added som ebasic speech bubbles

This commit is contained in:
kharhamel 2020-04-12 19:35:51 +02:00
parent 05379c8001
commit c51f5f4aa9
5 changed files with 83 additions and 3 deletions

View file

@ -1,7 +1,9 @@
import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "../Player/Animation";
import {ActiveEventList, UserInputEvent} from "../UserInput/UserInputManager";
import {SpeechBubble} from "./SpeechBubble";
export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
private bubble: SpeechBubble;
constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | number) {
super(scene, x, y, texture, frame);
@ -29,4 +31,14 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
this.play(PlayerAnimationNames.WalkDown, true);
}
}
say(text: string) {
if (this.bubble) return;
this.bubble = new SpeechBubble(this.scene, this, text)
//todo make the buble destroy on player movement?
setTimeout(() => {
this.bubble.destroy();
this.bubble = null;
}, 3000)
}
}

View file

@ -0,0 +1,62 @@
import Scene = Phaser.Scene;
import {PlayableCaracter} from "./PlayableCaracter";
export class SpeechBubble {
private bubble: Phaser.GameObjects.Graphics;
private content: Phaser.GameObjects.Text;
constructor(scene: Scene, player: PlayableCaracter, text: string) {
let bubbleHeight = 50;
let bubblePadding = 10;
let bubbleWidth = bubblePadding * 2 + text.length * 10;
let arrowHeight = bubbleHeight / 4;
this.bubble = scene.add.graphics({ x: player.x + 16, y: player.y - 80 });
// Bubble shadow
this.bubble.fillStyle(0x222222, 0.5);
this.bubble.fillRoundedRect(6, 6, bubbleWidth, bubbleHeight, 16);
// this.bubble color
this.bubble.fillStyle(0xffffff, 1);
// this.bubble outline line style
this.bubble.lineStyle(4, 0x565656, 1);
// this.bubble shape and outline
this.bubble.strokeRoundedRect(0, 0, bubbleWidth, bubbleHeight, 16);
this.bubble.fillRoundedRect(0, 0, bubbleWidth, bubbleHeight, 16);
// Calculate arrow coordinates
let point1X = Math.floor(bubbleWidth / 7);
let point1Y = bubbleHeight;
let point2X = Math.floor((bubbleWidth / 7) * 2);
let point2Y = bubbleHeight;
let point3X = Math.floor(bubbleWidth / 7);
let point3Y = Math.floor(bubbleHeight + arrowHeight);
// bubble arrow shadow
this.bubble.lineStyle(4, 0x222222, 0.5);
this.bubble.lineBetween(point2X - 1, point2Y + 6, point3X + 2, point3Y);
// bubble arrow fill
this.bubble.fillTriangle(point1X, point1Y, point2X, point2Y, point3X, point3Y);
this.bubble.lineStyle(2, 0x565656, 1);
this.bubble.lineBetween(point2X, point2Y, point3X, point3Y);
this.bubble.lineBetween(point1X, point1Y, point3X, point3Y);
this.content = scene.add.text(0, 0, text, { fontFamily: 'Arial', fontSize: 20, color: '#000000', align: 'center', wordWrap: { width: bubbleWidth - (bubblePadding * 2) } });
let bounds = this.content.getBounds();
this.content.setPosition(this.bubble.x + (bubbleWidth / 2) - (bounds.width / 2), this.bubble.y + (bubbleHeight / 2) - (bounds.height / 2));
}
destroy(): void {
this.bubble.setVisible(false) //todo find a better way
this.content.destroy()
}
}

View file

@ -1,6 +1,6 @@
import {GameManagerInterface} from "./GameManager";
import {UserInputEvent, UserInputManager} from "../UserInput/UserInputManager";
import {getPlayerAnimations, PlayerAnimationNames} from "../Player/Animation";
import {getPlayerAnimations} from "../Player/Animation";
import {Player} from "../Player/Player";
import {NonPlayer} from "../NonPlayer/NonPlayer";
@ -65,7 +65,6 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
this.otherPlayers.add(new NonPlayer(this, 400, 600));
this.physics.add.collider(this.player, this.otherPlayers, (player: Player, otherPlayer: NonPlayer) => {
console.log("Don't touch me!");
otherPlayer.fleeFrom(player)
});
@ -120,6 +119,10 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
this.player.move(0, 0)
}
if(activeEvents.get(UserInputEvent.Shout)) {
this.player.say('HEHO!');
}
//updates other players
this.otherPlayers.getChildren().forEach((otherPlayer: NonPlayer) => {

View file

@ -15,10 +15,11 @@ export class NonPlayer extends PlayableCaracter {
fleeFrom(player:Player) {
if (this.isFleeing) return;
this.say("Don't touch me!");
this.isFleeing = true;
setTimeout(() => {
console.log("I escaped");
this.say("Feww, I escaped.");
this.isFleeing = false
this.fleeingDirection = null
}, 3000);

View file

@ -14,6 +14,7 @@ export enum UserInputEvent {
MoveDown,
SpeedUp,
Interact,
Shout,
}
//we cannot the map structure so we have to create a replacment
@ -46,6 +47,7 @@ export class UserInputManager {
{keyCode: Phaser.Input.Keyboard.KeyCodes.SHIFT, event: UserInputEvent.SpeedUp, keyInstance: null},
{keyCode: Phaser.Input.Keyboard.KeyCodes.E, event: UserInputEvent.Interact, keyInstance: null},
{keyCode: Phaser.Input.Keyboard.KeyCodes.F, event: UserInputEvent.Shout, keyInstance: null},
];
constructor(Scene : GameSceneInterface) {