var BackGround = BackGround || {} BackGround.brainGroup = null; BackGround.characterPos = [ new Phaser.Math.Vector2(100, 99), new Phaser.Math.Vector2(248, 198), new Phaser.Math.Vector2(412, 144), new Phaser.Math.Vector2(124, 393), new Phaser.Math.Vector2(368, 336), new Phaser.Math.Vector2(272, 453), new Phaser.Math.Vector2(100, 595), new Phaser.Math.Vector2(284, 678), new Phaser.Math.Vector2(444, 639), new Phaser.Math.Vector2(116, 799), new Phaser.Math.Vector2(413, 789), new Phaser.Math.Vector2(280, 916), new Phaser.Math.Vector2(1437, 157), new Phaser.Math.Vector2(1672, 95), new Phaser.Math.Vector2(1832, 166), new Phaser.Math.Vector2(1581, 239), new Phaser.Math.Vector2(1779, 311), new Phaser.Math.Vector2(1595, 414), new Phaser.Math.Vector2(1774, 480), new Phaser.Math.Vector2(1501, 563), new Phaser.Math.Vector2(1736, 655), new Phaser.Math.Vector2(1446, 770), new Phaser.Math.Vector2(1656, 894), new Phaser.Math.Vector2(1826, 819), ] BackGround.otherCharacters = []; BackGround.drawCharacter = function(scene) { RoomData.myself.playerImage = scene.add.sprite(game.config.width / 2, game.config.height * 41 / 48, Enums.characterSkin[PlayerData.userData.skin] + 'Write') .setScale(0.45).setDepth(5); RoomData.myself.position = new Phaser.Math.Vector2(RoomData.myself.playerImage.x - 20, RoomData.myself.playerImage.y - 20); RoomData.myself.mat = scene.add.sprite(RoomData.myself.position.x, RoomData.myself.position.y, 'mat') .setScale(0.45).setDepth(4); BackGround.characterPos = BackGround.characterPos.sort(function(){return 0.5-Math.random()}); RoomData.players.forEach(function(element){ if(element.id != RoomData.myself.id) { element.position = BackGround.characterPos.pop(); element.playerImage = scene.add.sprite(element.position.x, element.position.y, Enums.characterSkin[element.skin] + 'Write') .setScale(0.315).setDepth(5); element.playerImage.flipX = element.position.x < game.config.width / 2 ? true : false; element.mat = scene.add.sprite(element.position.x - 14 * (element.position.x < game.config.width / 2 ? -1 : 1), element.position.y - 14, 'mat') .setScale(0.315).setDepth(4); element.mat.flipX = element.position.x < game.config.width / 2 ? true : false; element.nicknameText = scene.add.text(element.position.x, element.position.y - 90, element.nickname) .setOrigin(0.5,0.5).setColor('#000000').setPadding(0.5,0.5,0.5,0.5).setDepth(5.1); 6 } }); } BackGround.gameBackground = null; BackGround.drawBrain = function(scene) { BackGround.gameBackground = scene.add.sprite(game.config.width / 2, game.config.height / 2, 'gameBackground').setDisplaySize(game.config.width, game.config.height).setDepth(3.1); } BackGround.drawBackground = function(scene) { scene.add.sprite(game.config.width / 2, game.config.height / 2, 'baseBackground').setDisplaySize(game.config.width, game.config.height).setDepth(0); } BackGround.drawMenu = function(scene) { scene.add.sprite(game.config.width / 2, game.config.height / 2, 'menuBackground').setDisplaySize(game.config.width, game.config.height).setDepth(3); } BackGround.drawRoom = function(scene) { scene.add.sprite(game.config.width / 2, game.config.height / 2, 'roomBackground').setDisplaySize(game.config.width, game.config.height).setDepth(5.2); }