From ab21f859bd37f66df4e28c838dcf84eec9f5a6f7 Mon Sep 17 00:00:00 2001 From: pedroleo Date: Tue, 23 Jul 2024 12:53:18 +0200 Subject: [PATCH] Cursor diferente para indicar que algo es clicable --- src/gameObjects/character.js | 2 +- src/scenes/gameLoop/baseScene.js | 4 ++-- src/scenes/gameLoop/bedroomBase.js | 8 ++++---- src/scenes/gameLoop/day1/bedroomMorningDay1.js | 2 +- 4 files changed, 8 insertions(+), 8 deletions(-) diff --git a/src/gameObjects/character.js b/src/gameObjects/character.js index 64c6100..52d2332 100644 --- a/src/gameObjects/character.js +++ b/src/gameObjects/character.js @@ -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; diff --git a/src/scenes/gameLoop/baseScene.js b/src/scenes/gameLoop/baseScene.js index 5fdd430..76afa0c 100644 --- a/src/scenes/gameLoop/baseScene.js +++ b/src/scenes/gameLoop/baseScene.js @@ -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'; diff --git a/src/scenes/gameLoop/bedroomBase.js b/src/scenes/gameLoop/bedroomBase.js index 822065d..6e0e49c 100644 --- a/src/scenes/gameLoop/bedroomBase.js +++ b/src/scenes/gameLoop/bedroomBase.js @@ -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) @@ -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) @@ -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); }); @@ -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', () => { diff --git a/src/scenes/gameLoop/day1/bedroomMorningDay1.js b/src/scenes/gameLoop/day1/bedroomMorningDay1.js index 463212d..0e38cab 100644 --- a/src/scenes/gameLoop/day1/bedroomMorningDay1.js +++ b/src/scenes/gameLoop/day1/bedroomMorningDay1.js @@ -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) });