Merge branch 'develop' of github.com:thecodingmachine/workadventure into main
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@@ -41,6 +41,7 @@ export abstract class Character extends Container {
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direction: PlayerAnimationDirections,
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moving: boolean,
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frame: string | number,
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isClickable: boolean,
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companion: string|null,
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companionTexturePromise?: Promise<string>
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) {
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@@ -60,7 +61,7 @@ export abstract class Character extends Container {
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this.playerName.setOrigin(0.5).setDepth(DEPTH_INGAME_TEXT_INDEX);
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this.add(this.playerName);
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if (this.isClickable()) {
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if (isClickable) {
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this.setInteractive({
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hitArea: new Phaser.Geom.Circle(0, 0, interactiveRadius),
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hitAreaCallback: Phaser.Geom.Circle.Contains, //eslint-disable-line @typescript-eslint/unbound-method
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@@ -79,7 +80,7 @@ export abstract class Character extends Container {
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this.setDepth(-1);
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this.playAnimation(direction, moving);
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if (typeof companion === 'string') {
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this.addCompanion(companion, companionTexturePromise);
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}
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@@ -90,12 +91,10 @@ export abstract class Character extends Container {
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this.companion = new Companion(this.scene, this.x, this.y, name, texturePromise);
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}
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}
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public abstract isClickable(): boolean;
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public addTextures(textures: string[], frame?: string | number): void {
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for (const texture of textures) {
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if(!this.scene.textures.exists(texture)){
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if(this.scene && !this.scene.textures.exists(texture)){
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throw new TextureError('texture not found');
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}
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const sprite = new Sprite(this.scene, 0, 0, texture, frame);
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@@ -240,23 +239,23 @@ export abstract class Character extends Container {
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this.scene.sys.updateList.remove(sprite);
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}
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}
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this.list.forEach(objectContaining => objectContaining.destroy())
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this.list.forEach(objectContaining => objectContaining.destroy())
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super.destroy();
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}
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playEmote(emoteKey: string) {
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this.cancelPreviousEmote();
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const scalingFactor = waScaleManager.uiScalingFactor * 0.05;
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const emoteY = -30 - scalingFactor * 10;
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this.playerName.setVisible(false);
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this.emote = new Sprite(this.scene, 0, 0, emoteKey);
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this.emote.setAlpha(0);
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this.emote.setScale(0.1 * scalingFactor);
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this.add(this.emote);
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this.scene.sys.updateList.add(this.emote);
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this.createStartTransition(scalingFactor, emoteY);
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}
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