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615 lines
20 KiB
JavaScript
615 lines
20 KiB
JavaScript
// Player System
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// Handles player creation, movement, and animation
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// Player management system
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import {
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MOVEMENT_SPEED,
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ARRIVAL_THRESHOLD,
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PLAYER_FEET_OFFSET_Y,
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ROOM_CHECK_THRESHOLD,
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CLICK_INDICATOR_SIZE,
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CLICK_INDICATOR_DURATION
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} from '../utils/constants.js?v=7';
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export let player = null;
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export let targetPoint = null;
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export let isMoving = false;
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export let lastPlayerPosition = { x: 0, y: 0 };
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let gameRef = null;
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// Keyboard input state
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const keyboardInput = {
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up: false,
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down: false,
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left: false,
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right: false,
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space: false
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};
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let isKeyboardMoving = false;
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// Keyboard pause state (for when minigames need keyboard input)
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let keyboardPaused = false;
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// Export functions to pause/resume keyboard interception
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export function pauseKeyboardInput() {
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keyboardPaused = true;
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console.log('🔒 Keyboard input PAUSED for minigame (keyboardPaused = true)');
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}
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export function resumeKeyboardInput() {
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keyboardPaused = false;
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// Clear all keyboard state when resuming
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keyboardInput.up = false;
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keyboardInput.down = false;
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keyboardInput.left = false;
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keyboardInput.right = false;
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keyboardInput.space = false;
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isKeyboardMoving = false;
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console.log('🔓 Keyboard input RESUMED (keyboardPaused = false)');
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}
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// Create player sprite
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export function createPlayer(gameInstance) {
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gameRef = gameInstance;
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console.log('Creating player');
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// Get starting room position and calculate center
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const scenario = window.gameScenario;
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const startRoomId = scenario ? scenario.startRoom : 'reception';
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const startRoomPosition = getStartingRoomCenter(startRoomId);
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// Create player sprite (using frame 20)
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player = gameInstance.add.sprite(startRoomPosition.x, startRoomPosition.y, 'hacker', 20);
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gameInstance.physics.add.existing(player);
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// Keep the character at original 64px size (2 tiles high)
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player.setScale(1);
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// Set smaller collision box at the feet
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player.body.setSize(15, 10);
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player.body.setOffset(25, 50); // Adjusted offset for 64px sprite
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player.body.setCollideWorldBounds(true);
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player.body.setBounce(0);
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player.body.setDrag(0);
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player.body.setFriction(0);
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// Set initial player depth (will be updated dynamically during movement)
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updatePlayerDepth(startRoomPosition.x, startRoomPosition.y);
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// Track player direction and movement state
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player.direction = 'down'; // Initial direction
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player.isMoving = false;
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player.lastDirection = 'down';
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// Create animations
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createPlayerAnimations();
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// Set initial animation
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player.anims.play('idle-down', true);
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// Initialize last position
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lastPlayerPosition = { x: player.x, y: player.y };
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// Store player globally immediately for safety
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window.player = player;
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// Setup keyboard input listeners
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setupKeyboardInput();
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return player;
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}
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function setupKeyboardInput() {
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// Handle keydown events
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document.addEventListener('keydown', (event) => {
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// Skip if keyboard input is paused (for minigames that need keyboard input)
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if (keyboardPaused) {
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console.log('⏸️ Keydown blocked (paused):', event.key);
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return;
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}
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const key = event.key.toLowerCase();
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// Spacebar for jump
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if (key === ' ') {
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keyboardInput.space = true;
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if (window.createPlayerJump) {
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window.createPlayerJump();
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}
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event.preventDefault();
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return;
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}
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// E key for interaction
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if (key === 'e') {
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if (window.tryInteractWithNearest) {
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window.tryInteractWithNearest();
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}
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event.preventDefault();
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return;
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}
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// Arrow keys
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if (key === 'arrowup') {
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keyboardInput.up = true;
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isKeyboardMoving = true;
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event.preventDefault();
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} else if (key === 'arrowdown') {
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keyboardInput.down = true;
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isKeyboardMoving = true;
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event.preventDefault();
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} else if (key === 'arrowleft') {
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keyboardInput.left = true;
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isKeyboardMoving = true;
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event.preventDefault();
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} else if (key === 'arrowright') {
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keyboardInput.right = true;
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isKeyboardMoving = true;
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event.preventDefault();
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}
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// WASD keys
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if (key === 'w') {
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keyboardInput.up = true;
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isKeyboardMoving = true;
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event.preventDefault();
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} else if (key === 's') {
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keyboardInput.down = true;
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isKeyboardMoving = true;
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event.preventDefault();
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} else if (key === 'a') {
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keyboardInput.left = true;
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isKeyboardMoving = true;
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event.preventDefault();
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} else if (key === 'd') {
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keyboardInput.right = true;
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isKeyboardMoving = true;
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event.preventDefault();
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}
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});
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// Handle keyup events
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document.addEventListener('keyup', (event) => {
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// Skip if keyboard input is paused (for minigames that need keyboard input)
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if (keyboardPaused) {
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return;
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}
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const key = event.key.toLowerCase();
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// Spacebar
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if (key === ' ') {
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keyboardInput.space = false;
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event.preventDefault();
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return;
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}
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// Arrow keys
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if (key === 'arrowup') {
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keyboardInput.up = false;
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event.preventDefault();
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} else if (key === 'arrowdown') {
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keyboardInput.down = false;
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event.preventDefault();
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} else if (key === 'arrowleft') {
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keyboardInput.left = false;
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event.preventDefault();
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} else if (key === 'arrowright') {
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keyboardInput.right = false;
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event.preventDefault();
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}
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// WASD keys
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if (key === 'w') {
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keyboardInput.up = false;
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event.preventDefault();
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} else if (key === 's') {
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keyboardInput.down = false;
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event.preventDefault();
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} else if (key === 'a') {
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keyboardInput.left = false;
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event.preventDefault();
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} else if (key === 'd') {
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keyboardInput.right = false;
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event.preventDefault();
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}
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// Check if any keys are still pressed
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isKeyboardMoving = keyboardInput.up || keyboardInput.down || keyboardInput.left || keyboardInput.right;
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});
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}
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function getAnimationKey(direction) {
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// Map left directions to their right counterparts (sprite is flipped)
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switch(direction) {
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case 'left':
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return 'right';
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case 'down-left':
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return 'down-right';
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case 'up-left':
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return 'up-right';
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default:
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return direction;
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}
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}
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function createPlayerAnimations() {
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// Create walking animations with correct frame numbers from original
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gameRef.anims.create({
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key: 'walk-right',
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frames: gameRef.anims.generateFrameNumbers('hacker', { start: 1, end: 4 }),
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frameRate: 8,
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repeat: -1
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});
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gameRef.anims.create({
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key: 'walk-down',
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frames: gameRef.anims.generateFrameNumbers('hacker', { start: 6, end: 9 }),
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frameRate: 8,
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repeat: -1
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});
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gameRef.anims.create({
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key: 'walk-up',
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frames: gameRef.anims.generateFrameNumbers('hacker', { start: 11, end: 14 }),
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frameRate: 8,
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repeat: -1
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});
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gameRef.anims.create({
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key: 'walk-up-right',
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frames: gameRef.anims.generateFrameNumbers('hacker', { start: 16, end: 19 }),
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frameRate: 8,
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repeat: -1
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});
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gameRef.anims.create({
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key: 'walk-down-right',
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frames: gameRef.anims.generateFrameNumbers('hacker', { start: 21, end: 24 }),
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frameRate: 8,
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repeat: -1
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});
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// Create idle frames (first frame of each row) with correct frame numbers
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gameRef.anims.create({
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key: 'idle-right',
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frames: [{ key: 'hacker', frame: 0 }],
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frameRate: 1
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});
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gameRef.anims.create({
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key: 'idle-down',
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frames: [{ key: 'hacker', frame: 5 }],
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frameRate: 1
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});
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gameRef.anims.create({
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key: 'idle-up',
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frames: [{ key: 'hacker', frame: 10 }],
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frameRate: 1
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});
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gameRef.anims.create({
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key: 'idle-up-right',
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frames: [{ key: 'hacker', frame: 15 }],
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frameRate: 1
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});
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gameRef.anims.create({
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key: 'idle-down-right',
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frames: [{ key: 'hacker', frame: 20 }],
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frameRate: 1
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});
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// Create left-facing idle animations (same frames as right, but sprite will be flipped)
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gameRef.anims.create({
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key: 'idle-left',
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frames: [{ key: 'hacker', frame: 0 }],
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frameRate: 1
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});
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gameRef.anims.create({
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key: 'idle-down-left',
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frames: [{ key: 'hacker', frame: 20 }],
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frameRate: 1
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});
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gameRef.anims.create({
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key: 'idle-up-left',
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frames: [{ key: 'hacker', frame: 15 }],
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frameRate: 1
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});
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}
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export function movePlayerToPoint(x, y) {
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const worldBounds = gameRef.physics.world.bounds;
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// Ensure coordinates are within bounds
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x = Phaser.Math.Clamp(x, worldBounds.x, worldBounds.x + worldBounds.width);
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y = Phaser.Math.Clamp(y, worldBounds.y, worldBounds.y + worldBounds.height);
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// Create click indicator
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createClickIndicator(x, y);
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targetPoint = { x, y };
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isMoving = true;
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}
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function updatePlayerDepth(x, y) {
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// Get the bottom of the player sprite (feet position)
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const playerBottomY = y + (player.height * player.scaleY) / 2;
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// Simple depth calculation: world Y position + layer offset
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const playerDepth = playerBottomY + 0.5; // World Y + sprite layer offset
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// Set the player depth (always update, no threshold)
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if (player) {
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player.setDepth(playerDepth);
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// Debug logging - only show when depth actually changes significantly
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const lastDepth = player.lastDepth || 0;
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if (Math.abs(playerDepth - lastDepth) > 25) { // Reduced threshold for finer granularity
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console.log(`Player depth: ${playerDepth} (World Y: ${playerBottomY})`);
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console.log(` Player layers: worldY(${playerBottomY}) + 0.5`);
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player.lastDepth = playerDepth;
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}
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}
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}
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function createClickIndicator(x, y) {
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// Create a circle at the click position
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const indicator = gameRef.add.circle(x, y, CLICK_INDICATOR_SIZE, 0xffffff, 0.7);
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indicator.setDepth(1000); // Above ground but below player
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// Add a pulsing animation
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gameRef.tweens.add({
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targets: indicator,
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scale: { from: 0.5, to: 1.5 },
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alpha: { from: 0.7, to: 0 },
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duration: CLICK_INDICATOR_DURATION,
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ease: 'Sine.easeOut',
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onComplete: () => {
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indicator.destroy();
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}
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});
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}
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export function updatePlayerMovement() {
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// Safety check: ensure player exists
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if (!player || !player.body) {
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return;
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}
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// Handle keyboard movement (takes priority over mouse movement)
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if (isKeyboardMoving) {
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updatePlayerKeyboardMovement();
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return;
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}
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// Handle mouse-based movement (original behavior)
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updatePlayerMouseMovement();
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}
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function updatePlayerKeyboardMovement() {
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// Calculate movement direction based on keyboard input
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let dirX = 0;
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let dirY = 0;
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if (keyboardInput.right) dirX += 1;
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if (keyboardInput.left) dirX -= 1;
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if (keyboardInput.down) dirY += 1;
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if (keyboardInput.up) dirY -= 1;
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// Normalize diagonal movement to maintain consistent speed
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let velocityX = 0;
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let velocityY = 0;
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if (dirX !== 0 || dirY !== 0) {
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const magnitude = Math.sqrt(dirX * dirX + dirY * dirY);
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velocityX = (dirX / magnitude) * MOVEMENT_SPEED;
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velocityY = (dirY / magnitude) * MOVEMENT_SPEED;
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}
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// Check if movement is being blocked by collisions
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let isBlocked = false;
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if (velocityX !== 0 || velocityY !== 0) {
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// Check if blocked in the direction we want to move
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if (velocityX > 0 && player.body.blocked.right) isBlocked = true;
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if (velocityX < 0 && player.body.blocked.left) isBlocked = true;
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if (velocityY > 0 && player.body.blocked.down) isBlocked = true;
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if (velocityY < 0 && player.body.blocked.up) isBlocked = true;
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}
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// Apply velocity
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player.body.setVelocity(velocityX, velocityY);
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// Update player depth based on actual player position
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updatePlayerDepth(player.x, player.y);
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// Update last player position for depth calculations
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lastPlayerPosition.x = player.x;
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lastPlayerPosition.y = player.y;
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// Determine direction based on velocity
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const absVX = Math.abs(velocityX);
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const absVY = Math.abs(velocityY);
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// Set player direction and animation
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if (velocityX === 0 && velocityY === 0) {
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// No movement - stop
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if (player.isMoving) {
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player.isMoving = false;
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const animDir = getAnimationKey(player.direction);
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player.anims.stop(); // Stop current animation
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player.anims.play(`idle-${animDir}`, true);
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}
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} else if (isBlocked) {
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// Blocked by collision - play idle animation in the direction we're facing
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if (player.isMoving) {
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player.isMoving = false;
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const animDir = getAnimationKey(player.direction);
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player.anims.stop(); // Stop current animation
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player.anims.play(`idle-${animDir}`, true);
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}
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} else if (absVX > absVY * 2) {
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// Mostly horizontal movement
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player.direction = velocityX > 0 ? 'right' : 'left'; // Track both left and right directions
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player.setFlipX(velocityX < 0); // Flip sprite horizontally if moving left
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if (!player.isMoving || player.lastDirection !== player.direction) {
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// Use 'right' animation for both left and right (flip handled by setFlipX)
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player.anims.play(`walk-right`, true);
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player.isMoving = true;
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player.lastDirection = player.direction;
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}
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} else if (absVY > absVX * 2) {
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// Mostly vertical movement
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player.direction = velocityY > 0 ? 'down' : 'up';
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player.setFlipX(false);
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if (!player.isMoving || player.lastDirection !== player.direction) {
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player.anims.play(`walk-${player.direction}`, true);
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player.isMoving = true;
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player.lastDirection = player.direction;
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}
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} else {
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// Diagonal movement
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if (velocityY > 0) {
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player.direction = velocityX > 0 ? 'down-right' : 'down-left';
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} else {
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player.direction = velocityX > 0 ? 'up-right' : 'up-left';
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}
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player.setFlipX(velocityX < 0); // Flip sprite horizontally if moving left
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if (!player.isMoving || player.lastDirection !== player.direction) {
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// Use the base direction for animation (right or left for horizontal component)
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const baseDir = velocityY > 0 ? 'down-right' : 'up-right';
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player.anims.play(`walk-${baseDir}`, true);
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player.isMoving = true;
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player.lastDirection = player.direction;
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}
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}
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}
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function updatePlayerMouseMovement() {
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if (!isMoving || !targetPoint) {
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if (player.body.velocity.x !== 0 || player.body.velocity.y !== 0) {
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player.body.setVelocity(0, 0);
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player.isMoving = false;
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// Play idle animation based on last direction
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player.anims.play(`idle-${player.direction}`, true);
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}
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return;
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}
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// Cache player position - adjust for feet position
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const px = player.x;
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const py = player.y + PLAYER_FEET_OFFSET_Y; // Add offset to target the feet
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// Update player depth based on actual player position (not feet-adjusted)
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updatePlayerDepth(px, player.y);
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// Use squared distance for performance
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const dx = targetPoint.x - px;
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const dy = targetPoint.y - py; // Compare with feet position
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const distanceSq = dx * dx + dy * dy;
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// Reached target point
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if (distanceSq < ARRIVAL_THRESHOLD * ARRIVAL_THRESHOLD) {
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isMoving = false;
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player.body.setVelocity(0, 0);
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if (player.isMoving) {
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player.isMoving = false;
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const animDir = getAnimationKey(player.direction);
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player.anims.stop(); // Stop current animation
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player.anims.play(`idle-${animDir}`, true);
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}
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return;
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}
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// Update last player position for depth calculations
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lastPlayerPosition.x = px;
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lastPlayerPosition.y = py - PLAYER_FEET_OFFSET_Y; // Store actual player position
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// Normalize movement vector for consistent speed
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const distance = Math.sqrt(distanceSq);
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const velocityX = (dx / distance) * MOVEMENT_SPEED;
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const velocityY = (dy / distance) * MOVEMENT_SPEED;
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// Set velocity directly without checking for changes
|
|
player.body.setVelocity(velocityX, velocityY);
|
|
|
|
// Determine direction based on velocity
|
|
const absVX = Math.abs(velocityX);
|
|
const absVY = Math.abs(velocityY);
|
|
|
|
// Set player direction and animation
|
|
if (absVX > absVY * 2) {
|
|
// Mostly horizontal movement
|
|
player.direction = velocityX > 0 ? 'right' : 'right'; // Use right animation but flip
|
|
player.setFlipX(velocityX < 0); // Flip sprite horizontally if moving left
|
|
} else if (absVY > absVX * 2) {
|
|
// Mostly vertical movement
|
|
player.direction = velocityY > 0 ? 'down' : 'up';
|
|
player.setFlipX(false);
|
|
} else {
|
|
// Diagonal movement
|
|
if (velocityY > 0) {
|
|
player.direction = 'down-right';
|
|
} else {
|
|
player.direction = 'up-right';
|
|
}
|
|
player.setFlipX(velocityX < 0); // Flip sprite horizontally if moving left
|
|
}
|
|
|
|
// Play appropriate animation if not already playing
|
|
if (!player.isMoving || player.lastDirection !== player.direction) {
|
|
player.anims.play(`walk-${player.direction}`, true);
|
|
player.isMoving = true;
|
|
player.lastDirection = player.direction;
|
|
}
|
|
|
|
// Stop if collision detected
|
|
if (player.body.blocked.none === false) {
|
|
isMoving = false;
|
|
player.body.setVelocity(0, 0);
|
|
if (player.isMoving) {
|
|
player.isMoving = false;
|
|
const animDir = getAnimationKey(player.direction);
|
|
player.anims.stop(); // Stop current animation
|
|
player.anims.play(`idle-${animDir}`, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
function getStartingRoomCenter(startRoomId) {
|
|
// Default position if rooms not initialized yet
|
|
const defaultPos = { x: 160, y: 144 };
|
|
|
|
// If rooms are available, get the actual room position
|
|
if (window.rooms && window.rooms[startRoomId]) {
|
|
const roomPos = window.rooms[startRoomId].position;
|
|
// Center of 320x288 room
|
|
return {
|
|
x: roomPos.x + 160,
|
|
y: roomPos.y + 144
|
|
};
|
|
}
|
|
|
|
// Fallback to reasonable center position for reception room
|
|
// Reception is typically at (0,0) so center would be (160, 144)
|
|
return defaultPos;
|
|
}
|
|
|
|
// Export for global access
|
|
window.createPlayer = createPlayer;
|
|
window.pauseKeyboardInput = pauseKeyboardInput;
|
|
window.resumeKeyboardInput = resumeKeyboardInput;
|
|
|
|
console.log('✅ Player module loaded - keyboard control functions exported to window:', {
|
|
createPlayer: typeof window.createPlayer,
|
|
pauseKeyboardInput: typeof window.pauseKeyboardInput,
|
|
resumeKeyboardInput: typeof window.resumeKeyboardInput
|
|
});
|