import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "./Animation"; import {GameSceneInterface, Textures} from "../Game/GameScene"; import {MessageUserPositionInterface} from "../../Connexion"; import {ActiveEventList, UserInputEvent, UserInputManager} from "../UserInput/UserInputManager"; import {PlayableCaracter} from "../Entity/PlayableCaracter"; export const hasMovedEventName = "hasMoved"; export interface CurrentGamerInterface extends PlayableCaracter{ userId : string; initAnimation() : void; moveUser(delta: number) : void; say(text : string) : void; } export interface GamerInterface extends PlayableCaracter{ userId : string; initAnimation() : void; updatePosition(MessageUserPosition : MessageUserPositionInterface) : void; say(text : string) : void; } export class Player extends PlayableCaracter implements CurrentGamerInterface, GamerInterface { userId: string; userInputManager: UserInputManager; previousMove: string; constructor( userId: string, Scene: GameSceneInterface, x: number, y: number, name: string, PlayerTexture: string = Textures.Player ) { super(Scene, x, y, PlayerTexture, name, 1); //create input to move this.userInputManager = new UserInputManager(Scene); //set data this.userId = userId; //the current player model should be push away by other players to prevent conflict this.setImmovable(false); } initAnimation(): void { getPlayerAnimations(this.PlayerTexture).forEach(d => { this.scene.anims.create({ key: d.key, frames: this.scene.anims.generateFrameNumbers(d.frameModel, {start: d.frameStart, end: d.frameEnd}), frameRate: d.frameRate, repeat: d.repeat }); }) } moveUser(delta: number): void { //if user client on shift, camera and player speed let direction = null; let activeEvents = this.userInputManager.getEventListForGameTick(); let speedMultiplier = activeEvents.get(UserInputEvent.SpeedUp) ? 25 : 9; let moveAmount = speedMultiplier * delta; let x = 0; let y = 0; if (activeEvents.get(UserInputEvent.MoveUp)) { y = - moveAmount; direction = `${this.PlayerTexture}-${PlayerAnimationNames.WalkUp}`; } else if (activeEvents.get(UserInputEvent.MoveDown)) { y = moveAmount; direction = `${this.PlayerTexture}-${PlayerAnimationNames.WalkDown}`; } if (activeEvents.get(UserInputEvent.MoveLeft)) { x = -moveAmount; direction = `${this.PlayerTexture}-${PlayerAnimationNames.WalkLeft}`; } else if (activeEvents.get(UserInputEvent.MoveRight)) { x = moveAmount; direction = `${this.PlayerTexture}-${PlayerAnimationNames.WalkRight}`; } if (x !== 0 || y !== 0) { this.move(x, y); this.emit(hasMovedEventName, {direction, x: this.x, y: this.y, character: this.PlayerTexture}); } else { if (this.previousMove !== PlayerAnimationNames.None) { direction = PlayerAnimationNames.None; this.stop(); this.emit(hasMovedEventName, {direction, x: this.x, y: this.y, character: this.PlayerTexture}); } } if (direction !== null) { this.previousMove = direction; } } //todo: put this method into the NonPlayer class instead updatePosition(MessageUserPosition: MessageUserPositionInterface) { playAnimation(this, MessageUserPosition.position.direction); this.setX(MessageUserPosition.position.x); this.setY(MessageUserPosition.position.y); this.updatePlayerNamePosition(MessageUserPosition.position.x, MessageUserPosition.position.y); } }