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70 changes: 49 additions & 21 deletions src/utils/sceneHelpers.js
Original file line number Diff line number Diff line change
Expand Up @@ -509,38 +509,66 @@ export const handleHeroMovement = (scene, heroSpeed = 60) => {
}

const { setHeroFacingDirection } = getSelectorData(selectHeroSetters);
let velocityX = 0;
let velocityY = 0;

// Horizontal movement
if (scene.cursors.left.isDown || scene.wasd[LEFT_DIRECTION].isDown) {
scene.heroSprite.body.setVelocityY(0);
scene.heroSprite.body.setVelocityX(-heroSpeed);
scene.heroSprite.anims.play(`${HERO_SPRITE_NAME}_walk_${LEFT_DIRECTION}`, true);
setHeroFacingDirection(LEFT_DIRECTION);
} else if (scene.cursors.right.isDown || scene.wasd[RIGHT_DIRECTION].isDown) {
scene.heroSprite.body.setVelocityY(0);
scene.heroSprite.body.setVelocityX(heroSpeed);
scene.heroSprite.anims.play(`${HERO_SPRITE_NAME}_walk_${RIGHT_DIRECTION}`, true);
setHeroFacingDirection(RIGHT_DIRECTION);
} else if (scene.cursors.up.isDown || scene.wasd[UP_DIRECTION].isDown) {
scene.heroSprite.body.setVelocityX(0);
scene.heroSprite.body.setVelocityY(-heroSpeed);
scene.heroSprite.anims.play(`${HERO_SPRITE_NAME}_walk_${UP_DIRECTION}`, true);
setHeroFacingDirection(UP_DIRECTION);
} else if (scene.cursors.down.isDown || scene.wasd[DOWN_DIRECTION].isDown) {
scene.heroSprite.body.setVelocityX(0);
scene.heroSprite.body.setVelocityY(heroSpeed);
scene.heroSprite.anims.play(`${HERO_SPRITE_NAME}_walk_${DOWN_DIRECTION}`, true);
setHeroFacingDirection(DOWN_DIRECTION);
velocityX = -heroSpeed;
}

if (scene.cursors.right.isDown || scene.wasd[RIGHT_DIRECTION].isDown) {
velocityX = heroSpeed;
}

// Vertical movement
if (scene.cursors.up.isDown || scene.wasd[UP_DIRECTION].isDown) {
velocityY = -heroSpeed;
}

if (scene.cursors.down.isDown || scene.wasd[DOWN_DIRECTION].isDown) {
velocityY = heroSpeed;
}

// Normalize diagonal speed
if (velocityX !== 0 && velocityY !== 0) {
velocityX *= Math.SQRT1_2;
velocityY *= Math.SQRT1_2;
}

// Set velocity
scene.heroSprite.body.setVelocityX(velocityX);
scene.heroSprite.body.setVelocityY(velocityY);

// Animation logic
if (velocityX !== 0 || velocityY !== 0) {
if (velocityY < 0) {
// If moving up (either up-left or up-right), play 'up' animation
scene.heroSprite.anims.play(`${HERO_SPRITE_NAME}_walk_${UP_DIRECTION}`, true);
setHeroFacingDirection(UP_DIRECTION);
} else if (velocityY > 0) {
// If moving down (either down-left or down-right), play 'down' animation
scene.heroSprite.anims.play(`${HERO_SPRITE_NAME}_walk_${DOWN_DIRECTION}`, true);
setHeroFacingDirection(DOWN_DIRECTION);
} else if (velocityX < 0) {
// Only moving left
scene.heroSprite.anims.play(`${HERO_SPRITE_NAME}_walk_${LEFT_DIRECTION}`, true);
setHeroFacingDirection(LEFT_DIRECTION);
} else if (velocityX > 0) {
// Only moving right
scene.heroSprite.anims.play(`${HERO_SPRITE_NAME}_walk_${RIGHT_DIRECTION}`, true);
setHeroFacingDirection(RIGHT_DIRECTION);
}
} else {
const facingDirection = getSelectorData(selectHeroFacingDirection);
scene.heroSprite.body.setVelocityX(0);
scene.heroSprite.body.setVelocityY(0);
scene.heroSprite.anims.stop();
scene.heroSprite.setFrame(
IDLE_FRAME.replace(IDLE_FRAME_POSITION_KEY, facingDirection)
);
}
};


export const changeScene = (scene, nextScene, assets = {}, config = {}) => {
// const sceneKey = scene.scene.key;
// scene.scene.stop(sceneKey);
Expand Down