enter and leave zone events
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@@ -196,9 +196,6 @@ export class GameMap {
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*/
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private triggerZonesChange(): void {
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const zones = this.tiledObjects.filter((object) => object.type === "zone");
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// P.H. NOTE: We could also get all of the zones and add properties of occupied tiles to them, so we could later on check collision by using tileKeys
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// TODO: Change this to an array with currently occupied sone instead of doing elimination process
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const zonesByOldPosition = this.oldPosition
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? zones.filter((zone) => {
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if (!this.oldPosition) {
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@@ -798,9 +798,9 @@ export class GameScene extends DirtyScene {
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break;
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}
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}
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// zones.forEach((zone) => {
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// iframeListener.sendEnterLayerEvent(zone.name);
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// });
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zones.forEach((zone) => {
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iframeListener.sendEnterZoneEvent(zone.name);
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});
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});
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this.gameMap.onLeaveZone((zones) => {
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@@ -811,9 +811,9 @@ export class GameScene extends DirtyScene {
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break;
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}
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}
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// zones.forEach((zone) => {
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// iframeListener.sendEnterLayerEvent(zone.name);
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// });
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zones.forEach((zone) => {
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iframeListener.sendLeaveZoneEvent(zone.name);
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});
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});
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// this.gameMap.onLeaveLayer((layers) => {
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