added som ebasic speech bubbles
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parent
05379c8001
commit
c51f5f4aa9
@ -1,7 +1,9 @@
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import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "../Player/Animation";
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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 {ActiveEventList, UserInputEvent} from "../UserInput/UserInputManager";
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import {SpeechBubble} from "./SpeechBubble";
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export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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private bubble: SpeechBubble;
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constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | number) {
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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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super(scene, x, y, texture, frame);
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@ -29,4 +31,14 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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this.play(PlayerAnimationNames.WalkDown, true);
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this.play(PlayerAnimationNames.WalkDown, true);
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}
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}
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}
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}
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say(text: string) {
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if (this.bubble) return;
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this.bubble = new SpeechBubble(this.scene, this, text)
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//todo make the buble destroy on player movement?
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setTimeout(() => {
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this.bubble.destroy();
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this.bubble = null;
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}, 3000)
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}
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}
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}
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62
front/src/Phaser/Entity/SpeechBubble.ts
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62
front/src/Phaser/Entity/SpeechBubble.ts
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@ -0,0 +1,62 @@
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import Scene = Phaser.Scene;
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import {PlayableCaracter} from "./PlayableCaracter";
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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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let bubbleHeight = 50;
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let bubblePadding = 10;
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let bubbleWidth = bubblePadding * 2 + text.length * 10;
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let arrowHeight = bubbleHeight / 4;
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this.bubble = scene.add.graphics({ x: player.x + 16, y: player.y - 80 });
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// Bubble shadow
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this.bubble.fillStyle(0x222222, 0.5);
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this.bubble.fillRoundedRect(6, 6, bubbleWidth, bubbleHeight, 16);
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// this.bubble color
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this.bubble.fillStyle(0xffffff, 1);
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// this.bubble outline line style
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this.bubble.lineStyle(4, 0x565656, 1);
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// this.bubble shape and outline
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this.bubble.strokeRoundedRect(0, 0, bubbleWidth, bubbleHeight, 16);
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this.bubble.fillRoundedRect(0, 0, bubbleWidth, bubbleHeight, 16);
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// Calculate arrow coordinates
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let point1X = Math.floor(bubbleWidth / 7);
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let point1Y = bubbleHeight;
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let point2X = Math.floor((bubbleWidth / 7) * 2);
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let point2Y = bubbleHeight;
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let point3X = Math.floor(bubbleWidth / 7);
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let point3Y = Math.floor(bubbleHeight + arrowHeight);
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// bubble arrow shadow
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this.bubble.lineStyle(4, 0x222222, 0.5);
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this.bubble.lineBetween(point2X - 1, point2Y + 6, point3X + 2, point3Y);
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// bubble arrow fill
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this.bubble.fillTriangle(point1X, point1Y, point2X, point2Y, point3X, point3Y);
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this.bubble.lineStyle(2, 0x565656, 1);
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this.bubble.lineBetween(point2X, point2Y, point3X, point3Y);
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this.bubble.lineBetween(point1X, point1Y, point3X, point3Y);
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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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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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}
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}
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@ -1,6 +1,6 @@
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import {GameManagerInterface} from "./GameManager";
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import {GameManagerInterface} from "./GameManager";
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import {UserInputEvent, UserInputManager} from "../UserInput/UserInputManager";
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import {UserInputEvent, UserInputManager} from "../UserInput/UserInputManager";
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import {getPlayerAnimations, PlayerAnimationNames} from "../Player/Animation";
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import {getPlayerAnimations} from "../Player/Animation";
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import {Player} from "../Player/Player";
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import {Player} from "../Player/Player";
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import {NonPlayer} from "../NonPlayer/NonPlayer";
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import {NonPlayer} from "../NonPlayer/NonPlayer";
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@ -65,7 +65,6 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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this.otherPlayers.add(new NonPlayer(this, 400, 600));
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this.otherPlayers.add(new NonPlayer(this, 400, 600));
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this.physics.add.collider(this.player, this.otherPlayers, (player: Player, otherPlayer: NonPlayer) => {
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this.physics.add.collider(this.player, this.otherPlayers, (player: Player, otherPlayer: NonPlayer) => {
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console.log("Don't touch me!");
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otherPlayer.fleeFrom(player)
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otherPlayer.fleeFrom(player)
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});
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});
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@ -120,6 +119,10 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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this.player.move(0, 0)
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this.player.move(0, 0)
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}
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}
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if(activeEvents.get(UserInputEvent.Shout)) {
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this.player.say('HEHO!');
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}
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//updates other players
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//updates other players
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this.otherPlayers.getChildren().forEach((otherPlayer: NonPlayer) => {
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this.otherPlayers.getChildren().forEach((otherPlayer: NonPlayer) => {
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@ -15,10 +15,11 @@ export class NonPlayer extends PlayableCaracter {
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fleeFrom(player:Player) {
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fleeFrom(player:Player) {
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if (this.isFleeing) return;
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if (this.isFleeing) return;
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this.say("Don't touch me!");
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this.isFleeing = true;
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this.isFleeing = true;
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setTimeout(() => {
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setTimeout(() => {
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console.log("I escaped");
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this.say("Feww, I escaped.");
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this.isFleeing = false
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this.isFleeing = false
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this.fleeingDirection = null
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this.fleeingDirection = null
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}, 3000);
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}, 3000);
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@ -14,6 +14,7 @@ export enum UserInputEvent {
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MoveDown,
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MoveDown,
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SpeedUp,
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SpeedUp,
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Interact,
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Interact,
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Shout,
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}
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}
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//we cannot the map structure so we have to create a replacment
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//we cannot the map structure so we have to create a replacment
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@ -46,6 +47,7 @@ export class UserInputManager {
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{keyCode: Phaser.Input.Keyboard.KeyCodes.SHIFT, event: UserInputEvent.SpeedUp, keyInstance: null},
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{keyCode: Phaser.Input.Keyboard.KeyCodes.SHIFT, event: UserInputEvent.SpeedUp, keyInstance: null},
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{keyCode: Phaser.Input.Keyboard.KeyCodes.E, event: UserInputEvent.Interact, keyInstance: null},
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{keyCode: Phaser.Input.Keyboard.KeyCodes.E, event: UserInputEvent.Interact, keyInstance: null},
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{keyCode: Phaser.Input.Keyboard.KeyCodes.F, event: UserInputEvent.Shout, keyInstance: null},
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];
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];
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constructor(Scene : GameSceneInterface) {
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constructor(Scene : GameSceneInterface) {
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