Only sending move events if the player actually moved
If the player did not move a pixel (and if it did not change direction), then do not send an event to save bandwidth and processing.
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@ -50,7 +50,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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stop(){
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this.setVelocity(0, 0);
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this.play(PlayerAnimationNames.None, true);
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this.anims.stop();
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}
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say(text: string) {
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@ -62,7 +62,6 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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moveUser(delta: number): void {
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//if user client on shift, camera and player speed
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let haveMove = false;
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let direction = null;
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let activeEvents = this.userInputManager.getEventListForGameTick();
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@ -87,12 +86,18 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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}
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if (x !== 0 || y !== 0) {
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this.move(x, y);
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this.emit(hasMovedEventName, {direction, x: this.x, y: this.y});
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} else {
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direction = PlayerAnimationNames.None;
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this.stop();
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if (this.previousMove !== PlayerAnimationNames.None) {
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direction = PlayerAnimationNames.None;
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this.stop();
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this.emit(hasMovedEventName, {direction, x: this.x, y: this.y});
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}
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}
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this.emit(hasMovedEventName, {direction, x: this.x, y: this.y});
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if (direction !== null) {
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this.previousMove = direction;
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}
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}
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//todo: put this method into the NonPlayer class instead
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