import { PlayerAnimationDirections } from "./Animation"; import type { GameScene } from "../Game/GameScene"; import { UserInputEvent, UserInputManager } from "../UserInput/UserInputManager"; import { Character } from "../Entity/Character"; import { userMovingStore } from "../../Stores/GameStore"; export const hasMovedEventName = "hasMoved"; export const requestEmoteEventName = "requestEmote"; export class Player extends Character { private previousDirection: string = PlayerAnimationDirections.Down; private wasMoving: boolean = false; 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); } moveUser(delta: number): void { //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; 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); } public isMoving(): boolean { return this.wasMoving; } }