eventList = this.userInputManager.getEventListForGameTick();
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this.player.move(eventList);
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}
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sharedUserPosition(data: []): void {
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@ -1,66 +0,0 @@
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import {CameraManager, CameraManagerInterface} from "./CameraManager";
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import {RESOLUTION} from "../../Enum/EnvironmentVariable";
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import {Player} from "../Player/Player";
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import {Rock} from "../Rock/Rock";
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import {GameSceneInterface} from "./GameScene";
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import {UserInputEvent, UserInputManager} from "../UserInput/UserInputManager";
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export interface MapManagerInterface {
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Map: Phaser.Tilemaps.Tilemap;
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Terrain: Phaser.Tilemaps.Tileset;
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Camera: CameraManagerInterface;
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Scene: GameSceneInterface;
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userInputManager: UserInputManager;
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update(): void;
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}
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export class MapManager implements MapManagerInterface{
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Terrain : Phaser.Tilemaps.Tileset;
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Camera: CameraManagerInterface;
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CurrentPlayer: Player;
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Scene: GameSceneInterface;
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Map: Phaser.Tilemaps.Tilemap;
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startX = (window.innerWidth / 2) / RESOLUTION;
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startY = (window.innerHeight / 2) / RESOLUTION;
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userInputManager: UserInputManager;
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private rock: Rock;
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constructor(scene: GameSceneInterface){
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this.Scene = scene;
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//initalise map
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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.Map.createStaticLayer("Calque 1", [this.Terrain], 0, 0);
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this.Map.createStaticLayer("Calque 2", [this.Terrain], 0, 0);
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//initialise camera
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this.Camera = new CameraManager(this.Scene, this.Scene.cameras.main, this);
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this.userInputManager = new UserInputManager(this.Scene);
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//initialise player
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this.CurrentPlayer = new Player(
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this.Scene,
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this.startX,
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this.startY,
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this.Camera,
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this
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);
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this.CurrentPlayer.initAnimation();
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this.rock = new Rock(
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this.Scene,
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100,
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300,
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);
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//this.rock.set()
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}
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update() : void {
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let activeEvents = this.userInputManager.getEventListForGameTick();
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this.CurrentPlayer.move(activeEvents);
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/*if (activeEvents.get(UserInputEvent.Interact)) {
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}*/
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}
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}
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@ -1,7 +1,10 @@
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import {Textures} from "../Game/GameScene";
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import {PlayableCaracter} from "../Entity/PlayableCaracter";
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interface AnimationData {
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key: string;
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frameRate: number;
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repeat: number;
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//repeat: number;
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frameModel: string; //todo use an enum
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frameStart: number;
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frameEnd: number;
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@ -15,42 +18,39 @@ export enum PlayerAnimationNames {
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None = 'none',
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}
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export const getPlayerAnimations = (PlayerValue : string): AnimationData[] => {
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export const getPlayerAnimations = (): AnimationData[] => {
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return [{
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key: PlayerAnimationNames.WalkDown,
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frameModel: PlayerValue,
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frameModel: Textures.Player,
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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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//repeat: -1
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}, {
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key: PlayerAnimationNames.WalkLeft,
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frameModel: PlayerValue,
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frameModel: Textures.Player,
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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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//repeat: -1
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}, {
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key: PlayerAnimationNames.WalkRight,
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frameModel: PlayerValue,
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frameModel: Textures.Player,
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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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//repeat: -1
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}, {
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key: PlayerAnimationNames.WalkUp,
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frameModel: PlayerValue,
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frameModel: Textures.Player,
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frameStart: 9,
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frameEnd: 11,
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frameRate: 10,
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repeat: -1
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//repeat: -1
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}];
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};
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export const playAnimation = (Player : Phaser.GameObjects.Sprite, direction : string) => {
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if (!Player.anims.currentAnim || Player.anims.currentAnim.key !== direction) {
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Player.anims.play(direction);
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} else if (direction === PlayerAnimationNames.None && Player.anims.currentAnim) {
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Player.anims.currentAnim.destroy();
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}
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export const playAnimation = (Player : PlayableCaracter, direction : string) => {
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//if (direction === 'none') return;
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//Player.play(direction, true);
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};
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@ -1,112 +1,44 @@
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import {MapManagerInterface} from "../Game/MapManager";
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import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "./Animation";
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import {GameSceneInterface} from "../Game/GameScene";
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import {GameSceneInterface, Textures} from "../Game/GameScene";
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import {ConnexionInstance} from "../Game/GameManager";
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import {CameraManagerInterface} from "../Game/CameraManager";
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import {ActiveEventList, UserInputEvent} from "../UserInput/UserInputManager";
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import {PlayableCaracter} from "../Entity/PlayableCaracter";
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export class Player extends Phaser.GameObjects.Sprite{
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MapManager : MapManagerInterface;
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PlayerValue : string;
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CameraManager: CameraManagerInterface;
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export class Player extends PlayableCaracter{
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constructor(
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Scene : GameSceneInterface,
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x : number,
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y : number,
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CameraManager: CameraManagerInterface,
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MapManager: MapManagerInterface,
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PlayerValue : string = "player"
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) {
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super(Scene, x, y, PlayerValue);
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this.PlayerValue = PlayerValue;
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Scene.add.existing(this);
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this.MapManager = MapManager;
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this.CameraManager = CameraManager;
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}
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initAnimation(){
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getPlayerAnimations(this.PlayerValue).forEach(d => {
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this.scene.anims.create({
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key: d.key,
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frames: this.scene.anims.generateFrameNumbers(d.frameModel, { start: d.frameStart, end: d.frameEnd }),
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frameRate: d.frameRate,
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repeat: d.repeat
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});
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})
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constructor(scene: Phaser.Scene, x: number, y: number) {
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super(scene, x, y, Textures.Player, 26);
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this.setSize(32, 32); //edit the hitbox to better match the caracter model
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}
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move(activeEvents: ActiveEventList){
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//if user client on shift, camera and player speed
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let speedMultiplier = activeEvents.get(UserInputEvent.SpeedUp) ? 5 : 1;
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let speed = activeEvents.get(UserInputEvent.SpeedUp) ? 500 : 100;
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let haveMove = false;
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let direction = null;
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if(activeEvents.get(UserInputEvent.MoveUp)){
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if(!this.CanMoveUp()){
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return;
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}
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this.setVelocity(0, -speed)
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playAnimation(this, PlayerAnimationNames.WalkUp);
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this.setY(this.y - (2 * speedMultiplier));
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haveMove = true;
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direction = PlayerAnimationNames.WalkUp;
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}
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if(activeEvents.get(UserInputEvent.MoveLeft)){
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if(!this.CanMoveLeft()){
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return;
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}
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playAnimation(this, PlayerAnimationNames.WalkLeft);
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this.setX(this.x - (2 * speedMultiplier));
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haveMove = true;
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direction = PlayerAnimationNames.WalkLeft;
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}
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if(activeEvents.get(UserInputEvent.MoveDown)){
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if(!this.CanMoveDown()){
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return;
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}
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} else if(activeEvents.get(UserInputEvent.MoveLeft)){
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this.setVelocity(-speed, 0)
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} else if(activeEvents.get(UserInputEvent.MoveDown)){
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playAnimation(this, PlayerAnimationNames.WalkDown);
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this.setY(this.y + (2 * speedMultiplier));
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haveMove = true;
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direction = PlayerAnimationNames.WalkDown;
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}
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if(activeEvents.get(UserInputEvent.MoveRight)){
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if(!this.CanMoveRight()){
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return;
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}
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playAnimation(this, PlayerAnimationNames.WalkRight);
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this.setX(this.x + (2 * speedMultiplier));
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haveMove = true;
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direction = PlayerAnimationNames.WalkRight;
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}
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if(!haveMove){
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this.setVelocity(0, speed)
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} else if(activeEvents.get(UserInputEvent.MoveRight)){
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this.setVelocity(speed, 0)
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} else {
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this.setVelocity(0, 0)
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playAnimation(this, PlayerAnimationNames.None);
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}else{
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this.sharePosition(direction);
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}
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}
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this.CameraManager.moveCamera(this);
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stop() {
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this.setVelocity(0, 0)
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}
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private sharePosition(direction : string){
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/*private sharePosition(direction : string){
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if(ConnexionInstance) {
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ConnexionInstance.sharePosition((this.scene as GameSceneInterface).RoomId, this.x, this.y, direction);
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}
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}
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private CanMoveUp(){
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return this.y > 0;
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}
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private CanMoveLeft(){
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return this.x > 0;
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}
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private CanMoveDown(){
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return this.MapManager.Map.heightInPixels > this.y;
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}
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private CanMoveRight(){
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return this.MapManager.Map.widthInPixels > this.x;
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}
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}*/
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}
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@ -1,28 +0,0 @@
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import {GameSceneInterface, Textures} from "../Game/GameScene";
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import {CameraManagerInterface} from "../Game/CameraManager";
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import {MapManagerInterface} from "../Game/MapManager";
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export class Rock extends Phaser.GameObjects.Image {
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private isMoving: boolean;
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||||
constructor(
|
||||
Scene : GameSceneInterface,
|
||||
x : number,
|
||||
y : number,
|
||||
) {
|
||||
super(Scene, x, y, Textures.Rock);
|
||||
Scene.add.existing(this);
|
||||
this.isMoving = false;
|
||||
}
|
||||
|
||||
push() {
|
||||
console.log("the rock is pushed!")
|
||||
}
|
||||
|
||||
move() {
|
||||
if(!this.isMoving) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
@ -13,8 +13,11 @@ const config: GameConfig = {
|
||||
scene: gameManager.GameScenes,
|
||||
zoom: RESOLUTION,
|
||||
physics: {
|
||||
default: 'impact'
|
||||
},
|
||||
default: "arcade",
|
||||
arcade: {
|
||||
debug: true
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
let game = new Phaser.Game(config);
|
||||
|
Loading…
Reference in New Issue
Block a user