Facing Direction Observable (8 directions)

Press the arrow keys to move. This demo demonstrates how to use the facingDirection observable on a character using 8 directions, allowing you to know when a character is facing a certain direction. This demo also uses the Phaser Containers feature.

Example Code

const game = new Phaser.Game(config(preload, create, update));

let facingDirectionText;
let facingPositionText;

function preload() {
  this.load.image("tiles", "../../assets/tf_jungle_tileset.png");
  this.load.tilemapTiledJSON("jungle", "../../assets/jungle-small.json");
  this.load.spritesheet("player", "../../assets/characters.png", {
    frameWidth: 52,
    frameHeight: 72,
  });
}

function create() {
  const jungleTilemap = this.make.tilemap({ key: "jungle" });
  jungleTilemap.addTilesetImage("jungle", "tiles");
  for (let i = 0; i < jungleTilemap.layers.length; i++) {
    const layer = jungleTilemap.createLayer(i, "jungle", 0, 0);
    layer.scale = 3;
  }
  const playerSprite = this.add.sprite(0, 0, "player");
  playerSprite.scale = 1.5;

  facingDirectionText = this.add.text(-60, -30, '');
  facingPositionText = this.add.text(-60, -10, '');

  const container = this.add.container(0, 0, [
    playerSprite,
    facingDirectionText,
    facingPositionText,
  ]);

  this.cameras.main.startFollow(container, true);
  this.cameras.main.setFollowOffset(-playerSprite.width, -playerSprite.height);

  const gridEngineConfig = {
    characters: [
      {
        id: "player",
        sprite: playerSprite,
        walkingAnimationMapping: 6,
        startPosition: { x: 8, y: 12 },
        container
      },
    ],
    numberOfDirections: 8,
  };

  this.gridEngine.create(jungleTilemap, gridEngineConfig);
  this.gridEngine.turnTowards("player", 'left');
}

function update() {
  const cursors = this.input.keyboard.createCursorKeys();
  if (cursors.left.isDown && cursors.up.isDown) {
    this.gridEngine.move("player", "up-left");
  } else if (cursors.left.isDown && cursors.down.isDown) {
    this.gridEngine.move("player", "down-left");
  } else if (cursors.right.isDown && cursors.up.isDown) {
    this.gridEngine.move("player", "up-right");
  } else if (cursors.right.isDown && cursors.down.isDown) {
    this.gridEngine.move("player", "down-right");
  } else if (cursors.left.isDown) {
    this.gridEngine.move("player", "left");
  } else if (cursors.right.isDown) {
    this.gridEngine.move("player", "right");
  } else if (cursors.up.isDown) {
    this.gridEngine.move("player", "up");
  } else if (cursors.down.isDown) {
    this.gridEngine.move("player", "down");
  }
  facingDirectionText.text = 'facingDirection: '
    + this.gridEngine.getFacingDirection('player');
  facingPositionText.text = 'facingPosition: ('
    + this.gridEngine.getFacingPosition('player').x + ', '
    + this.gridEngine.getFacingPosition('player').y + ')';
}

Example Phaser Config

function config(preload, create, update) {
  return {
    title: "GridEngineExample",
    render: {
      antialias: false,
    },
    type: Phaser.AUTO,
    plugins: {
      scene: [
        {
          key: "gridEngine",
          plugin: GridEngine,
          mapping: "gridEngine",
        },
      ],
    },
    scale: {
      width: 700,
      height: 528,
    },
    scene: {
      preload: preload,
      create: create,
      update: update,
    },
    backgroundColor: "#48C4F8",
  };
}