proper player movement on click
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@@ -65,7 +65,14 @@ export class Player extends Character {
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}
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public setPathToFollow(path: { x: number; y: number }[]): void {
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this.pathToFollow = path;
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// take collider offset into consideraton
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this.pathToFollow = this.adjustPathToFollowToColliderBounds(path);
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}
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private adjustPathToFollowToColliderBounds(path: { x: number; y: number }[]): { x: number; y: number }[] {
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return path.map((step) => {
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return { x: step.x, y: step.y - this.getBody().offset.y };
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});
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}
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private inputStep(activeEvents: ActiveEventList, x: number, y: number) {
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@@ -133,9 +140,7 @@ export class Player extends Character {
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if (distance < 2000) {
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return [0, 0];
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}
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const xMovement = xDistance / Math.sqrt(distance);
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const yMovement = yDistance / Math.sqrt(distance);
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return [xMovement, yMovement];
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return this.getMovementDirection(xDistance, yDistance, distance);
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}
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private computeFollowPathMovement(): number[] {
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@@ -148,11 +153,13 @@ export class Player extends Character {
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const xDistance = nextStep.x - this.x;
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const yDistance = nextStep.y - this.y;
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const distance = Math.pow(xDistance, 2) + Math.pow(yDistance, 2);
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if (distance < 200) {
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if (distance < 10) {
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this.pathToFollow.shift();
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}
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const xMovement = xDistance / Math.sqrt(distance);
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const yMovement = yDistance / Math.sqrt(distance);
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return [xMovement, yMovement];
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return this.getMovementDirection(xDistance, yDistance, distance);
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}
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private getMovementDirection(xDistance: number, yDistance: number, distance: number): [number, number] {
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return [xDistance / Math.sqrt(distance), yDistance / Math.sqrt(distance)];
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}
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}
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