import { PlayerAnimationDirections } from "./Animation"; import type { GameScene } from "../Game/GameScene"; import { ActiveEventList, UserInputEvent } from "../UserInput/UserInputManager"; import { Character } from "../Entity/Character"; import { get } from "svelte/store"; import { userMovingStore } from "../../Stores/GameStore"; import { followStateStore, followRoleStore, followUsersStore } from "../../Stores/FollowStore"; export const hasMovedEventName = "hasMoved"; export const requestEmoteEventName = "requestEmote"; export class Player extends Character { private pathToFollow?: { x: number; y: number }[]; private followingPathPromiseResolve?: (position: { x: number; y: number }) => void; private followingPathPromiseReject?: (position: { x: number; y: number }) => void; private pathWalkingSpeed?: number; constructor( Scene: GameScene, x: number, y: number, name: string, texturesPromise: Promise, direction: PlayerAnimationDirections, moving: boolean, 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); } public moveUser(delta: number, activeUserInputEvents: ActiveEventList): void { const state = get(followStateStore); const role = get(followRoleStore); if (activeUserInputEvents.get(UserInputEvent.Follow)) { if (state === "off" && this.scene.groups.size > 0) { this.sendFollowRequest(); } else if (state === "active") { followStateStore.set("ending"); } } if (this.pathToFollow && activeUserInputEvents.anyExcept(UserInputEvent.SpeedUp)) { this.finishFollowingPath(); } let x = 0; let y = 0; if ((state === "active" || state === "ending") && role === "follower") { [x, y] = this.computeFollowMovement(); } if (this.pathToFollow) { [x, y] = this.computeFollowPathMovement(); } this.inputStep(activeUserInputEvents, x, y); } public sendFollowRequest() { this.scene.connection?.emitFollowRequest(); followRoleStore.set("leader"); followStateStore.set("active"); } public startFollowing() { followStateStore.set("active"); this.scene.connection?.emitFollowConfirmation(); } public async setPathToFollow(path: { x: number; y: number }[], speed?: number): Promise<{ x: number; y: number }> { // take collider offset into consideraton this.pathToFollow = this.adjustPathToFollowToColliderBounds(path); this.pathWalkingSpeed = speed; return new Promise((resolve, reject) => { this.followingPathPromiseReject?.call(this, { x: this.x, y: this.y }); this.followingPathPromiseResolve = resolve; this.followingPathPromiseReject = reject; }); } private deduceSpeed(speedUp: boolean, followMode: boolean): number { return this.pathWalkingSpeed ? this.pathWalkingSpeed : speedUp && !followMode ? 25 : 9; } 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) { // Process input events if (activeEvents.get(UserInputEvent.MoveUp)) { y = y - 1; } else if (activeEvents.get(UserInputEvent.MoveDown)) { y = y + 1; } if (activeEvents.get(UserInputEvent.MoveLeft)) { x = x - 1; } else if (activeEvents.get(UserInputEvent.MoveRight)) { x = x + 1; } // Compute movement deltas const followMode = get(followStateStore) !== "off"; const speed = this.deduceSpeed(activeEvents.get(UserInputEvent.SpeedUp), followMode); const moveAmount = speed * 20; x = x * moveAmount; y = y * moveAmount; // Compute moving state const joystickMovement = activeEvents.get(UserInputEvent.JoystickMove); const moving = x !== 0 || y !== 0 || joystickMovement; // Compute direction let direction = this.lastDirection; if (moving && !joystickMovement) { if (Math.abs(x) > Math.abs(y)) { direction = x < 0 ? PlayerAnimationDirections.Left : PlayerAnimationDirections.Right; } else { direction = y < 0 ? PlayerAnimationDirections.Up : PlayerAnimationDirections.Down; } } // Send movement events const emit = () => this.emit(hasMovedEventName, { moving, direction, x: this.x, y: this.y }); if (moving) { this.move(x, y); emit(); } else if (get(userMovingStore)) { this.stop(); emit(); } // Update state userMovingStore.set(moving); } private computeFollowMovement(): number[] { // Find followed WOKA and abort following if we lost it const player = this.scene.MapPlayersByKey.get(get(followUsersStore)[0]); if (!player) { this.scene.connection?.emitFollowAbort(); followStateStore.set("off"); return [0, 0]; } // Compute movement direction const xDistance = player.x - this.x; const yDistance = player.y - this.y; const distance = Math.pow(xDistance, 2) + Math.pow(yDistance, 2); if (distance < 2000) { return [0, 0]; } return this.getMovementDirection(xDistance, yDistance, distance); } private computeFollowPathMovement(): number[] { if (this.pathToFollow?.length === 0) { this.finishFollowingPath(); } if (!this.pathToFollow) { return [0, 0]; } const nextStep = this.pathToFollow[0]; // Compute movement direction 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) { this.pathToFollow.shift(); } return this.getMovementDirection(xDistance, yDistance, distance); } private finishFollowingPath(cancelled: boolean = false): void { this.pathToFollow = undefined; this.pathWalkingSpeed = undefined; const func = cancelled ? this.followingPathPromiseReject : this.followingPathPromiseResolve; func?.call(this, { x: this.x, y: this.y }); } private getMovementDirection(xDistance: number, yDistance: number, distance: number): [number, number] { return [xDistance / Math.sqrt(distance), yDistance / Math.sqrt(distance)]; } }