added entitys, enemys, bats and custom attack hitboxes for players

added map loading and one-way collision (needs to move to tiled attribute tho)

Signed-off-by: Pascal Syma <pascal@syma.dev>
This commit is contained in:
2020-05-20 11:13:21 +02:00
parent 4a22dbe657
commit a726db1306
22 changed files with 2166 additions and 30 deletions
+90
View File
@@ -0,0 +1,90 @@
/*
* Copyright (c) 2020. Pascal Syma <pascal@syma.dev>
* All rights reserved.
*/
import Entity from "./Entity";
import AttackA from "./Attacks/AttackA";
export default class Player extends Entity {
constructor(scene, spawnPoint, texture) {
super(scene, spawnPoint.x, spawnPoint.y, texture);
this.setData("speed", 100);
this.setData('hp', 20);
this.setOrigin(0.5, 1).setScale(32 / 48);
this.body.setSize(48, 48, false);
this.body.setOffset(4, 16);
this.body.setCollideWorldBounds(true);
this.play('idle');
this.attackA = new AttackA(this);
this.attackHitbox = this.scene.add.group([
this.attackA
]);
}
update(...args) {
if (this.scene.dieActive()) {
this.pause = true;
this.play('die', true)
.on('animationcomplete', () => {
this.setFrame(51);
this.scene.scene.pause();
})
}
if (this.pause)
return;
this.body.velocity.x = 0;
// Jumping, Dashing
if (this.scene.upActive() && this.body.blocked.down) {
this.body.velocity.y = -this.getData('speed') * 1.5;
} else if (this.scene.downActive() && !this.body.blocked.down) {
this.body.velocity.y = this.getData('speed');
}
// Walking L R
if (this.scene.leftActive()) {
this.body.velocity.x = -this.getData('speed');
if (!this.flipX)
this.x -= 16;
this.setFlipX(true);
this.body.setOffset(32 - 4, 16);
} else if (this.scene.rightActive()) {
this.body.velocity.x = this.getData('speed');
if (this.flipX)
this.x += 16;
this.setFlipX(false);
this.body.setOffset(4, 16);
}
this.setData('speed', 100);
// animation
if (this.anims.getCurrentKey().startsWith('attack_')) {
this.setData('speed', 50);
} else if (this.scene.keySpace.isDown) {
// const nextAttack = [this.attackA].sort(() => 0.5 - Math.random())[0];
// nextAttack.start();
this.attackA.start();
} else if (this.body.blocked.down) {
if (this.body.velocity.x !== 0) {
this.play('run', true);
} else {
this.play('idle', true);
}
} else if (this.anims.getCurrentKey() !== 'jump_start' && this.anims.getCurrentKey() !== 'jump') {
// this.play('jump', true)
this.play('jump_start', true).on('animationcomplete', () => this.play('jump', true));
}
this.attackHitbox.getChildren().forEach(c => {
c.update()
});
}
}