workadventure/front/src/Phaser/Player/Player.ts
2022-02-03 11:17:11 +01:00

195 lines
7.1 KiB
TypeScript

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";
import type CancelablePromise from "cancelable-promise";
export const hasMovedEventName = "hasMoved";
export const requestEmoteEventName = "requestEmote";
export class Player extends Character {
private pathToFollow?: { x: number; y: number }[];
private followingPathPromiseResolve?: (result: { x: number; y: number; cancelled: boolean }) => void;
private pathWalkingSpeed?: number;
constructor(
Scene: GameScene,
x: number,
y: number,
name: string,
texturesPromise: CancelablePromise<string[]>,
direction: PlayerAnimationDirections,
moving: boolean,
companion: string | null,
companionTexturePromise?: CancelablePromise<string>
) {
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(true);
}
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; cancelled: boolean }> {
const isPreviousPathInProgress = this.pathToFollow !== undefined && this.pathToFollow.length > 0;
// take collider offset into consideraton
this.pathToFollow = this.adjustPathToFollowToColliderBounds(path);
this.pathWalkingSpeed = speed;
return new Promise((resolve) => {
this.followingPathPromiseResolve?.call(this, { x: this.x, y: this.y, cancelled: isPreviousPathInProgress });
this.followingPathPromiseResolve = resolve;
});
}
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 !== undefined && 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;
this.followingPathPromiseResolve?.call(this, { x: this.x, y: this.y, cancelled });
}
private getMovementDirection(xDistance: number, yDistance: number, distance: number): [number, number] {
return [xDistance / Math.sqrt(distance), yDistance / Math.sqrt(distance)];
}
}