Fix move & stop player

This commit is contained in:
gparant 2020-04-13 15:41:11 +02:00
parent ab70b28bb3
commit b391ee271a
2 changed files with 12 additions and 4 deletions

View file

@ -24,11 +24,14 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
//todo improve animations to better account for diagonal movement
if (this.body.velocity.x > 0) { //moving right
this.play(PlayerAnimationNames.WalkRight, true);
} else if (this.body.velocity.x < 0) { //moving left
}
if (this.body.velocity.x < 0) { //moving left
this.anims.playReverse(PlayerAnimationNames.WalkLeft, true);
} else if (this.body.velocity.y < 0) { //moving up
}
if (this.body.velocity.y < 0) { //moving up
this.play(PlayerAnimationNames.WalkUp, true);
} else if (this.body.velocity.y > 0) { //moving down
}
if (this.body.velocity.y > 0) { //moving down
this.play(PlayerAnimationNames.WalkDown, true);
}
@ -36,6 +39,11 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
this.bubble.moveBubble(this.x, this.y);
}
}
stop(){
this.setVelocity(0, 0);
this.play(PlayerAnimationNames.None, true);
}
say(text: string) {
if (this.bubble) return;

View file

@ -95,7 +95,7 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
}
if (!haveMove) {
direction = PlayerAnimationNames.None;
this.move(0, 0)
this.stop();
}
this.sharePosition(direction);
this.CameraManager.moveCamera(this);