Facing Direction Observable
Press the arrow keys to move. This demo demonstrates how to use the facingDirection
observable on a character, allowing you to know when a character is facing a certain direction. This demo also uses the Phaser Containers feature.
Code
📖 How to execute examples locally
js
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
},
],
};
this.gridEngine.create(jungleTilemap, gridEngineConfig);
this.gridEngine.turnTowards("player", 'left');
}
function update() {
const cursors = this.input.keyboard.createCursorKeys();
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 + ')';
}
html
<!doctype html>
<html>
<head>
<link rel="stylesheet" href="../styles.css" />
<script src="../../js/phaser-3.80.1.min.js"></script>
<script src="../../js/grid-engine-2.44.3.min.js"></script>
<script src="../../js/examplePhaserConfig.js"></script>
<script src="code.js"></script>
</head>
<body></body>
</html>
js
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,
},
parent: "game",
backgroundColor: "#48C4F8",
input: {
mouse: {
preventDefaultWheel: false
},
touch: {
capture: false
}
}
};
}
css
body {
margin: 0;
padding: 0;
background: #1e1e20;
font-family: Inter,-apple-system,system-ui,BlinkMacSystemFont,"Segoe UI",Roboto,"Helvetica Neue",Arial,sans-serif;
color: #cacaca;
}
.settings {
margin-top: 20px;
display: flex;
flex-direction: column;
/* border: 1px solid white; */
background: #282828;
margin-bottom: 20px;
width: 640px;
padding: 0 30px;
}
label {
font-weight: bold;
margin-top: 30px;
margin-bottom: 10px;
}
select {
width: 100px;
}
input {
width: 100px;
}
button {
width: 120px;
margin-top: 30px;
margin-bottom: 20px;
}
.wait-timeout-group {
display: flex;
align-items: center;
justify-content: flex-start;
}
.wait-timeout-group input {
width: auto;
margin-right: 10px;
}
.wait-timeout-group label {
margin:0;
}
#json-config {
margin-bottom: 10px;
}
#json-config pre {
font-family: "Consolas", monospace;
}
.disabled {
display: none;
}