proper player movement on click

This commit is contained in:
Hanusiak Piotr 2022-01-17 16:04:59 +01:00
parent e557e8ea72
commit 3e81278e72
3 changed files with 25 additions and 12 deletions

View file

@ -65,7 +65,14 @@ export class Player extends Character {
}
public setPathToFollow(path: { x: number; y: number }[]): void {
this.pathToFollow = path;
// take collider offset into consideraton
this.pathToFollow = this.adjustPathToFollowToColliderBounds(path);
}
private adjustPathToFollowToColliderBounds(path: { x: number; y: number }[]): { x: number; y: number }[] {
return path.map((step) => {
return { x: step.x, y: step.y - this.getBody().offset.y };
});
}
private inputStep(activeEvents: ActiveEventList, x: number, y: number) {
@ -133,9 +140,7 @@ export class Player extends Character {
if (distance < 2000) {
return [0, 0];
}
const xMovement = xDistance / Math.sqrt(distance);
const yMovement = yDistance / Math.sqrt(distance);
return [xMovement, yMovement];
return this.getMovementDirection(xDistance, yDistance, distance);
}
private computeFollowPathMovement(): number[] {
@ -148,11 +153,13 @@ export class Player extends Character {
const xDistance = nextStep.x - this.x;
const yDistance = nextStep.y - this.y;
const distance = Math.pow(xDistance, 2) + Math.pow(yDistance, 2);
if (distance < 200) {
if (distance < 10) {
this.pathToFollow.shift();
}
const xMovement = xDistance / Math.sqrt(distance);
const yMovement = yDistance / Math.sqrt(distance);
return [xMovement, yMovement];
return this.getMovementDirection(xDistance, yDistance, distance);
}
private getMovementDirection(xDistance: number, yDistance: number, distance: number): [number, number] {
return [xDistance / Math.sqrt(distance), yDistance / Math.sqrt(distance)];
}
}

View file

@ -32,13 +32,19 @@ export class GameSceneUserInputHandler implements UserInputHandlerInterface {
.then((path) => {
const tileDimensions = this.gameScene.getGameMap().getTileDimensions();
const pixelPath = path.map((step) => {
return { x: step.x * tileDimensions.width, y: step.y * tileDimensions.height };
return {
x: step.x * tileDimensions.width + tileDimensions.width * 0.5,
y: step.y * tileDimensions.height + tileDimensions.height * 0.5,
};
});
// Replace last position with pointerUp result
// pixelPath[pixelPath.length - 1] = { x: pointer.x + camera.scrollX, y: pointer.y + camera.scrollY };
// Remove first step as it is for the tile we are currently standing on
pixelPath.shift();
this.gameScene.CurrentPlayer.setPathToFollow([...pixelPath]);
console.log(pixelPath);
})
.catch((reason) => {
console.log(reason);
console.warn(reason);
});
}

View file

@ -9,7 +9,7 @@ export class PathfindingManager {
this.scene = scene;
this.easyStar = new EasyStar.js();
this.easyStar.disableDiagonals();
this.easyStar.enableDiagonals();
this.setGrid(collisionsGrid);
}