63 lines
2 KiB
TypeScript
63 lines
2 KiB
TypeScript
import type { GameScene } from "../Game/GameScene";
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import type { PointInterface } from "../../Connexion/ConnexionModels";
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import { Character } from "../Entity/Character";
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import type { PlayerAnimationDirections } from "../Player/Animation";
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import { requestVisitCardsStore } from "../../Stores/GameStore";
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/**
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* Class representing the sprite of a remote player (a player that plays on another computer)
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*/
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export class RemotePlayer extends Character {
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userId: number;
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private visitCardUrl: string | null;
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constructor(
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userId: number,
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Scene: GameScene,
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x: number,
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y: number,
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name: string,
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texturesPromise: Promise<string[]>,
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direction: PlayerAnimationDirections,
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moving: boolean,
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visitCardUrl: string | null,
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companion: string | null,
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companionTexturePromise?: Promise<string>
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) {
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super(
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Scene,
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x,
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y,
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texturesPromise,
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name,
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direction,
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moving,
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1,
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!!visitCardUrl,
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companion,
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companionTexturePromise
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);
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//set data
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this.userId = userId;
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this.visitCardUrl = visitCardUrl;
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this.on("pointerdown", (event: Phaser.Input.Pointer) => {
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if (event.downElement.nodeName === "CANVAS") {
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requestVisitCardsStore.set(this.visitCardUrl);
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}
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});
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}
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updatePosition(position: PointInterface): void {
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this.playAnimation(position.direction as PlayerAnimationDirections, position.moving);
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this.setX(position.x);
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this.setY(position.y);
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this.setDepth(position.y); //this is to make sure the perspective (player models closer the bottom of the screen will appear in front of models nearer the top of the screen).
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if (this.companion) {
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this.companion.setTarget(position.x, position.y, position.direction as PlayerAnimationDirections);
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}
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}
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}
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