Clean up follow implementation; stop following when leader leaves the scene
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@ -32,7 +32,7 @@ export abstract class Character extends Container {
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private readonly playerName: Text;
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public PlayerValue: string;
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public sprites: Map<string, Sprite>;
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private lastDirection: PlayerAnimationDirections = PlayerAnimationDirections.Down;
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protected lastDirection: PlayerAnimationDirections = PlayerAnimationDirections.Down;
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//private teleportation: Sprite;
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private invisible: boolean;
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public companion?: Companion;
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@ -266,24 +266,20 @@ export abstract class Character extends Container {
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body.setVelocity(x, y);
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// up or down animations are prioritized over left and right
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if (body.velocity.y < 0) {
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//moving up
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this.lastDirection = PlayerAnimationDirections.Up;
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this.playAnimation(PlayerAnimationDirections.Up, true);
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} else if (body.velocity.y > 0) {
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//moving down
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this.lastDirection = PlayerAnimationDirections.Down;
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this.playAnimation(PlayerAnimationDirections.Down, true);
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} else if (body.velocity.x > 0) {
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//moving right
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this.lastDirection = PlayerAnimationDirections.Right;
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this.playAnimation(PlayerAnimationDirections.Right, true);
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} else if (body.velocity.x < 0) {
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//moving left
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if (Math.abs(body.velocity.x) > Math.abs(body.velocity.y)) {
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if (body.velocity.x < 0) {
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this.lastDirection = PlayerAnimationDirections.Left;
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this.playAnimation(PlayerAnimationDirections.Left, true);
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} else if (body.velocity.x > 0) {
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this.lastDirection = PlayerAnimationDirections.Right;
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}
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} else {
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if (body.velocity.y < 0) {
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this.lastDirection = PlayerAnimationDirections.Up;
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} else if (body.velocity.y > 0) {
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this.lastDirection = PlayerAnimationDirections.Down;
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}
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}
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this.playAnimation(this.lastDirection, true);
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this.setDepth(this.y);
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@ -1715,6 +1715,10 @@ ${escapedMessage}
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});
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}
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public findPlayer(testFunction: (player: RemotePlayer) => boolean): RemotePlayer | undefined {
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return Array.from(this.MapPlayersByKey.values()).find(testFunction);
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}
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/**
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* Called by the connexion when a new player arrives on a map
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*/
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@ -18,11 +18,6 @@ export const hasMovedEventName = "hasMoved";
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export const requestEmoteEventName = "requestEmote";
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export class Player extends Character {
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private previousDirection: PlayerAnimationDirections = PlayerAnimationDirections.Down;
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private wasMoving: boolean = false;
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private timeCounter: number = 0;
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private follow: { followPlayer: RemotePlayer; direction: PlayerAnimationDirections } | null = null;
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constructor(
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Scene: GameScene,
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x: number,
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@ -41,9 +36,9 @@ export class Player extends Character {
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this.getBody().setImmovable(false);
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}
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private inputStep(activeEvents: ActiveEventList, delta: number) {
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private inputStep(activeEvents: ActiveEventList) {
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//if user client on shift, camera and player speed
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let direction = null;
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let direction = this.lastDirection;
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let moving = false;
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const speedMultiplier = activeEvents.get(UserInputEvent.SpeedUp) ? 25 : 9;
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@ -77,22 +72,22 @@ export class Player extends Character {
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if (x !== 0 || y !== 0) {
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this.move(x, y);
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this.emit(hasMovedEventName, { moving, direction, x: this.x, y: this.y, oldX: x, oldY: y });
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} else if (this.wasMoving && moving) {
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} else if (get(userMovingStore) && moving) {
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// slow joystick movement
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this.move(0, 0);
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this.emit(hasMovedEventName, {
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moving,
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direction: this.previousDirection,
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direction: direction,
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x: this.x,
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y: this.y,
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oldX: x,
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oldY: y,
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});
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} else if (this.wasMoving && !moving) {
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} else if (get(userMovingStore) && !moving) {
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this.stop();
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this.emit(hasMovedEventName, {
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moving,
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direction: this.previousDirection,
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direction: direction,
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x: this.x,
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y: this.y,
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oldX: x,
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@ -100,35 +95,27 @@ export class Player extends Character {
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});
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}
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if (direction !== null) {
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this.previousDirection = direction;
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}
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this.wasMoving = moving;
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userMovingStore.set(moving);
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}
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private followStep(activeEvents: ActiveEventList, delta: number) {
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let moving = false;
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if (this.follow === null) {
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private followStep(delta: number) {
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const player = this.scene.findPlayer((p) => p.PlayerValue === get(followUsersStore)[0]);
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if (!player) {
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this.scene.connection?.emitFollowAbort(get(followUsersStore)[0], this.PlayerValue);
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followStateStore.set(followStates.off);
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return;
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}
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this.timeCounter += delta;
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if (this.timeCounter < 128) {
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return;
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}
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this.timeCounter = 0;
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const xDist = this.follow.followPlayer.x - this.x;
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const yDist = this.follow.followPlayer.y - this.y;
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const xDist = player.x - this.x;
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const yDist = player.y - this.y;
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const distance = Math.pow(xDist, 2) + Math.pow(yDist, 2);
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let moving = false;
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let direction = this.lastDirection;
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if (distance < 2000) {
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this.stop();
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} else {
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moving = true;
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const moveAmount = 9 * 20;
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const xDir = xDist / Math.sqrt(distance);
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const yDir = yDist / Math.sqrt(distance);
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@ -136,46 +123,24 @@ export class Player extends Character {
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this.move(xDir * moveAmount, yDir * moveAmount);
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if (Math.abs(xDist) > Math.abs(yDist)) {
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if (xDist < 0) {
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this.follow.direction = PlayerAnimationDirections.Left;
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direction = xDist < 0 ? PlayerAnimationDirections.Left : PlayerAnimationDirections.Right;
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} else {
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this.follow.direction = PlayerAnimationDirections.Right;
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direction = yDist < 0 ? PlayerAnimationDirections.Up : PlayerAnimationDirections.Down;
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}
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} else {
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if (yDist < 0) {
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this.follow.direction = PlayerAnimationDirections.Up;
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} else {
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this.follow.direction = PlayerAnimationDirections.Down;
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}
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}
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moving = true;
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}
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this.emit(hasMovedEventName, {
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moving: moving,
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direction: this.follow.direction,
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direction: direction,
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x: this.x,
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y: this.y,
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});
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this.previousDirection = this.follow.direction;
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this.wasMoving = moving;
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userMovingStore.set(moving);
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}
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public enableFollowing() {
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Array.from(this.scene.MapPlayersByKey.values()).forEach((player) => {
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if (player.PlayerValue !== get(followUsersStore)[0]) {
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return;
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}
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this.follow = {
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followPlayer: player,
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direction: this.previousDirection,
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};
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followStateStore.set(followStates.active);
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});
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}
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public moveUser(delta: number): void {
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@ -193,13 +158,9 @@ export class Player extends Character {
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}
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if ((state !== followStates.active && state !== followStates.ending) || role !== followRoles.follower) {
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this.inputStep(activeEvents, delta);
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this.inputStep(activeEvents);
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} else {
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this.followStep(activeEvents, delta);
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this.followStep(delta);
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}
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}
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public isMoving(): boolean {
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return this.wasMoving;
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}
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}
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