Merge pull request #31 from gparant/Camera-move-only-in-map

Fix to move the camera only in the map
This commit is contained in:
David Négrier 2020-04-06 23:29:22 +02:00 committed by GitHub
commit 2b42735018
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
3 changed files with 39 additions and 18 deletions

View file

@ -1,5 +1,7 @@
const API_URL = process.env.API_URL || "http://api.workadventure.localhost";
const RESOLUTION = 2;
export {
API_URL
API_URL,
RESOLUTION
}

View file

@ -1,3 +1,4 @@
import {RESOLUTION} from "./Enum/EnvironmentVariable";
export class GameScene extends Phaser.Scene {
private player: Phaser.GameObjects.Sprite;
@ -12,6 +13,8 @@ export class GameScene extends Phaser.Scene {
private keyDown: Phaser.Input.Keyboard.Key;
private keyShift: Phaser.Input.Keyboard.Key;
private Mappy : Phaser.Tilemaps.Tilemap;
constructor() {
super({
key: "GameScene"
@ -47,11 +50,11 @@ export class GameScene extends Phaser.Scene {
}
create(): void {
let mappy = this.add.tilemap("map");
let terrain = mappy.addTilesetImage("tiles", "tiles");
this.Mappy = this.add.tilemap("map");
let terrain = this.Mappy.addTilesetImage("tiles", "tiles");
let bottomLayer = mappy.createStaticLayer("Calque 1", [terrain], 0, 0);
let topLayer = mappy.createStaticLayer("Calque 2", [terrain], 0, 0);
let bottomLayer = this.Mappy.createStaticLayer("Calque 1", [terrain], 0, 0);
let topLayer = this.Mappy.createStaticLayer("Calque 2", [terrain], 0, 0);
// Let's manage animations of the player
this.anims.create({
@ -87,26 +90,43 @@ export class GameScene extends Phaser.Scene {
//player.setBounce(0.2);
//player.setCollideWorldBounds(true);
this.player = this.add.sprite(450, 450, 'player');
}
private angle: number = 0;
update(dt: number): void {
let xCameraPosition = this.cameras.main.scrollX;
let yCameraPosition = this.cameras.main.scrollY;
let speedMultiplier = this.keyShift.isDown ? 5 : 1;
if (this.keyUp.isDown) {
this.moveCamera(0, -1, speedMultiplier);
if(yCameraPosition > 0) {
this.moveCamera(0, -1, speedMultiplier);
}else {
this.cameras.main.scrollY = 0;
}
}
if (this.keyLeft.isDown) {
this.moveCamera(-1, 0, speedMultiplier);
if(xCameraPosition > 0) {
this.moveCamera(-1, 0, speedMultiplier);
}else{
this.cameras.main.scrollX = 0;
}
}
if (this.keyDown.isDown) {
this.moveCamera(0, 1, speedMultiplier);
if(this.Mappy.heightInPixels > (yCameraPosition + (window.innerHeight / RESOLUTION))) {
this.moveCamera(0, 1, speedMultiplier);
}else{
this.cameras.main.scrollY = (this.Mappy.heightInPixels - (window.innerHeight / RESOLUTION));
}
}
if (this.keyRight.isDown) {
this.moveCamera(1, 0, speedMultiplier);
if(this.Mappy.widthInPixels > (xCameraPosition + (window.innerWidth / RESOLUTION))) {
this.moveCamera(1, 0, speedMultiplier);
}else{
this.cameras.main.scrollX = (this.Mappy.widthInPixels - (window.innerWidth / RESOLUTION));
}
}
if (this.keyZ.isDown) {

View file

@ -2,22 +2,21 @@ import 'phaser';
import GameConfig = Phaser.Types.Core.GameConfig;
import {GameScene} from "./GameScene";
import {Connexion} from "./Connexion";
const resolution = 2;
import {RESOLUTION} from "./Enum/EnvironmentVariable";
const config: GameConfig = {
title: "Office game",
width: window.innerWidth / resolution,
height: window.innerHeight / resolution,
width: window.innerWidth / RESOLUTION,
height: window.innerHeight / RESOLUTION,
parent: "game",
scene: [GameScene],
zoom: resolution,
zoom: RESOLUTION,
};
let game = new Phaser.Game(config);
window.addEventListener('resize', function (event) {
game.scale.resize(window.innerWidth / resolution, window.innerHeight / resolution);
game.scale.resize(window.innerWidth / RESOLUTION, window.innerHeight / RESOLUTION);
});
const connexion = new Connexion("test@gmail.com");