workadventure/front/src/Phaser/Player/Player.ts

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import { PlayerAnimationDirections } from "./Animation";
import type { GameScene } from "../Game/GameScene";
import { UserInputEvent, UserInputManager } from "../UserInput/UserInputManager";
import { Character } from "../Entity/Character";
import { userMovingStore } from "../../Stores/GameStore";
export const hasMovedEventName = "hasMoved";
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export const requestEmoteEventName = "requestEmote";
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export class Player extends Character {
private previousDirection: string = PlayerAnimationDirections.Down;
private wasMoving: boolean = false;
constructor(
Scene: GameScene,
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x: number,
y: number,
name: string,
texturesPromise: Promise<string[]>,
direction: PlayerAnimationDirections,
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moving: boolean,
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private userInputManager: UserInputManager,
companion: string | null,
companionTexturePromise?: Promise<string>
) {
super(Scene, x, y, texturesPromise, name, direction, moving, 1, true, companion, companionTexturePromise);
//the current player model should be push away by other players to prevent conflict
this.getBody().setImmovable(false);
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}
moveUser(delta: number): void {
//if user client on shift, camera and player speed
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let direction = null;
let moving = false;
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const activeEvents = this.userInputManager.getEventListForGameTick();
const speedMultiplier = activeEvents.get(UserInputEvent.SpeedUp) ? 25 : 9;
const moveAmount = speedMultiplier * 20;
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let x = 0;
let y = 0;
if (activeEvents.get(UserInputEvent.MoveUp)) {
y = -moveAmount;
direction = PlayerAnimationDirections.Up;
moving = true;
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} else if (activeEvents.get(UserInputEvent.MoveDown)) {
y = moveAmount;
direction = PlayerAnimationDirections.Down;
moving = true;
}
if (activeEvents.get(UserInputEvent.MoveLeft)) {
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x = -moveAmount;
direction = PlayerAnimationDirections.Left;
moving = true;
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} else if (activeEvents.get(UserInputEvent.MoveRight)) {
x = moveAmount;
direction = PlayerAnimationDirections.Right;
moving = true;
}
moving = moving || activeEvents.get(UserInputEvent.JoystickMove);
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if (x !== 0 || y !== 0) {
this.move(x, y);
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this.emit(hasMovedEventName, { moving, direction, x: this.x, y: this.y, oldX: x, oldY: y });
} else if (this.wasMoving && moving) {
// slow joystick movement
this.move(0, 0);
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this.emit(hasMovedEventName, {
moving,
direction: this.previousDirection,
x: this.x,
y: this.y,
oldX: x,
oldY: y,
});
} else if (this.wasMoving && !moving) {
this.stop();
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this.emit(hasMovedEventName, {
moving,
direction: this.previousDirection,
x: this.x,
y: this.y,
oldX: x,
oldY: y,
});
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}
if (direction !== null) {
this.previousDirection = direction;
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}
this.wasMoving = moving;
userMovingStore.set(moving);
}
public isMoving(): boolean {
return this.wasMoving;
}
}