workadventure/front/src/Phaser/Entity/Character.ts
2020-06-04 18:56:59 +02:00

184 lines
6.5 KiB
TypeScript

import {PlayerAnimationNames} from "../Player/Animation";
import {SpeechBubble} from "./SpeechBubble";
import BitmapText = Phaser.GameObjects.BitmapText;
export const PLAYER_RESOURCES: Array<any> = [
{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();
}
}