added Storage and ControlsSettings

Signed-off-by: Pascal Syma <pascal@syma.dev>
This commit is contained in:
2020-06-04 17:42:23 +02:00
parent 7c4d08cf8f
commit 07e08ba4f6
7 changed files with 262 additions and 45 deletions
+18 -30
View File
@@ -1,11 +1,12 @@
/*
* Copyright (c) 2020. Pascal Syma <pascal@syma.dev>
* Copyright (c) 2020. Antonio Martinez Casadesus and Pascal Syma.
* All rights reserved.
*/
import Player from "../entities/Player";
import Bat from "../entities/Enemys/Bat";
import Item from "../entities/Item";
import Storage from "../Storage";
export default class Game extends Phaser.Scene {
@@ -153,12 +154,12 @@ export default class Game extends Phaser.Scene {
let bat = new Bat(this, s);
bat.fly(s.type === "" ? 90 : parseInt(s.type));
this.enemys.add(bat)
})
});
map.objects[0].objects.filter(obj => obj.name === "item").forEach(s => {
let item = new Item(this, s);
this.items.add(item)
})
});
this.worldLayer.setCollisionByProperty({collides: true});
@@ -167,7 +168,7 @@ export default class Game extends Phaser.Scene {
bottom: false,
right: false,
left: false
})
});
this.physics.world.bounds.width = this.backLayer.width;
this.physics.world.bounds.height = this.backLayer.height;
@@ -185,21 +186,18 @@ export default class Game extends Phaser.Scene {
if (h.getData('active') && h.overlap !== undefined) {
h.overlap(b);
}
})
});
this.keyW = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.W);
this.keyS = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S);
this.keyA = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A);
this.keyD = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D);
this.keySpace = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
this.keyUp = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.UP);
this.keyLeft = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT);
this.keyRight = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT);
this.keyDown = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN);
let controls = Storage.get().controls;
this.keyW = this.input.keyboard.addKey(controls.jump.bind);
this.keyA = this.input.keyboard.addKey(controls.w_left.bind);
this.keyD = this.input.keyboard.addKey(controls.w_right.bind);
this.keySpace = this.input.keyboard.addKey(controls.attack.bind);
// this.keyDie = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.C);
this.keyPickup = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.C);
this.keyAction1 = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q);
this.keyAction2 = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E);
this.keyPickup = this.input.keyboard.addKey(controls.pickup.bind);
this.keyAction1 = this.input.keyboard.addKey(controls.use_left.bind);
this.keyAction2 = this.input.keyboard.addKey(controls.use_right.bind);
this.physics.add.overlap(this.player, this.items, (p, i) => {
if (this.keyPickup.isDown && i.canPickup()) {
@@ -217,28 +215,18 @@ export default class Game extends Phaser.Scene {
}
dieActive() {
return false;
// return this.keyDie.isDown;
}
rightActive() {
return this.keyRight.isDown || this.keyD.isDown/* || (this.game.input.activePointer.isDown &&
return /*this.keyRight.isDown || */this.keyD.isDown/* || (this.game.input.activePointer.isDown &&
this.game.input.activePointer.x > 2*this.game.config.width/3)*/;
}
leftActive() {
return this.keyLeft.isDown || this.keyA.isDown/* || (this.game.input.activePointer.isDown &&
return /*this.keyLeft.isDown || */this.keyA.isDown/* || (this.game.input.activePointer.isDown &&
this.game.input.activePointer.x < this.game.config.width/3)*/;
}
downActive() {
return this.keyDown.isDown || this.keyS.isDown/* || (this.game.input.activePointer.isDown &&
this.game.input.activePointer.y > 2*this.game.config.height/3)*/;
}
upActive() {
return this.keyUp.isDown || this.keyW.isDown/* || (this.game.input.activePointer.isDown &&
return /*this.keyUp.isDown || */this.keyW.isDown/* || (this.game.input.activePointer.isDown &&
this.game.input.activePointer.y < this.game.config.height/3)*/;
}
}