reenabled diagonal movement
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62d2498e34
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@ -1,4 +1,4 @@
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const DEBUG_MODE: boolean = !!process.env.DEBUG_MODE || false;
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const DEBUG_MODE: boolean = process.env.DEBUG_MODE as any === true;
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const API_URL = process.env.API_URL || "http://api.workadventure.localhost";
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const ROOM = [process.env.ROOM || "THECODINGMACHINE"];
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const RESOLUTION = 4;
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@ -22,18 +22,15 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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this.setVelocity(x, y);
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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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}
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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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}
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//up or down animationss are prioritized over left and right
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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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}
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if (this.body.velocity.y > 0) { //moving down
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} else if (this.body.velocity.y > 0) { //moving down
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this.play(PlayerAnimationNames.WalkDown, true);
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} else 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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this.anims.playReverse(PlayerAnimationNames.WalkLeft, true);
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}
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if(this.bubble) {
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@ -66,27 +66,25 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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let speedMultiplier = activeEvents.get(UserInputEvent.SpeedUp) ? 25 : 9;
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let moveAmount = speedMultiplier * delta;
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let x = 0;
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let y = 0;
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if (activeEvents.get(UserInputEvent.MoveUp)) {
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this.move(0, -moveAmount);
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haveMove = true;
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y = - moveAmount;
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direction = PlayerAnimationNames.WalkUp;
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}
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if (activeEvents.get(UserInputEvent.MoveLeft)) {
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this.move(-moveAmount, 0);
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haveMove = true;
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direction = PlayerAnimationNames.WalkLeft;
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}
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if (activeEvents.get(UserInputEvent.MoveDown)) {
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this.move(0, moveAmount);
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haveMove = true;
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} else if (activeEvents.get(UserInputEvent.MoveDown)) {
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y = moveAmount;
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direction = PlayerAnimationNames.WalkDown;
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}
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if (activeEvents.get(UserInputEvent.MoveRight)) {
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this.move(moveAmount, 0);
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haveMove = true;
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if (activeEvents.get(UserInputEvent.MoveLeft)) {
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x = -moveAmount;
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direction = PlayerAnimationNames.WalkLeft;
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} else if (activeEvents.get(UserInputEvent.MoveRight)) {
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x = moveAmount;
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direction = PlayerAnimationNames.WalkRight;
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}
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if (!haveMove) {
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if (x !== 0 || y !== 0) {
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this.move(x, y);
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} else {
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direction = PlayerAnimationNames.None;
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this.stop();
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}
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