update nes.css style

This commit is contained in:
_Bastler
2021-04-29 08:48:06 +02:00
parent bd40c8fe5e
commit b60e73d0f1
6 changed files with 58 additions and 100 deletions
+52 -13
View File
@@ -1,3 +1,4 @@
import {isMobile} from "../../Enum/EnvironmentVariable";
import {gameManager} from "../Game/GameManager";
import Image = Phaser.GameObjects.Image;
import Rectangle = Phaser.GameObjects.Rectangle;
@@ -12,7 +13,6 @@ import {areCharacterLayersValid} from "../../Connexion/LocalUser";
import {touchScreenManager} from "../../Touch/TouchScreenManager";
import {PinchManager} from "../UserInput/PinchManager";
import {MenuScene} from "../Menu/MenuScene";
import { SelectCharacterMobileScene } from "./SelectCharacterMobileScene";
//todo: put this constants in a dedicated file
export const SelectCharacterSceneName = "SelectCharacterScene";
@@ -98,6 +98,10 @@ export class SelectCharacterScene extends AbstractCharacterScene {
this.input.keyboard.on('keydown-DOWN', () => {
this.moveToDown();
});
if (isMobile()) {
this.selectedRectangle.destroy();
}
}
protected nextSceneToCameraScene(): void {
@@ -189,21 +193,56 @@ export class SelectCharacterScene extends AbstractCharacterScene {
}
protected defineSetupPlayer(numero: number){
const deltaX = 32;
const deltaY = 32;
const deltaX = isMobile() ? 30 : 32;
const deltaY = isMobile() ? 2 : 32;
let [playerX, playerY] = this.getCharacterPosition(); // player X and player y are middle of the
playerX = ( (playerX - (deltaX * 2.5)) + ((deltaX) * (numero % this.nbCharactersPerRow)) ); // calcul position on line users
playerY = ( (playerY - (deltaY * 2)) + ((deltaY) * ( Math.floor(numero / this.nbCharactersPerRow) )) ); // calcul position on column users
let playerVisible = true;
let playerScale = 1;
let playserOpactity = 1;
const playerVisible = true;
const playerScale = 1;
const playserOpactity = 1;
if (!isMobile()) {
playerX = ( (playerX - (deltaX * 2.5)) + ((deltaX) * (numero % this.nbCharactersPerRow)) ); // calcul position on line users
playerY = ( (playerY - (deltaY * 2)) + ((deltaY) * ( Math.floor(numero / this.nbCharactersPerRow) )) ); // calcul position on column users
// if selected
if( numero === this.currentSelectUser ){
this.selectedRectangle.setX(playerX);
this.selectedRectangle.setY(playerY);
// if selected
if( numero === this.currentSelectUser ){
this.selectedRectangle.setX(playerX);
this.selectedRectangle.setY(playerY);
}
} else {
playerScale = 1.5;
if( this.currentSelectUser !== numero ){
playerVisible = false;
}
if( numero === (this.currentSelectUser + 1) ){
playerY -= deltaY;
playerX += deltaX;
playerScale = 0.8;
playserOpactity = 0.6;
playerVisible = true;
}
if( numero === (this.currentSelectUser + 2) ){
playerY -= deltaY;
playerX += (deltaX * 2);
playerScale = 0.8;
playserOpactity = 0.6;
playerVisible = true;
}
if( numero === (this.currentSelectUser - 1) ){
playerY -= deltaY;
playerX -= deltaX;
playerScale = 0.8;
playserOpactity = 0.6;
playerVisible = true;
}
if( numero === (this.currentSelectUser - 2) ){
playerY -= deltaY;
playerX -= (deltaX * 2);
playerScale = 0.8;
playserOpactity = 0.6;
playerVisible = true;
}
}
return {playerX, playerY, playerScale, playserOpactity, playerVisible}
@@ -227,7 +266,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
protected getCharacterPosition(): [number, number] {
return [
this.game.renderer.width / 2,
this.game.renderer.height / 2.5
this.game.renderer.height / (isMobile() ? 3 : 2.5)
];
}