workadventure/front/src/Phaser/Entity/RemotePlayer.ts

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import type { GameScene } from "../Game/GameScene";
import type { PointInterface } from "../../Connexion/ConnexionModels";
import { Character } from "../Entity/Character";
import type { PlayerAnimationDirections } from "../Player/Animation";
import { requestVisitCardsStore } from "../../Stores/GameStore";
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/**
* Class representing the sprite of a remote player (a player that plays on another computer)
*/
export class RemotePlayer extends Character {
userId: number;
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private visitCardUrl: string | null;
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constructor(
userId: number,
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Scene: GameScene,
x: number,
y: number,
name: string,
texturesPromise: Promise<string[]>,
direction: PlayerAnimationDirections,
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moving: boolean,
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visitCardUrl: string | null,
companion: string | null,
companionTexturePromise?: Promise<string>
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) {
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super(
Scene,
x,
y,
texturesPromise,
name,
direction,
moving,
1,
!!visitCardUrl,
companion,
companionTexturePromise
);
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//set data
this.userId = userId;
this.visitCardUrl = visitCardUrl;
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this.on("pointerdown", (event: Phaser.Input.Pointer) => {
if (event.downElement.nodeName === "CANVAS") {
requestVisitCardsStore.set(this.visitCardUrl);
}
});
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}
updatePosition(position: PointInterface): void {
this.playAnimation(position.direction as PlayerAnimationDirections, position.moving);
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this.setX(position.x);
this.setY(position.y);
this.setDepth(position.y); //this is to make sure the perspective (player models closer the bottom of the screen will appear in front of models nearer the top of the screen).
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if (this.companion) {
this.companion.setTarget(position.x, position.y, position.direction as PlayerAnimationDirections);
}
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}
}