Fix move & stop player
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@ -24,11 +24,14 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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//todo improve animations to better account for diagonal movement
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if (this.body.velocity.x > 0) { //moving right
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this.play(PlayerAnimationNames.WalkRight, true);
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} else if (this.body.velocity.x < 0) { //moving left
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}
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if (this.body.velocity.x < 0) { //moving left
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this.anims.playReverse(PlayerAnimationNames.WalkLeft, true);
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} else if (this.body.velocity.y < 0) { //moving up
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}
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if (this.body.velocity.y < 0) { //moving up
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this.play(PlayerAnimationNames.WalkUp, true);
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} else if (this.body.velocity.y > 0) { //moving down
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}
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if (this.body.velocity.y > 0) { //moving down
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this.play(PlayerAnimationNames.WalkDown, true);
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}
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@ -36,6 +39,11 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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this.bubble.moveBubble(this.x, this.y);
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}
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}
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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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}
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say(text: string) {
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if (this.bubble) return;
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@ -95,7 +95,7 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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}
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if (!haveMove) {
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direction = PlayerAnimationNames.None;
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this.move(0, 0)
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this.stop();
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}
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this.sharePosition(direction);
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this.CameraManager.moveCamera(this);
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