export class GameScene extends Phaser.Scene { private player: Phaser.GameObjects.Sprite; private keyZ: Phaser.Input.Keyboard.Key; private keyQ: Phaser.Input.Keyboard.Key; private keyS: Phaser.Input.Keyboard.Key; private keyD: Phaser.Input.Keyboard.Key; private keyRight: Phaser.Input.Keyboard.Key; private keyLeft: Phaser.Input.Keyboard.Key; private keyUp: Phaser.Input.Keyboard.Key; private keyDown: Phaser.Input.Keyboard.Key; private keyShift: Phaser.Input.Keyboard.Key; constructor() { super({ key: "GameScene" }); } preload(): void { this.load.image('tiles', 'maps/tiles.png'); this.load.tilemapTiledJSON('map', 'maps/map2.json'); this.load.spritesheet('player', 'resources/characters/pipoya/Male 01-1.png', { frameWidth: 32, frameHeight: 32 } ); } init(): void { this.keyShift = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SHIFT); this.keyZ = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Z); this.keyQ = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q); this.keyS = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S); this.keyD = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D); this.keyUp = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.UP); this.keyLeft = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT); this.keyDown = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN); this.keyRight = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT); } private moveCamera(x:number, y:number, speedMultiplier: number): void { this.cameras.main.scrollX += speedMultiplier * 2 * x; this.cameras.main.scrollY += speedMultiplier * 2 * y; } create(): void { let mappy = this.add.tilemap("map"); let terrain = mappy.addTilesetImage("tiles", "tiles"); let bottomLayer = mappy.createStaticLayer("Calque 1", [terrain], 0, 0); let topLayer = mappy.createStaticLayer("Calque 2", [terrain], 0, 0); // Let's manage animations of the player this.anims.create({ key: 'down', frames: this.anims.generateFrameNumbers('player', { start: 0, end: 2 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'left', frames: this.anims.generateFrameNumbers('player', { start: 3, end: 5 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'right', frames: this.anims.generateFrameNumbers('player', { start: 6, end: 8 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'up', frames: this.anims.generateFrameNumbers('player', { start: 9, end: 11 }), frameRate: 10, repeat: -1 }); //let player = this.add.sprite(450, 450, 'player'); //player.anims.play('down'); //player.setBounce(0.2); //player.setCollideWorldBounds(true); this.player = this.add.sprite(450, 450, 'player'); } private angle: number = 0; update(dt: number): void { let speedMultiplier = this.keyShift.isDown ? 5 : 1; if (this.keyUp.isDown) { this.moveCamera(0, -1, speedMultiplier); } if (this.keyLeft.isDown) { this.moveCamera(-1, 0, speedMultiplier); } if (this.keyDown.isDown) { this.moveCamera(0, 1, speedMultiplier); } if (this.keyRight.isDown) { this.moveCamera(1, 0, speedMultiplier); } if (this.keyZ.isDown) { this.managePlayerAnimation('up'); this.player.setY(this.player.y - 2) } else if (this.keyQ.isDown) { this.managePlayerAnimation('left'); this.player.setX(this.player.x - 2) } else if (this.keyS.isDown) { this.managePlayerAnimation('down'); this.player.setY(this.player.y + 2) } else if (this.keyD.isDown) { this.managePlayerAnimation('right'); this.player.setX(this.player.x + 2) } else { this.managePlayerAnimation('none'); } /*this.cameras.main.scrollX = Math.floor(300 + 300 * Math.cos(this.angle)); this.cameras.main.scrollY = Math.floor(300 + 300 * Math.sin(this.angle)); this.angle = dt * 0.0001;*/ } managePlayerAnimation(direction: string) { if (!this.player.anims.currentAnim || this.player.anims.currentAnim.key !== direction) { this.player.anims.play(direction); } else if (direction === 'none' && this.player.anims.currentAnim) { this.player.anims.currentAnim.destroy(); } } }