Add touch support to companion selection scene
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@ -29,6 +29,8 @@ export class SelectCompanionScene extends ResizableScene {
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private companions: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
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private companions: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
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private companionModels: Array<CompanionResourceDescriptionInterface|null> = [null];
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private companionModels: Array<CompanionResourceDescriptionInterface|null> = [null];
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private confirmTouchArea!: Rectangle;
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constructor() {
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constructor() {
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super({
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super({
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key: SelectCompanionSceneName
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key: SelectCompanionSceneName
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@ -54,12 +56,17 @@ export class SelectCompanionScene extends ResizableScene {
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create() {
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create() {
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this.textField = new TextField(this, this.game.renderer.width / 2, 50, 'Select your companion');
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this.textField = new TextField(this, this.game.renderer.width / 2, 50, 'Select your companion');
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const confirmTouchAreaY = 115 + 32 * Math.ceil(this.companionModels.length / this.nbCharactersPerRow);
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this.pressReturnField = new TextField(
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this.pressReturnField = new TextField(
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this,
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this,
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this.game.renderer.width / 2,
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this.game.renderer.width / 2,
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90 + 32 * Math.ceil(this.companionModels.length / this.nbCharactersPerRow),
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confirmTouchAreaY,
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'Press enter to start'
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'Touch here\n\n or \n\n press enter to start'
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);
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);
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this.confirmTouchArea = this.add
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.rectangle(this.game.renderer.width / 2, confirmTouchAreaY, 200, 50)
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.setInteractive()
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.on("pointerdown", this.nextScene.bind(this));
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const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
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const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
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this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xFFFFFF);
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this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xFFFFFF);
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