mirror of
https://github.com/cliffe/BreakEscape.git
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- Updated the game to support new character sprite atlases for both male and female characters, allowing for a wider variety of NPC designs. - Improved player sprite initialization to dynamically select between atlas-based and legacy sprites, enhancing flexibility in character representation. - Refined collision box settings based on sprite type, ensuring accurate physics interactions for both atlas (80x80) and legacy (64x64) sprites. - Enhanced NPC behavior to utilize atlas animations, allowing for more fluid and diverse animations based on available frames. Files modified: - game.js: Added new character atlases and updated sprite loading logic. - player.js: Improved player sprite handling and collision box adjustments. - npc-behavior.js: Updated animation handling for NPCs to support atlas-based animations. - npc-sprites.js: Enhanced NPC sprite creation to accommodate atlas detection and initial frame selection. - scenario.json.erb: Updated player and NPC configurations to utilize new sprite sheets and animation settings. - m01_npc_sarah.ink: Revised dialogue options to include new interactions related to NPCs.
144 lines
4.6 KiB
Markdown
144 lines
4.6 KiB
Markdown
# 8-Directional Animation Fix
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## Problem
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NPCs and player were only using 2 directions (left/right) instead of all 8 directions when using the new PixelLab atlas sprites.
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## Root Cause
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The animation system was designed for legacy 64x64 sprites which only had 5 native directions (right, down, up, down-right, up-right). Left-facing directions were created by horizontally flipping the right-facing animations.
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The new 80x80 PixelLab atlas sprites have all 8 native directions, but the code was still doing the left→right mapping and flipping, which prevented the native left-facing animations from being used.
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## Solution
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Updated both NPC and player animation systems to:
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1. Detect whether a sprite is atlas-based (has native left animations)
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2. Use native directions for atlas sprites
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3. Fall back to flip-based behavior for legacy sprites
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## Changes Made
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### 1. NPC System (`js/systems/npc-behavior.js`)
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**Updated `playAnimation()` method:**
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```javascript
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// Before: Always mapped left→right with flipX
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if (direction.includes('left')) {
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animDirection = direction.replace('left', 'right');
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flipX = true;
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}
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// After: Check if native left animations exist
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const directAnimKey = `npc-${this.npcId}-${state}-${direction}`;
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const hasNativeLeftAnimations = this.scene?.anims?.exists(directAnimKey);
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if (!hasNativeLeftAnimations && direction.includes('left')) {
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animDirection = direction.replace('left', 'right');
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flipX = true;
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}
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```
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### 2. Player System (`js/core/player.js`)
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**A. Updated `createPlayerAnimations()`:**
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- Added detection for atlas vs legacy sprites
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- Created `createAtlasPlayerAnimations()` for atlas sprites
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- Created `createLegacyPlayerAnimations()` for legacy sprites
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- Atlas animations are read from JSON metadata
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- Legacy animations use hardcoded frame numbers
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**B. Updated `getAnimationKey()`:**
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```javascript
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// Before: Always mapped left→right
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switch(direction) {
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case 'left': return 'right';
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case 'down-left': return 'down-right';
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case 'up-left': return 'up-right';
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}
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// After: Check if native left exists
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const hasNativeLeft = gameRef.anims.exists(`idle-left`);
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if (hasNativeLeft) {
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return direction; // Use native direction
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}
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```
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**C. Updated movement functions:**
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- `updatePlayerKeyboardMovement()` - Added atlas detection, conditional flipping
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- `updatePlayerMouseMovement()` - Added atlas detection, conditional flipping
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- Both now check for native left animations before applying flipX
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**D. Updated sprite creation:**
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```javascript
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// Before: Hardcoded 'hacker' sprite
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player = gameInstance.add.sprite(x, y, 'hacker', 20);
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// After: Use sprite from scenario config
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const playerSprite = window.scenarioConfig?.player?.spriteSheet || 'hacker';
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player = gameInstance.add.sprite(x, y, playerSprite, initialFrame);
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```
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## Animation Key Format
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### Atlas Sprites (8 Native Directions)
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- **Player**: `walk-left`, `walk-right`, `walk-up-left`, `idle-down-right`, etc.
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- **NPCs**: `npc-{id}-walk-left`, `npc-{id}-idle-up-left`, etc.
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- **No flipping** - uses native animations
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### Legacy Sprites (5 Native Directions + Flipping)
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- **Player**: `walk-right` (flipped for left), `walk-up-right` (flipped for up-left)
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- **NPCs**: `npc-{id}-walk-right` (flipped for left)
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- **Flipping applied** - uses setFlipX(true) for left directions
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## Direction Mapping
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Atlas directions → Game directions:
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| Atlas Direction | Game Direction |
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|----------------|----------------|
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| east | right |
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| west | left |
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| north | up |
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| south | down |
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| north-east | up-right |
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| north-west | up-left |
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| south-east | down-right |
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| south-west | down-left |
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## Testing
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Tested with:
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- ✅ NPCs using atlas sprites (female_office_worker, male_spy, etc.)
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- ✅ Player using atlas sprite (female_hacker_hood)
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- ✅ Legacy NPCs still working (hacker, hacker-red)
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- ✅ 8-directional movement for atlas sprites
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- ✅ Proper facing when idle
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- ✅ Correct animations during patrol
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- ✅ Smooth animation transitions
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## Backward Compatibility
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The system remains fully backward compatible:
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- Legacy sprites continue to use the flip-based system
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- Detection is automatic based on animation existence
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- No changes required to existing scenarios using legacy sprites
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- Both systems can coexist in the same game
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## Performance
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No performance impact:
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- Animation existence check is cached by Phaser
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- Single extra check per animation play (negligible)
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- Atlas sprites actually perform better (fewer texture swaps)
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## Known Issues
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None currently identified.
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## Future Improvements
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- [ ] Cache the atlas detection result per NPC/player to avoid repeated checks
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- [ ] Add visual debug mode to show which direction NPC is facing
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- [ ] Consider refactoring to a unified animation manager for player and NPCs
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