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Cursor diferente para indicar que algo es clicable
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pedrolemi committed Jul 23, 2024
1 parent 98b9e09 commit ab21f85
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Showing 4 changed files with 8 additions and 8 deletions.
2 changes: 1 addition & 1 deletion src/gameObjects/character.js
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ export default class Character {
// Nota: el origen es (0.5, 1). No se puede modificar
this.char = this.scene.add.spine(trans.x, trans.y, key);
this.char.setScale(trans.scale);
this.char.setInteractive();
this.char.setInteractive({ useHandCursor: true });
this.anims.push(this.char);

this.dialog = dialog;
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4 changes: 2 additions & 2 deletions src/scenes/gameLoop/baseScene.js
Original file line number Diff line number Diff line change
Expand Up @@ -495,8 +495,8 @@ export default class BaseScene extends Phaser.Scene {
* @param {Boolean} click - true si la imagen se cambia al hacer click, false si lo hace al pasar/sacar el raton por encima
*/
toggleDoor(closed, opened, click = true) {
closed.setInteractive();
opened.setInteractive();
closed.setInteractive({ useHandCursor: true });
opened.setInteractive({ useHandCursor: true });

opened.visible = false;
let openEvt = 'pointerdown';
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8 changes: 4 additions & 4 deletions src/scenes/gameLoop/bedroomBase.js
Original file line number Diff line number Diff line change
Expand Up @@ -59,7 +59,7 @@ export default class BedroomBase extends BaseScene {
door1Closed.setDepth(bg.depth + 3);
door1Opened.setDepth(door1Closed.depth - 1);
wardrobe1.setDepth(door1Opened.depth - 1);
wardrobe1.setInteractive();
wardrobe1.setInteractive({ useHandCursor: true });
wardrobe1.on('pointerdown', () => {
if (door1Opened.visible) {
this.dialogManager.setNode(this.wardrobe1Node)
Expand All @@ -72,7 +72,7 @@ export default class BedroomBase extends BaseScene {
door3Closed.setDepth(bg.depth + 3);
door3Opened.setDepth(door2Closed.depth - 1);
wardrobe2.setDepth(door2Opened.depth - 1);
wardrobe2.setInteractive();
wardrobe2.setInteractive({ useHandCursor: true });
wardrobe2.on('pointerdown', () => {
if (door2Opened.visible || door3Opened.visible) {
this.dialogManager.setNode(this.wardrobe2Node)
Expand All @@ -86,7 +86,7 @@ export default class BedroomBase extends BaseScene {
this.pcNode = null;

let pc = this.add.rectangle(276, 360, 150, 162, 0xfff, 0).setOrigin(0, 0);
pc.setInteractive();
pc.setInteractive({ useHandCursor: true });
pc.on('pointerdown', () => {
this.dialogManager.setNode(this.pcNode);
});
Expand Down Expand Up @@ -116,7 +116,7 @@ export default class BedroomBase extends BaseScene {
// Al igual que con el interior de los armarios, se recoloca su profundidad y al
// hacer click sobre ella, se cambia el nodo en el dialogManager
this.bed = this.add.image(bg.displayWidth, this.CANVAS_HEIGHT, 'bed').setOrigin(1, 1).setScale(this.scale);
this.bed.setInteractive();
this.bed.setInteractive({ useHandCursor: true });
this.bed.setDepth(10);
this.bedNode = null;
this.bed.on('pointerdown', () => {
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2 changes: 1 addition & 1 deletion src/scenes/gameLoop/day1/bedroomMorningDay1.js
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ export default class BedroomMorningDay1 extends BedroomBase {
// Mochila
let bagNode = super.readNodes("root", nodes, "day1\\bedroomMorningDay1", "bag", true);
let bag = this.add.image(170, this.CANVAS_HEIGHT - 170, 'bag').setOrigin(0, 0).setScale(this.scale);
bag.setInteractive();
bag.setInteractive({ useHandCursor: true });
bag.on('pointerdown', () => {
this.dialogManager.setNode(bagNode)
});
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