import {PlayerAnimationNames} from "../Player/Animation"; import {SpeechBubble} from "./SpeechBubble"; import BitmapText = Phaser.GameObjects.BitmapText; export const PLAYER_RESOURCES: Array = [ {name: "male1", img: "resources/characters/pipoya/Male 01-1.png" /*, x: 32, y: 32*/}, {name: "male2", img: "resources/characters/pipoya/Male 02-2.png"/*, x: 64, y: 32*/}, {name: "male3", img: "resources/characters/pipoya/Male 03-4.png"/*, x: 96, y: 32*/}, {name: "male4", img: "resources/characters/pipoya/Male 09-1.png"/*, x: 128, y: 32*/}, {name: "male5", img: "resources/characters/pipoya/Male 10-3.png"/*, x: 32, y: 64*/}, {name: "male6", img: "resources/characters/pipoya/Male 17-2.png"/*, x: 64, y: 64*/}, {name: "male7", img: "resources/characters/pipoya/Male 18-1.png"/*, x: 96, y: 64*/}, {name: "male8", img: "resources/characters/pipoya/Male 16-4.png"/*, x: 128, y: 64*/}, {name: "Female1", img: "resources/characters/pipoya/Female 01-1.png"/*, x: 32, y: 96*/}, {name: "Female2", img: "resources/characters/pipoya/Female 02-2.png"/*, x: 64, y: 96*/}, {name: "Female3", img: "resources/characters/pipoya/Female 03-4.png"/*, x: 96, y: 96*/}, {name: "Female4", img: "resources/characters/pipoya/Female 09-1.png"/*, x: 128, y: 96*/}, {name: "Female5", img: "resources/characters/pipoya/Female 10-3.png"/*, x: 32, y: 128*/}, {name: "Female6", img: "resources/characters/pipoya/Female 17-2.png"/*, x: 64, y: 128*/}, {name: "Female7", img: "resources/characters/pipoya/Female 18-1.png"/*, x: 96, y: 128*/}, {name: "Female8", img: "resources/characters/pipoya/Female 16-4.png"/*, x: 128, y: 128*/} ]; interface AnimationData { key: string; frameRate: number; repeat: number; frameModel: string; //todo use an enum frameStart: number; frameEnd: number; } export abstract class Character extends Phaser.Physics.Arcade.Sprite { private bubble: SpeechBubble|null = null; private readonly playerName: BitmapText; public PlayerValue: string; public PlayerTexture: string; constructor(scene: Phaser.Scene, x: number, y: number, texture: string, name: string, direction: string, moving: boolean, frame?: string | number ) { super(scene, x, y, texture, frame); this.PlayerValue = name; this.PlayerTexture = texture; this.playerName = new BitmapText(scene, x, y - 25, 'main_font', name, 8); this.playerName.setOrigin(0.5).setCenterAlign().setDepth(99999); scene.add.existing(this.playerName); this.scene.sys.updateList.add(this); this.scene.sys.displayList.add(this); //this.setScale(2); this.scene.physics.world.enableBody(this); this.setImmovable(true); this.setCollideWorldBounds(true); this.setSize(16, 16); //edit the hitbox to better match the character model this.setOffset(8, 16); this.setDepth(-1); this.scene.events.on('postupdate', this.postupdate.bind(this)); this.initAnimation(); this.playAnimation(direction, moving); } private initAnimation(): void { this.getPlayerAnimations(this.PlayerTexture).forEach(d => { this.scene.anims.create({ key: d.key, frames: this.scene.anims.generateFrameNumbers(d.frameModel, {start: d.frameStart, end: d.frameEnd}), frameRate: d.frameRate, repeat: d.repeat }); }) } private getPlayerAnimations(name: string): AnimationData[] { return [{ key: `${name}-${PlayerAnimationNames.WalkDown}`, frameModel: name, frameStart: 0, frameEnd: 2, frameRate: 10, repeat: -1 }, { key: `${name}-${PlayerAnimationNames.WalkLeft}`, frameModel: name, frameStart: 3, frameEnd: 5, frameRate: 10, repeat: -1 }, { key: `${name}-${PlayerAnimationNames.WalkRight}`, frameModel: name, frameStart: 6, frameEnd: 8, frameRate: 10, repeat: -1 }, { key: `${name}-${PlayerAnimationNames.WalkUp}`, frameModel: name, frameStart: 9, frameEnd: 11, frameRate: 10, repeat: -1 }]; } protected playAnimation(direction : string, moving: boolean): void { if (moving && (!this.anims.currentAnim || this.anims.currentAnim.key !== direction)) { this.play(this.PlayerTexture+'-'+direction, true); } else if (!moving) { /*if (this.anims.currentAnim) { this.anims.stop(); }*/ this.play(this.PlayerTexture+'-'+direction, true); this.stop(); } } move(x: number, y: number) { this.setVelocity(x, y); // up or down animations are prioritized over left and right if (this.body.velocity.y < 0) { //moving up this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkUp}`, true); } else if (this.body.velocity.y > 0) { //moving down this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkDown}`, true); } else if (this.body.velocity.x > 0) { //moving right this.play(`${this.PlayerTexture}-${PlayerAnimationNames.WalkRight}`, true); } else if (this.body.velocity.x < 0) { //moving left this.anims.playReverse(`${this.PlayerTexture}-${PlayerAnimationNames.WalkLeft}`, true); } if (this.bubble) { this.bubble.moveBubble(this.x, this.y); } //update depth user this.setDepth(this.y); } postupdate(time: number, delta: number) { //super.update(delta); this.playerName.setPosition(this.x, this.y - 25); } stop(){ this.setVelocity(0, 0); this.anims.stop(); } say(text: string) { if (this.bubble) return; this.bubble = new SpeechBubble(this.scene, this, text) //todo make the bubble destroy on player movement? setTimeout(() => { if (this.bubble !== null) { this.bubble.destroy(); this.bubble = null; } }, 3000) } destroy(fromScene?: boolean): void { if (this.scene) { this.scene.events.removeListener('postupdate', this.postupdate.bind(this)); } super.destroy(fromScene); this.playerName.destroy(); } }