the other playes now run away from the player on contact
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@ -13,4 +13,20 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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this.setImmovable(true);
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this.setImmovable(true);
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this.setCollideWorldBounds(true)
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this.setCollideWorldBounds(true)
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}
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}
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move(x: number, y: number){
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this.setVelocity(x, y);
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//todo improve animations to better account for diagonal movement
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if (this.body.velocity.x > 0) { //moving right
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this.play(PlayerAnimationNames.WalkRight, true);
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} else if (this.body.velocity.x < 0) { //moving left
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this.anims.playReverse(PlayerAnimationNames.WalkLeft, true);
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} else if (this.body.velocity.y < 0) { //moving up
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this.play(PlayerAnimationNames.WalkUp, true);
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} else if (this.body.velocity.y > 0) { //moving down
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this.play(PlayerAnimationNames.WalkDown, true);
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}
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}
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}
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}
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@ -1,5 +1,5 @@
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import {GameManagerInterface} from "./GameManager";
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import {GameManagerInterface} from "./GameManager";
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import {UserInputManager} from "../UserInput/UserInputManager";
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import {UserInputEvent, UserInputManager} from "../UserInput/UserInputManager";
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import {getPlayerAnimations, PlayerAnimationNames} from "../Player/Animation";
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import {getPlayerAnimations, PlayerAnimationNames} from "../Player/Animation";
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import {Player} from "../Player/Player";
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import {Player} from "../Player/Player";
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import {NonPlayer} from "../NonPlayer/NonPlayer";
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import {NonPlayer} from "../NonPlayer/NonPlayer";
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@ -64,7 +64,10 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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this.otherPlayers.add(new NonPlayer(this, 200, 600));
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this.otherPlayers.add(new NonPlayer(this, 200, 600));
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this.otherPlayers.add(new NonPlayer(this, 400, 600));
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this.otherPlayers.add(new NonPlayer(this, 400, 600));
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this.physics.add.collider(this.player, this.otherPlayers);
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this.physics.add.collider(this.player, this.otherPlayers, (player: Player, otherPlayer: NonPlayer) => {
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console.log("Don't touch me!");
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otherPlayer.fleeFrom(player)
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});
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//create map
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//create map
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let currentMap = this.add.tilemap(Textures.Map);
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let currentMap = this.add.tilemap(Textures.Map);
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@ -101,13 +104,31 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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//hook update
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//hook update
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update(dt: number): void {
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update(dt: number): void {
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let eventList = this.userInputManager.getEventListForGameTick();
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//user inputs
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let activeEvents = this.userInputManager.getEventListForGameTick();
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let speed = activeEvents.get(UserInputEvent.SpeedUp) ? 500 : 100;
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if(activeEvents.get(UserInputEvent.MoveUp)){
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this.player.move(0, -speed)
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} else if(activeEvents.get(UserInputEvent.MoveLeft)){
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this.player.move(-speed, 0)
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} else if(activeEvents.get(UserInputEvent.MoveDown)){
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this.player.move(0, speed)
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} else if(activeEvents.get(UserInputEvent.MoveRight)){
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this.player.move(speed, 0)
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} else {
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this.player.move(0, 0)
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}
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this.player.move(eventList);
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//updates other players
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this.otherPlayers.getChildren().forEach((otherPlayer: NonPlayer) => {
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this.otherPlayers.getChildren().forEach((otherPlayer: NonPlayer) => {
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//this.physics.accelerateToObject(otherPlayer, this.player); //this line make the models chase the player
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//this.physics.accelerateToObject(otherPlayer, this.player); //this line make the models chase the player
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otherPlayer.setVelocity(20, 5);
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if (otherPlayer.isFleeing) {
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otherPlayer.move(otherPlayer.fleeingDirection.x, otherPlayer.fleeingDirection.y);
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} else {
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otherPlayer.move(0, 0);
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}
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})
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})
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}
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}
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@ -1,10 +1,30 @@
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import {PlayableCaracter} from "../Entity/PlayableCaracter";
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import {PlayableCaracter} from "../Entity/PlayableCaracter";
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import {Textures} from "../Game/GameScene";
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import {Textures} from "../Game/GameScene";
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import {UserInputEvent} from "../UserInput/UserInputManager";
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import {Player} from "../Player/Player";
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export class NonPlayer extends PlayableCaracter {
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export class NonPlayer extends PlayableCaracter {
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isFleeing: boolean = false;
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fleeingDirection:any = null //todo create a vector class
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constructor(scene: Phaser.Scene, x: number, y: number) {
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constructor(scene: Phaser.Scene, x: number, y: number) {
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super(scene, x, y, Textures.Player, 1);
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super(scene, x, y, Textures.Player, 1);
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this.setSize(32, 32); //edit the hitbox to better match the caracter model
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this.setSize(32, 32); //edit the hitbox to better match the caracter model
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}
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}
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fleeFrom(player:Player) {
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if (this.isFleeing) return;
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this.isFleeing = true;
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setTimeout(() => {
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console.log("I escaped");
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this.isFleeing = false
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this.fleeingDirection = null
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}, 3000);
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let vectorX = this.x - player.x;
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let vectorY = this.y - player.y;
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this.fleeingDirection = {x: vectorX, y: vectorY}
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}
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}
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}
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@ -12,34 +12,6 @@ export class Player extends PlayableCaracter{
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this.setSize(32, 32); //edit the hitbox to better match the caracter model
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this.setSize(32, 32); //edit the hitbox to better match the caracter model
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}
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}
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move(activeEvents: ActiveEventList){
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let speed = activeEvents.get(UserInputEvent.SpeedUp) ? 500 : 100;
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let haveMove = false;
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let direction = null;
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if(activeEvents.get(UserInputEvent.MoveUp)){
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this.setVelocity(0, -speed)
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} else if(activeEvents.get(UserInputEvent.MoveLeft)){
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this.setVelocity(-speed, 0)
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} else if(activeEvents.get(UserInputEvent.MoveDown)){
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this.setVelocity(0, speed)
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} else if(activeEvents.get(UserInputEvent.MoveRight)){
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this.setVelocity(speed, 0)
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} else {
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this.setVelocity(0, 0)
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}
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if (this.body.velocity.x > 0) { //moving right
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this.play("right", true);
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} else if (this.body.velocity.x < 0) { //moving left
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this.anims.playReverse("left", true);
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} else if (this.body.velocity.y < 0) { //moving up
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this.play("up", true);
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} else if (this.body.velocity.y > 0) { //moving down
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this.play("down", true);
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}
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}
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stop() {
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stop() {
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this.setVelocity(0, 0)
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this.setVelocity(0, 0)
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}
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}
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