Reset Gulch Map and adjusted up down left right capabilities

This commit is contained in:
Brian Fertig 2025-07-29 08:25:16 -06:00
parent e7308aec73
commit 1a9d041cac
4 changed files with 309 additions and 379 deletions

File diff suppressed because it is too large Load Diff

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="16" height="9" tilewidth="100" tileheight="100" infinite="1" nextlayerid="7" nextobjectid="56"> <map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="16" height="9" tilewidth="100" tileheight="100" infinite="1" nextlayerid="7" nextobjectid="211">
<editorsettings> <editorsettings>
<export target="../assets/gulch.json" format="json"/> <export target="../assets/gulch.json" format="json"/>
</editorsettings> </editorsettings>

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@ -21,7 +21,7 @@ export class Player extends Phaser.GameObjects.Sprite {
this.isFiring = false; this.isFiring = false;
this.axe; this.axe;
this.bullet; this.bullet;
this.texturePlus = 0; this.texturePlus = 24;
// Create animations // Create animations
this.anims.create({ this.anims.create({
@ -45,6 +45,16 @@ export class Player extends Phaser.GameObjects.Sprite {
repeat: -1 repeat: -1
}); });
this.anims.create({
key: 'idle',
frames: [
{ key: 'player-tiles', frame: 0+this.texturePlus }
],
frameRate: 5,
duration: 1500,
repeat: -1
});
this.anims.create({ this.anims.create({
key: 'death', key: 'death',
frames: [ frames: [
@ -75,14 +85,31 @@ export class Player extends Phaser.GameObjects.Sprite {
if (this.pauseMove === true) { if (this.pauseMove === true) {
this.body.setVelocity(0); this.body.setVelocity(0);
} else { } else {
// Movement: Up/Down:
if (this.scene.cursors.up.isDown) {
this.body.setVelocityY(-200);
this.body.setVelocityX(0);
this.anims.play('south', true);
this.facing = 'south';
} else if (this.scene.cursors.down.isDown) {
this.body.setVelocityY(200);
this.body.setVelocityX(0);
this.anims.play('north', true);
this.facing = 'north';
} else {
this.body.setVelocityY(0);
}
// Movement: Left/Right: // Movement: Left/Right:
if (this.scene.cursors.left.isDown) { if (this.scene.cursors.left.isDown) {
this.body.setVelocityX(-200); this.body.setVelocityX(-200);
this.body.setVelocityY(0);
this.setFlipX(false); this.setFlipX(false);
this.anims.play('side', true); this.anims.play('side', true);
this.facing = 'west'; this.facing = 'west';
} else if (this.scene.cursors.right.isDown) { } else if (this.scene.cursors.right.isDown) {
this.body.setVelocityX(200); this.body.setVelocityX(200);
this.body.setVelocityY(0);
this.setFlipX(true); this.setFlipX(true);
this.anims.play('side', true); this.anims.play('side', true);
this.facing = 'east'; this.facing = 'east';
@ -90,17 +117,9 @@ export class Player extends Phaser.GameObjects.Sprite {
this.body.setVelocityX(0); this.body.setVelocityX(0);
} }
// Movement: Up/Down: // Idle
if (this.scene.cursors.up.isDown) { if (this.body.velocity.x === 0) {
this.body.setVelocityY(-200); this.anims.play('idle', true);
this.anims.play('south', true);
this.facing = 'south';
} else if (this.scene.cursors.down.isDown) {
this.body.setVelocityY(200);
this.anims.play('north', true);
this.facing = 'north';
} else {
this.body.setVelocityY(0);
} }
} }
} }

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@ -53,7 +53,7 @@ export class Gulch extends Phaser.Scene {
const zoneLayer = gulchMap.getObjectLayer('zone'); const zoneLayer = gulchMap.getObjectLayer('zone');
// Add a player // Add a player
this.player = new Player(this, 950, 3650); this.player = new Player(this, 950, 4250);
this.player.healthBars(true, 1, 3); this.player.healthBars(true, 1, 3);
zoneLayer.objects.forEach(object => { zoneLayer.objects.forEach(object => {
@ -151,7 +151,7 @@ export class Gulch extends Phaser.Scene {
}); });
//this.cameras.main.setScroll(800, 1100); //this.cameras.main.setScroll(800, 1100);
this.cameras.main.setBounds(0, 4800, 1600, 900); this.cameras.main.setBounds(0, 3600, 1600, 900);
// Background Music // Background Music
this.bgMusic = this.sound.add('gulchMusic', { volume: 0.5 }); this.bgMusic = this.sound.add('gulchMusic', { volume: 0.5 });