import { PlayerAnimationDirections } from "./Animation"; import type { GameScene } from "../Game/GameScene"; import { ActiveEventList, UserInputEvent, UserInputManager } from "../UserInput/UserInputManager"; import { Character } from "../Entity/Character"; import type { RemotePlayer } from "../Entity/RemotePlayer"; import { get } from "svelte/store"; import { userMovingStore } from "../../Stores/GameStore"; import { followStateStore, followRoleStore, followUsersStore, followRoles, followStates, } from "../../Stores/InteractStore"; export const hasMovedEventName = "hasMoved"; export const requestEmoteEventName = "requestEmote"; export class Player extends Character { private previousDirection: PlayerAnimationDirections = PlayerAnimationDirections.Down; private wasMoving: boolean = false; private timeCounter: number = 0; private follow: { followPlayer: RemotePlayer; direction: PlayerAnimationDirections } | null = null; constructor( Scene: GameScene, x: number, y: number, name: string, texturesPromise: Promise, direction: PlayerAnimationDirections, moving: boolean, private userInputManager: UserInputManager, companion: string | null, companionTexturePromise?: Promise ) { 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); } private inputStep(activeEvents: ActiveEventList, delta: number) { //if user client on shift, camera and player speed let direction = null; let moving = false; 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; moving = true; } else if (activeEvents.get(UserInputEvent.MoveDown)) { y = moveAmount; direction = PlayerAnimationDirections.Down; moving = true; } if (activeEvents.get(UserInputEvent.MoveLeft)) { x = -moveAmount; direction = PlayerAnimationDirections.Left; moving = true; } else if (activeEvents.get(UserInputEvent.MoveRight)) { x = moveAmount; direction = PlayerAnimationDirections.Right; moving = true; } moving = moving || activeEvents.get(UserInputEvent.JoystickMove); if (x !== 0 || y !== 0) { this.move(x, y); 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); this.emit(hasMovedEventName, { moving, direction: this.previousDirection, x: this.x, y: this.y, oldX: x, oldY: y, }); } else if (this.wasMoving && !moving) { this.stop(); this.emit(hasMovedEventName, { moving, direction: this.previousDirection, x: this.x, y: this.y, oldX: x, oldY: y, }); } if (direction !== null) { this.previousDirection = direction; } this.wasMoving = moving; userMovingStore.set(moving); } private followStep(activeEvents: ActiveEventList, delta: number) { let moving = false; 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 < 2000) { 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; } } moving = true; } this.emit(hasMovedEventName, { moving: moving, direction: this.follow.direction, x: this.x, y: this.y, }); this.previousDirection = this.follow.direction; this.wasMoving = moving; userMovingStore.set(moving); } public enableFollowing() { Array.from(this.scene.MapPlayersByKey.values()).forEach((player) => { if (player.PlayerValue !== get(followUsersStore)[0]) { return; } this.follow = { followPlayer: player, direction: this.previousDirection, }; followStateStore.set(followStates.active); }); } public moveUser(delta: number): void { const activeEvents = this.userInputManager.getEventListForGameTick(); const state = get(followStateStore); const role = get(followRoleStore); if (activeEvents.get(UserInputEvent.Interact)) { if (state === followStates.off && this.scene.groups.size > 0) { followStateStore.set(followStates.requesting); followRoleStore.set(followRoles.leader); } else if (state === followStates.active) { followStateStore.set(followStates.ending); } } if ((state !== followStates.active && state !== followStates.ending) || role !== followRoles.follower) { this.inputStep(activeEvents, delta); } else { this.followStep(activeEvents, delta); } } public isMoving(): boolean { return this.wasMoving; } }