import {GameManagerInterface} from "./GameManager"; import {UserInputManager} from "../UserInput/UserInputManager"; import {getPlayerAnimations, PlayerAnimationNames} from "../Player/Animation"; import {Player} from "../Player/Player"; export enum Textures { Rock = 'rock', Player = 'player', Map = 'map', Tiles = 'tiles' } export interface GameSceneInterface extends Phaser.Scene { RoomId : string; sharedUserPosition(data : []): void; } export class GameScene extends Phaser.Scene implements GameSceneInterface{ //private MapManager : MapManagerInterface; RoomId : string; private player: Player; private rock: Phaser.Physics.Arcade.Sprite; private userInputManager: UserInputManager; constructor(RoomId : string, GameManager : GameManagerInterface) { super({ key: "GameScene" }); this.RoomId = RoomId; } //hook preload scene preload(): void { this.load.image(Textures.Rock, 'resources/objects/rockSprite.png'); this.load.image(Textures.Tiles, 'maps/tiles.png'); this.load.tilemapTiledJSON(Textures.Map, 'maps/map2.json'); this.load.spritesheet(Textures.Player, 'resources/characters/pipoya/Male 01-1.png', { frameWidth: 32, frameHeight: 32 } ); getPlayerAnimations().forEach(d => { this.anims.create({ key: d.key, frames: this.anims.generateFrameNumbers(d.frameModel, { start: d.frameStart, end: d.frameEnd }), frameRate: d.frameRate, //repeat: d.repeat }); }); } //hook create scene create(): void { this.userInputManager = new UserInputManager(this); //create entities this.player = new Player(this, 400, 400); this.rock = this.physics.add.sprite(200, 400, Textures.Rock, 26).setImmovable(true); this.physics.world.addCollider(this.player, this.rock, (player: Player, rock) => { rock.destroy(); }); //create map let currentMap = this.add.tilemap(Textures.Map); let terrain = currentMap.addTilesetImage(Textures.Tiles, "tiles"); let bottomLayer = currentMap.createStaticLayer("Calque 1", [terrain], 0, 0).setDepth(-1); let topLayer = currentMap.createStaticLayer("Calque 2", [terrain], 0, 0); this.physics.world.setBounds(0,0, currentMap.widthInPixels, currentMap.heightInPixels); this.physics.add.collider(this.player, topLayer); topLayer.setCollisionByProperty({collides:true}); this.cameras.main.startFollow(this.player); //debug code //debug code to see the collision hitbox of the object in the top layer topLayer.renderDebug(this.add.graphics(),{ tileColor: null, //non-colliding tiles collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles, faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges }) // debug code to get a tile properties by clicking on it this.input.on("pointerdown", (pointer: Phaser.Input.Pointer)=>{ //pixel position to tile position let tile = currentMap.getTileAt(currentMap.worldToTileX(pointer.worldX), currentMap.worldToTileY(pointer.worldY)); if(tile){ console.log(tile); } }); } //hook update update(dt: number): void { let eventList = this.userInputManager.getEventListForGameTick(); this.player.move(eventList); } sharedUserPosition(data: []): void { //TODO share position of all user //console.log("sharedUserPosition", data); } }