Impact

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1 decade ago by fulvio

I have a few NPC&039;s that display in-game dialogues and I was hoping to be able to disable the shoot #ig.input.pressed('shoot') functionality temporarily per entity.

Basically the character detects when the player is close to them and displays the dialogue automatically. I then use ig.input.pressed('shoot') to iterate through the dialogue text. The problem at the moment is that shoot is also assigned to the player&039;s shoot button within #player.js.

While close to the NPC I&039;d like to disable the #shoot button in the player.js class while this is happening. I tried adding a boolean flag to my main game class if.game.freezePlayer and check for whether this is true and disable any shoot functionality, however when I have multiple dialogues in my level it's always set to whatever dialogue is loaded first - so it's not really going to work like I want it to.

1 decade ago by TigerJ

I use a global "am I chatting" type boolean
if( ig.input.pressed('shoot') ) {
				//console.log("shot");
				//do not shoot if chat bubble is open
				if(!ig.game.chatOpen)
				{
					this.shootAnim=true;
					this.shootAnimCounter=0;
					this.currentAnim = this.anims.shoot;
					ig.game.spawnEntity( EntityBolt, this.pos.x, this.pos.y, {flip:this.flip} );
				}
			}
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