optional following path movement speed
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@@ -4,7 +4,7 @@ export const isMovePlayerToEventConfig = new tg.IsInterface()
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.withProperties({
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x: tg.isNumber,
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y: tg.isNumber,
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speed: tg.isNumber,
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speed: tg.isOptional(tg.isNumber),
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})
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.get();
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@@ -84,7 +84,7 @@ export class WorkadventurePlayerCommands extends IframeApiContribution<Workadven
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});
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}
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public async moveTo(x: number, y: number, speed: number): Promise<{ x: number; y: number }> {
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public async moveTo(x: number, y: number, speed?: number): Promise<{ x: number; y: number }> {
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return await queryWorkadventure({
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type: "movePlayerTo",
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data: { x, y, speed },
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@@ -1467,8 +1467,7 @@ ${escapedMessage}
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const startTile = this.getGameMap().getTileIndexAt(this.CurrentPlayer.x, this.CurrentPlayer.y);
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const path = await this.getPathfindingManager().findPath(startTile, index, true, true);
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path.shift();
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return this.CurrentPlayer.setPathToFollow(path);
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// return position;
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return this.CurrentPlayer.setPathToFollow(path, message.speed);
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});
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}
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@@ -13,6 +13,7 @@ export const requestEmoteEventName = "requestEmote";
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export class Player extends Character {
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private pathToFollow?: { x: number; y: number }[];
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private followingPathPromiseResolve?: (position: { x: number; y: number }) => void;
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private pathWalkingSpeed?: number;
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constructor(
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Scene: GameScene,
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@@ -70,15 +71,20 @@ export class Player extends Character {
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this.scene.connection?.emitFollowConfirmation();
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}
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public async setPathToFollow(path: { x: number; y: number }[]): Promise<{ x: number; y: number }> {
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public async setPathToFollow(path: { x: number; y: number }[], speed?: number): Promise<{ x: number; y: number }> {
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// take collider offset into consideraton
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this.pathToFollow = this.adjustPathToFollowToColliderBounds(path);
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this.pathWalkingSpeed = speed;
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return new Promise((resolve) => {
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this.followingPathPromiseResolve?.call(this, { x: this.x, y: this.y });
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this.followingPathPromiseResolve = resolve;
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});
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}
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private deduceSpeed(speedUp: boolean, followMode: boolean): number {
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return this.pathWalkingSpeed ? this.pathWalkingSpeed : speedUp && !followMode ? 25 : 9;
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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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@@ -101,8 +107,8 @@ export class Player extends Character {
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// Compute movement deltas
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const followMode = get(followStateStore) !== "off";
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const speedup = activeEvents.get(UserInputEvent.SpeedUp) && !followMode ? 25 : 9;
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const moveAmount = speedup * 20;
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const speed = this.deduceSpeed(activeEvents.get(UserInputEvent.SpeedUp), followMode);
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const moveAmount = speed * 20;
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x = x * moveAmount;
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y = y * moveAmount;
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@@ -156,6 +162,7 @@ export class Player extends Character {
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private computeFollowPathMovement(): number[] {
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if (this.pathToFollow?.length === 0) {
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this.pathToFollow = undefined;
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this.pathWalkingSpeed = undefined;
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this.followingPathPromiseResolve?.call(this, { x: this.x, y: this.y });
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}
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if (!this.pathToFollow) {
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