workadventure/front/src/Phaser/Companion/Companion.ts
2021-04-01 18:51:51 +02:00

202 lines
6.8 KiB
TypeScript

import Sprite = Phaser.GameObjects.Sprite;
import Container = Phaser.GameObjects.Container;
import { lazyLoadResource } from "./CompanionTexturesLoadingManager";
import { PlayerAnimationDirections, PlayerAnimationTypes } from "../Player/Animation";
export class Companion extends Container {
public sprites: Map<string, Sprite>;
private delta: number;
private invisible: boolean;
private stepListener: Function;
private target: { x: number, y: number, direction: PlayerAnimationDirections };
constructor(
scene: Phaser.Scene,
x: number,
y: number
) {
super(scene, x + 8, y + 8);
this.delta = 0;
this.invisible = true;
this.target = { x, y, direction: PlayerAnimationDirections.Down };
this.sprites = new Map<string, Sprite>();
const animal = ["dog1", "dog2", "dog3", "cat1", "cat2", "cat3"];
const random = Math.floor(Math.random() * animal.length);
lazyLoadResource(this.scene.load, animal[random]).then(resource => {
this.addResource(resource);
this.invisible = false;
})
this.scene.physics.world.enableBody(this);
this.getBody().setImmovable(true);
this.getBody().setCollideWorldBounds(true);
this.setSize(16, 16);
this.getBody().setSize(16, 16);
this.getBody().setOffset(0, 8);
this.setDepth(-1);
this.stepListener = this.step.bind(this);
scene.game.events.addListener('step', this.stepListener);
scene.add.existing(this);
}
public setTarget(x: number, y: number, direction: PlayerAnimationDirections) {
this.target = { x, y, direction };
}
private step(time: any, delta: any) {
if (typeof this.target === 'undefined') return;
this.delta += delta;
if (this.delta < 128) {
return;
}
this.delta = 0;
const xDist = this.target.x - this.x;
const yDist = this.target.y - this.y;
let direction: PlayerAnimationDirections;
let type: PlayerAnimationTypes;
const distance = Math.sqrt(Math.pow(xDist, 2) + Math.pow(yDist, 2));
if (distance < 16) {
type = PlayerAnimationTypes.Idle;
direction = this.target.direction;
this.getBody().stop();
} else {
type = PlayerAnimationTypes.Walk;
const xDir = xDist / Math.max(Math.abs(xDist), 1);
const yDir = yDist / Math.max(Math.abs(yDist), 1);
const speed = 256;
this.getBody().setVelocity(Math.min(Math.abs(xDist * 2), speed) * xDir, Math.min(Math.abs(yDist * 2), speed) * yDir);
if (Math.abs(xDist) > Math.abs(yDist)) {
if (xDist < 0) {
direction = PlayerAnimationDirections.Left;
} else {
direction = PlayerAnimationDirections.Right;
}
} else {
if (yDist < 0) {
direction = PlayerAnimationDirections.Up;
} else {
direction = PlayerAnimationDirections.Down;
}
}
}
this.setDepth(this.y);
this.playAnimation(direction, type);
}
private playAnimation(direction: PlayerAnimationDirections, type: PlayerAnimationTypes): void {
if (this.invisible) return;
for (const [resource, sprite] of this.sprites.entries()) {
sprite.play(`${resource}-${direction}-${type}`, true);
}
}
private addResource(resource: string, frame?: string | number): void {
const sprite = new Sprite(this.scene, 0, 0, resource, frame);
this.add(sprite);
this.getAnimations(resource).forEach(animation => {
this.scene.anims.create(animation);
});
this.scene.sys.updateList.add(sprite);
this.sprites.set(resource, sprite);
}
private getAnimations(resource: string): Phaser.Types.Animations.Animation[] {
return [
{
key: `${resource}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Idle}`,
frames: this.scene.anims.generateFrameNumbers(resource, {frames: [1]}),
frameRate: 10,
repeat: 1
},
{
key: `${resource}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Idle}`,
frames: this.scene.anims.generateFrameNumbers(resource, {frames: [4]}),
frameRate: 10,
repeat: 1
},
{
key: `${resource}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Idle}`,
frames: this.scene.anims.generateFrameNumbers(resource, {frames: [7]}),
frameRate: 10,
repeat: 1
},
{
key: `${resource}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Idle}`,
frames: this.scene.anims.generateFrameNumbers(resource, {frames: [10]}),
frameRate: 10,
repeat: 1
},
{
key: `${resource}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Walk}`,
frames: this.scene.anims.generateFrameNumbers(resource, {frames: [0, 1, 2]}),
frameRate: 15,
repeat: -1
},
{
key: `${resource}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Walk}`,
frames: this.scene.anims.generateFrameNumbers(resource, {frames: [3, 4, 5]}),
frameRate: 15,
repeat: -1
},
{
key: `${resource}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Walk}`,
frames: this.scene.anims.generateFrameNumbers(resource, {frames: [6, 7, 8]}),
frameRate: 15,
repeat: -1
},
{
key: `${resource}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Walk}`,
frames: this.scene.anims.generateFrameNumbers(resource, {frames: [9, 10, 11]}),
frameRate: 15,
repeat: -1
}
]
}
private getBody(): Phaser.Physics.Arcade.Body {
const body = this.body;
if (!(body instanceof Phaser.Physics.Arcade.Body)) {
throw new Error('Container does not have arcade body');
}
return body;
}
public destroy(): void {
for (const sprite of this.sprites.values()) {
if (this.scene) {
this.scene.sys.updateList.remove(sprite);
}
}
if (this.scene) {
this.scene.game.events.removeListener('step', this.stepListener);
}
super.destroy();
}
}