Implement automatic following of other players.

* initiate following by reacting to the interact event
* subscribe to remote player and update positions in relation to them
  instead of reacting to user input
* cancel following if the user moves actively again
This commit is contained in:
danb 2021-10-19 15:35:19 +02:00 committed by PizZaKatZe
parent f65491e709
commit f340e8114d

View file

@ -1,15 +1,18 @@
import { PlayerAnimationDirections } from "./Animation";
import type { GameScene } from "../Game/GameScene";
import { UserInputEvent, UserInputManager } from "../UserInput/UserInputManager";
import { ActiveEventList, UserInputEvent, UserInputManager } from "../UserInput/UserInputManager";
import { Character } from "../Entity/Character";
import type { RemotePlayer } from "../Entity/RemotePlayer";
import { userMovingStore } from "../../Stores/GameStore";
export const hasMovedEventName = "hasMoved";
export const requestEmoteEventName = "requestEmote";
export class Player extends Character {
private previousDirection: string = PlayerAnimationDirections.Down;
private previousDirection: PlayerAnimationDirections = PlayerAnimationDirections.Down;
private wasMoving: boolean = false;
private timeCounter: number = 0;
private follow: { followPlayer: RemotePlayer; direction: PlayerAnimationDirections } | null = null;
constructor(
Scene: GameScene,
@ -29,17 +32,17 @@ export class Player extends Character {
this.getBody().setImmovable(false);
}
moveUser(delta: number): void {
private inputStep(activeEvents: ActiveEventList, delta: number) {
//if user client on shift, camera and player speed
let direction = null;
let moving = false;
const activeEvents = this.userInputManager.getEventListForGameTick();
const speedMultiplier = activeEvents.get(UserInputEvent.SpeedUp) ? 25 : 9;
const moveAmount = speedMultiplier * 20;
let x = 0;
let y = 0;
if (activeEvents.get(UserInputEvent.MoveUp)) {
y = -moveAmount;
direction = PlayerAnimationDirections.Up;
@ -49,6 +52,7 @@ export class Player extends Character {
direction = PlayerAnimationDirections.Down;
moving = true;
}
if (activeEvents.get(UserInputEvent.MoveLeft)) {
x = -moveAmount;
direction = PlayerAnimationDirections.Left;
@ -58,6 +62,7 @@ export class Player extends Character {
direction = PlayerAnimationDirections.Right;
moving = true;
}
moving = moving || activeEvents.get(UserInputEvent.JoystickMove);
if (x !== 0 || y !== 0) {
@ -89,10 +94,104 @@ export class Player extends Character {
if (direction !== null) {
this.previousDirection = direction;
}
this.wasMoving = moving;
userMovingStore.set(moving);
}
private followStep(activeEvents: ActiveEventList, delta: number) {
if (this.follow === null) {
return;
}
this.timeCounter += delta;
if (this.timeCounter < 128) {
return;
}
this.timeCounter = 0;
const xDist = this.follow.followPlayer.x - this.x;
const yDist = this.follow.followPlayer.y - this.y;
const distance = Math.pow(xDist, 2) + Math.pow(yDist, 2);
if (distance < 650) {
this.stop();
} else {
const moveAmount = 9 * 20;
const xDir = xDist / Math.sqrt(distance);
const yDir = yDist / Math.sqrt(distance);
this.move(xDir * moveAmount, yDir * moveAmount);
if (Math.abs(xDist) > Math.abs(yDist)) {
if (xDist < 0) {
this.follow.direction = PlayerAnimationDirections.Left;
} else {
this.follow.direction = PlayerAnimationDirections.Right;
}
} else {
if (yDist < 0) {
this.follow.direction = PlayerAnimationDirections.Up;
} else {
this.follow.direction = PlayerAnimationDirections.Down;
}
}
}
this.emit(hasMovedEventName, {
moving: true,
direction: this.follow.direction,
x: this.x,
y: this.y,
});
this.previousDirection = this.follow.direction;
this.wasMoving = true;
userMovingStore.set(true);
}
moveUser(delta: number): void {
const activeEvents = this.userInputManager.getEventListForGameTick();
if (activeEvents.get(UserInputEvent.Interact)) {
const sortedPlayers = Array.from(this.scene.MapPlayersByKey.values()).sort((p1, p2) => {
const distToP1 = Math.pow(p1.x - this.x, 2) + Math.pow(p1.y - this.y, 2);
const distToP2 = Math.pow(p2.x - this.x, 2) + Math.pow(p2.y - this.y, 2);
if (distToP1 > distToP2) {
return 1;
} else if (distToP1 < distToP2) {
return -1;
} else {
return 0;
}
});
if (typeof sortedPlayers !== "undefined" && sortedPlayers.length > 0) {
this.follow = {
followPlayer: sortedPlayers[0],
direction: this.previousDirection,
};
}
}
if (
activeEvents.get(UserInputEvent.MoveUp) ||
activeEvents.get(UserInputEvent.MoveDown) ||
activeEvents.get(UserInputEvent.MoveLeft) ||
activeEvents.get(UserInputEvent.MoveRight)
) {
this.follow = null;
}
if (this.follow === null) {
this.inputStep(activeEvents, delta);
} else {
this.followStep(activeEvents, delta);
}
}
public isMoving(): boolean {
return this.wasMoving;
}