added y sorting for object layers
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9cb4f55d9a
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cf3c801bdb
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@ -100,7 +100,7 @@ export default class MainScene extends Scene {
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pauseButton.setText("Pause");
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pauseButton.setPosition(700, 400);
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pauseButton.onClick = () => {
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this.layers.forEach((layer: Layer) => layer.setPaused(true));
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this.sceneGraph.getLayers().forEach((layer: Layer) => layer.setPaused(true));
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pauseLayer.enable();
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}
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@ -114,7 +114,7 @@ export default class MainScene extends Scene {
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resumeButton.setText("Resume");
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resumeButton.setPosition(360, 150);
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resumeButton.onClick = () => {
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this.layers.forEach((layer: Layer) => layer.setPaused(false));
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this.sceneGraph.getLayers().forEach((layer: Layer) => layer.setPaused(false));
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pauseLayer.disable();
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}
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@ -172,8 +172,11 @@ export default class ResourceManager {
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// Load everything in the queues. Tilemaps have to come before images because they will add new images to the queue
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this.loadTilemapsFromQueue(() => {
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console.log("Loaded Tilemaps");
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this.loadImagesFromQueue(() => {
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console.log("Loaded Images");
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this.loadAudioFromQueue(() => {
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console.log("Loaded Audio");
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// Done loading
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this.loading = false;
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this.justLoaded = true;
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@ -88,11 +88,13 @@ export default class TilemapFactory {
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// Check if obj is collidable
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let collidable = false;
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if(obj.properties){
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for(let prop of obj.properties){
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if(prop.name === "Collidable"){
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collidable = prop.value;
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}
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}
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}
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let sprite: Sprite;
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@ -13,6 +13,8 @@ export default class Layer {
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protected hidden: boolean;
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protected alpha: number;
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protected items: Array<GameNode>;
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protected ySort: boolean;
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protected depth: number;
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constructor(scene: Scene){
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this.scene = scene;
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@ -21,6 +23,8 @@ export default class Layer {
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this.hidden = false;
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this.alpha = 1;
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this.items = new Array();
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this.ySort = false;
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this.depth = 0;
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}
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setPaused(pauseValue: boolean): void {
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@ -65,6 +69,22 @@ export default class Layer {
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return this.parallax;
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}
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setYSort(ySort: boolean): void {
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this.ySort = ySort;
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}
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getYSort(): boolean {
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return this.ySort;
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}
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setDepth(depth: number): void {
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this.depth = depth;
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}
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getDepth(): number {
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return this.depth;
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}
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addNode(node: GameNode): void {
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this.items.push(node);
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node.setLayer(this);
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@ -14,7 +14,6 @@ import Receiver from "../Events/Receiver";
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import Emitter from "../Events/Emitter";
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export default class Scene{
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protected layers: Stack<Layer>;
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protected worldSize: Vec2;
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protected viewport: Viewport;
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protected running: boolean;
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@ -42,7 +41,7 @@ export default class Scene{
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public load: ResourceManager;
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constructor(viewport: Viewport, sceneManager: SceneManager, game: GameLoop){
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this.layers = new Stack(10);
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this.worldSize = new Vec2(1600, 1000);
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this.viewport = viewport;
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this.viewport.setBounds(0, 0, 2560, 1280);
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@ -138,9 +137,7 @@ export default class Scene{
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* Adds a new layer to the scene and returns it
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*/
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addLayer(): Layer {
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let layer = new Layer(this);
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this.layers.push(layer);
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return layer;
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return this.sceneGraph.addLayer();
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}
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/**
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@ -3,6 +3,8 @@ import CanvasNode from "../Nodes/CanvasNode";
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import Map from "../DataTypes/Map";
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import Vec2 from "../DataTypes/Vec2";
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import Scene from "../Scene/Scene";
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import Layer from "../Scene/Layer";
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import Stack from "../DataTypes/Stack";
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/**
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* An abstract interface of a SceneGraph. Exposes methods for use by other code, but leaves the implementation up to the subclasses.
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@ -12,12 +14,14 @@ export default abstract class SceneGraph {
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protected nodeMap: Map<CanvasNode>;
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protected idCounter: number;
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protected scene: Scene;
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protected layers: Stack<Layer>;
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constructor(viewport: Viewport, scene: Scene){
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this.viewport = viewport;
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this.scene = scene;
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this.nodeMap = new Map<CanvasNode>();
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this.idCounter = 0;
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this.layers = new Stack(10);
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}
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/**
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@ -87,6 +91,18 @@ export default abstract class SceneGraph {
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*/
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protected abstract getNodeAtCoords(x: number, y: number): CanvasNode;
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addLayer(): Layer {
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let layer = new Layer(this.scene);
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let depth = this.layers.size();
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layer.setDepth(depth);
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this.layers.push(layer);
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return layer;
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}
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getLayers(): Stack<Layer> {
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return this.layers;
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}
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abstract update(deltaT: number): void;
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/**
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@ -2,6 +2,8 @@ import SceneGraph from "./SceneGraph";
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import CanvasNode from "../Nodes/CanvasNode";
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import Viewport from "./Viewport";
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import Scene from "../Scene/Scene";
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import Stack from "../DataTypes/Stack";
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import Layer from "../Scene/Layer"
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export default class SceneGraphArray extends SceneGraph{
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private nodeList: Array<CanvasNode>;
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@ -65,6 +67,16 @@ export default class SceneGraphArray extends SceneGraph{
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}
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}
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// Sort by depth, then by visible set by y-value
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visibleSet.sort((a, b) => {
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if(a.getLayer().getDepth() === b.getLayer().getDepth()){
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return (a.getPosition().y + a.getSize().y*a.getScale().y)
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- (b.getPosition().y + b.getSize().y*b.getScale().y);
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} else {
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return a.getLayer().getDepth() - b.getLayer().getDepth();
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}
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});
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return visibleSet;
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}
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}
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@ -12,11 +12,9 @@ import { GameEventType } from "./Events/GameEventType";
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export default class SecondScene extends Scene {
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loadScene(){
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this.load.tilemap("level2", "assets/tilemaps/OtherMap.json");
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this.load.tilemap("background2", "assets/tilemaps/OtherBackground.json");
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this.load.tilemap("level2", "assets/tilemaps/TopDown2.json");
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this.load.image("player", "assets/sprites/player.png");
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this.load.audio("player_jump", "assets/sounds/jump-3.wav");
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this.load.audio("level_music", "assets/sounds/level.wav");
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this.load.audio("music", "assets/sounds/level.wav")
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let loadingScreen = this.addLayer();
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let box = this.add.graphic(Rect, loadingScreen, new Vec2(200, 300), new Vec2(400, 60));
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@ -34,23 +32,12 @@ export default class SecondScene extends Scene {
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}
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startScene(){
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// Add the background tilemap
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let backgroundTilemapLayer = this.add.tilemap("background2")[0];
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// ...and make it have parallax
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backgroundTilemapLayer.setParallax(1, 1);
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backgroundTilemapLayer.setAlpha(0.2);
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// Add the music and start playing it on a loop
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_music", loop: true, holdReference: true});
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// Add the tilemap
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this.add.tilemap("level2");
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// Create the main game layer
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let mainLayer = this.addLayer();
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let mainLayer = this.add.tilemap("level2")[1];
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mainLayer.setYSort(true);
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// Add a player
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let player = this.add.physics(Player, mainLayer, "platformer");
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let player = this.add.physics(Player, mainLayer, "topdown");
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let playerSprite = this.add.sprite("player", mainLayer);
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player.setSprite(playerSprite);
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@ -99,7 +86,7 @@ export default class SecondScene extends Scene {
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pauseButton.setText("Pause");
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pauseButton.setPosition(700, 400);
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pauseButton.onClick = () => {
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this.layers.forEach((layer: Layer) => layer.setPaused(true));
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this.sceneGraph.getLayers().forEach((layer: Layer) => layer.setPaused(true));
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pauseLayer.enable();
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}
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@ -113,7 +100,7 @@ export default class SecondScene extends Scene {
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resumeButton.setText("Resume");
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resumeButton.setPosition(400, 200);
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resumeButton.onClick = () => {
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this.layers.forEach((layer: Layer) => layer.setPaused(false));
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this.sceneGraph.getLayers().forEach((layer: Layer) => layer.setPaused(false));
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pauseLayer.disable();
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}
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}
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