diff --git a/front/src/GameScene.ts b/front/src/GameScene.ts index b8723574..6a38c1d3 100644 --- a/front/src/GameScene.ts +++ b/front/src/GameScene.ts @@ -1,6 +1,9 @@ +import Sprite = Phaser.GameObjects.Sprite; export class GameScene extends Phaser.Scene { + private player: Sprite; + constructor() { super({ key: "GameScene" @@ -29,34 +32,35 @@ export class GameScene extends Phaser.Scene { // Let's manage animations of the player this.anims.create({ key: 'down', - frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }), + frames: this.anims.generateFrameNumbers('player', { start: 0, end: 2 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'left', - frames: this.anims.generateFrameNumbers('player', { start: 4, end: 8 }), + frames: this.anims.generateFrameNumbers('player', { start: 3, end: 5 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'right', - frames: this.anims.generateFrameNumbers('player', { start: 9, end: 12 }), + frames: this.anims.generateFrameNumbers('player', { start: 6, end: 8 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'up', - frames: this.anims.generateFrameNumbers('player', { start: 13, end: 16 }), + frames: this.anims.generateFrameNumbers('player', { start: 9, end: 12 }), frameRate: 10, repeat: -1 }); - //let player = this.add.sprite(450, 450, 'player'); - //player.anims.play('down'); + // TODO: create a Player class extending a Character class that itself extends from physics.Sprite. + this.player = this.add.sprite(150, 130, 'player'); + this.player.anims.play('right'); //player.setBounce(0.2); //player.setCollideWorldBounds(true); @@ -66,8 +70,10 @@ export class GameScene extends Phaser.Scene { private angle: number = 0; update(dt: number): void { - this.cameras.main.scrollX = Math.floor(300 + 300 * Math.cos(this.angle)); - this.cameras.main.scrollY = Math.floor(300 + 300 * Math.sin(this.angle)); + this.cameras.main.scrollX = Math.floor(dt * 0.05); + this.player.x = Math.floor(dt * 0.05) + 150; + //this.cameras.main.scrollX = Math.floor(300 + 300 * Math.cos(this.angle)); + //this.cameras.main.scrollY = Math.floor(300 + 300 * Math.sin(this.angle)); this.angle = dt * 0.0001; }