diff --git a/front/src/Phaser/Player/Player.ts b/front/src/Phaser/Player/Player.ts index 11e3b436..e01b351f 100644 --- a/front/src/Phaser/Player/Player.ts +++ b/front/src/Phaser/Player/Player.ts @@ -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)]; } } diff --git a/front/src/Phaser/UserInput/GameSceneUserInputHandler.ts b/front/src/Phaser/UserInput/GameSceneUserInputHandler.ts index f351ccf0..02e256f0 100644 --- a/front/src/Phaser/UserInput/GameSceneUserInputHandler.ts +++ b/front/src/Phaser/UserInput/GameSceneUserInputHandler.ts @@ -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); }); } diff --git a/front/src/Utils/PathfindingManager.ts b/front/src/Utils/PathfindingManager.ts index 17a6dee2..01ce5f82 100644 --- a/front/src/Utils/PathfindingManager.ts +++ b/front/src/Utils/PathfindingManager.ts @@ -9,7 +9,7 @@ export class PathfindingManager { this.scene = scene; this.easyStar = new EasyStar.js(); - this.easyStar.disableDiagonals(); + this.easyStar.enableDiagonals(); this.setGrid(collisionsGrid); }