224 lines
7.3 KiB
TypeScript
224 lines
7.3 KiB
TypeScript
import Sprite = Phaser.GameObjects.Sprite;
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import Container = Phaser.GameObjects.Container;
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import { PlayerAnimationDirections, PlayerAnimationTypes } from "../Player/Animation";
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export interface CompanionStatus {
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x: number;
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y: number;
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name: string;
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moving: boolean;
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direction: PlayerAnimationDirections;
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}
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export class Companion extends Container {
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public sprites: Map<string, Sprite>;
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private delta: number;
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private invisible: boolean;
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private updateListener: Function;
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private target: { x: number; y: number; direction: PlayerAnimationDirections };
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private companionName: string;
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private direction: PlayerAnimationDirections;
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private animationType: PlayerAnimationTypes;
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constructor(scene: Phaser.Scene, x: number, y: number, name: string, texturePromise: Promise<string>) {
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super(scene, x + 14, y + 4);
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this.sprites = new Map<string, Sprite>();
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this.delta = 0;
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this.invisible = true;
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this.target = { x, y, direction: PlayerAnimationDirections.Down };
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this.direction = PlayerAnimationDirections.Down;
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this.animationType = PlayerAnimationTypes.Idle;
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this.companionName = name;
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texturePromise.then((resource) => {
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this.addResource(resource);
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this.invisible = false;
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});
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this.scene.physics.world.enableBody(this);
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this.getBody().setImmovable(true);
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this.getBody().setCollideWorldBounds(false);
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this.setSize(16, 16);
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this.getBody().setSize(16, 16);
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this.getBody().setOffset(0, 8);
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this.setDepth(-1);
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this.updateListener = this.step.bind(this);
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this.scene.events.addListener("update", this.updateListener);
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this.scene.add.existing(this);
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}
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public setTarget(x: number, y: number, direction: PlayerAnimationDirections) {
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this.target = { x, y: y + 4, direction };
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}
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public step(time: number, delta: number) {
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if (typeof this.target === "undefined") return;
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this.delta += delta;
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if (this.delta < 128) {
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return;
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}
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this.delta = 0;
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const xDist = this.target.x - this.x;
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const yDist = this.target.y - this.y;
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const distance = Math.pow(xDist, 2) + Math.pow(yDist, 2);
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if (distance < 650) {
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this.animationType = PlayerAnimationTypes.Idle;
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this.direction = this.target.direction;
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this.getBody().stop();
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} else {
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this.animationType = PlayerAnimationTypes.Walk;
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const xDir = xDist / Math.max(Math.abs(xDist), 1);
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const yDir = yDist / Math.max(Math.abs(yDist), 1);
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const speed = 256;
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this.getBody().setVelocity(
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Math.min(Math.abs(xDist * 2.5), speed) * xDir,
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Math.min(Math.abs(yDist * 2.5), speed) * yDir
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);
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if (Math.abs(xDist) > Math.abs(yDist)) {
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if (xDist < 0) {
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this.direction = PlayerAnimationDirections.Left;
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} else {
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this.direction = PlayerAnimationDirections.Right;
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}
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} else {
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if (yDist < 0) {
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this.direction = PlayerAnimationDirections.Up;
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} else {
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this.direction = PlayerAnimationDirections.Down;
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}
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}
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}
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this.setDepth(this.y);
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this.playAnimation(this.direction, this.animationType);
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}
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public getStatus(): CompanionStatus {
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const { x, y, direction, animationType, companionName } = this;
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return {
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x,
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y,
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direction,
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moving: animationType === PlayerAnimationTypes.Walk,
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name: companionName,
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};
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}
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private playAnimation(direction: PlayerAnimationDirections, type: PlayerAnimationTypes): void {
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if (this.invisible) return;
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for (const [resource, sprite] of this.sprites.entries()) {
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sprite.play(`${resource}-${direction}-${type}`, true);
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}
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}
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private addResource(resource: string, frame?: string | number): void {
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const sprite = new Sprite(this.scene, 0, 0, resource, frame);
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this.add(sprite);
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this.getAnimations(resource).forEach((animation) => {
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this.scene.anims.create(animation);
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});
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this.scene.sys.updateList.add(sprite);
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this.sprites.set(resource, sprite);
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}
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private getAnimations(resource: string): Phaser.Types.Animations.Animation[] {
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return [
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{
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key: `${resource}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Idle}`,
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frames: this.scene.anims.generateFrameNumbers(resource, { frames: [1] }),
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frameRate: 10,
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repeat: 1,
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Idle}`,
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frames: this.scene.anims.generateFrameNumbers(resource, { frames: [4] }),
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frameRate: 10,
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repeat: 1,
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Idle}`,
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frames: this.scene.anims.generateFrameNumbers(resource, { frames: [7] }),
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frameRate: 10,
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repeat: 1,
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Idle}`,
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frames: this.scene.anims.generateFrameNumbers(resource, { frames: [10] }),
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frameRate: 10,
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repeat: 1,
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Walk}`,
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frames: this.scene.anims.generateFrameNumbers(resource, { frames: [0, 1, 2] }),
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frameRate: 15,
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repeat: -1,
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Walk}`,
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frames: this.scene.anims.generateFrameNumbers(resource, { frames: [3, 4, 5] }),
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frameRate: 15,
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repeat: -1,
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Walk}`,
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frames: this.scene.anims.generateFrameNumbers(resource, { frames: [6, 7, 8] }),
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frameRate: 15,
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repeat: -1,
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},
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{
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key: `${resource}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Walk}`,
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frames: this.scene.anims.generateFrameNumbers(resource, { frames: [9, 10, 11] }),
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frameRate: 15,
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repeat: -1,
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},
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];
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}
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private getBody(): Phaser.Physics.Arcade.Body {
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const body = this.body;
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if (!(body instanceof Phaser.Physics.Arcade.Body)) {
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throw new Error("Container does not have arcade body");
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}
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return body;
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}
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public destroy(): void {
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for (const sprite of this.sprites.values()) {
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if (this.scene) {
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this.scene.sys.updateList.remove(sprite);
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}
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}
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if (this.scene) {
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this.scene.events.removeListener("update", this.updateListener);
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}
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super.destroy();
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}
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}
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