Merge branch 'develop' into walking-shortest-path
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commit
e0e1a7e76a
@ -213,13 +213,13 @@ export class GameRoom {
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}
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private updateUserGroup(user: User): void {
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user.group?.updatePosition();
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user.group?.searchForNearbyUsers();
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if (user.silent) {
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return;
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}
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const group = user.group;
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const closestItem: User | Group | null = this.searchClosestAvailableUserOrGroup(user);
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if (group === undefined) {
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// If the user is not part of a group:
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// should he join a group?
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@ -229,12 +229,11 @@ export class GameRoom {
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return;
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}
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const closestItem: User | Group | null = this.searchClosestAvailableUserOrGroup(user);
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if (closestItem !== null) {
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if (closestItem instanceof Group) {
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// Let's join the group!
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closestItem.join(user);
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closestItem.setOutOfBounds(false);
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} else {
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const closestUser: User = closestItem;
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const group: Group = new Group(
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@ -249,32 +248,95 @@ export class GameRoom {
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}
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}
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} else {
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// If the user is part of a group:
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// should he leave the group?
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let noOneOutOfBounds = true;
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group.getUsers().forEach((foreignUser: User) => {
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if (foreignUser.group === undefined) {
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return;
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let hasKickOutSomeone = false;
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let followingMembers: User[] = [];
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const previewNewGroupPosition = group.previewGroupPosition();
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if (!previewNewGroupPosition) {
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this.leaveGroup(user);
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return;
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}
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if (user.hasFollowers() || user.following) {
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followingMembers = user.hasFollowers()
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? group.getUsers().filter((currentUser) => currentUser.following === user)
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: group.getUsers().filter((currentUser) => currentUser.following === user.following);
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// If all group members are part of the same follow group
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if (group.getUsers().length - 1 === followingMembers.length) {
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let isOutOfBounds = false;
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// If a follower is far away from the leader, "outOfBounds" is set to true
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for (const member of followingMembers) {
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const distance = GameRoom.computeDistanceBetweenPositions(
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member.getPosition(),
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previewNewGroupPosition
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);
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if (distance > this.groupRadius) {
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isOutOfBounds = true;
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break;
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}
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}
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group.setOutOfBounds(isOutOfBounds);
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}
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const usrPos = foreignUser.getPosition();
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const grpPos = foreignUser.group.getPosition();
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const distance = GameRoom.computeDistanceBetweenPositions(usrPos, grpPos);
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}
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// Check if the moving user has kicked out another user
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for (const headMember of group.getGroupHeads()) {
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if (!headMember.group) {
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this.leaveGroup(headMember);
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continue;
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}
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const headPosition = headMember.getPosition();
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const distance = GameRoom.computeDistanceBetweenPositions(headPosition, previewNewGroupPosition);
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if (distance > this.groupRadius) {
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if (foreignUser.hasFollowers() || foreignUser.following) {
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// If one user is out of the group bounds BUT following, the group still exists... but should be hidden.
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// We put it in 'outOfBounds' mode
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group.setOutOfBounds(true);
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noOneOutOfBounds = false;
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} else {
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this.leaveGroup(foreignUser);
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}
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hasKickOutSomeone = true;
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break;
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}
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}
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/**
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* If the current moving user has kicked another user from the radius,
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* the moving user leaves the group because he is too far away.
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*/
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const userDistance = GameRoom.computeDistanceBetweenPositions(user.getPosition(), previewNewGroupPosition);
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if (hasKickOutSomeone && userDistance > this.groupRadius) {
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if (user.hasFollowers() && group.getUsers().length === 3 && followingMembers.length === 1) {
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const other = group
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.getUsers()
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.find((currentUser) => !currentUser.hasFollowers() && !currentUser.following);
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if (other) {
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this.leaveGroup(other);
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}
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} else if (user.hasFollowers()) {
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this.leaveGroup(user);
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for (const member of followingMembers) {
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this.leaveGroup(member);
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}
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// Re-create a group with the followers
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const newGroup: Group = new Group(
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this.roomUrl,
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[user, ...followingMembers],
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this.groupRadius,
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this.connectCallback,
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this.disconnectCallback,
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this.positionNotifier
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);
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this.groups.add(newGroup);
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} else {
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this.leaveGroup(user);
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}
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});
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if (noOneOutOfBounds && !user.group?.isEmpty()) {
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group.setOutOfBounds(false);
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}
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}
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user.group?.updatePosition();
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user.group?.searchForNearbyUsers();
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}
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public sendToOthersInGroupIncludingUser(user: User, message: ServerToClientMessage): void {
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@ -59,6 +59,39 @@ export class Group implements Movable {
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};
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}
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/**
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* Returns the list of users of the group, ignoring any "followers".
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* Useful to compute the position of the group if a follower is "trapped" far away from the the leader.
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*/
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getGroupHeads(): User[] {
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return Array.from(this.users).filter((user) => user.group?.leader === user || !user.following);
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}
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/**
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* Preview the position of the group but don't update it
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*/
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previewGroupPosition(): { x: number; y: number } | undefined {
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const users = this.getGroupHeads();
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let x = 0;
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let y = 0;
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if (users.length === 0) {
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return undefined;
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}
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users.forEach((user: User) => {
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const position = user.getPosition();
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x += position.x;
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y += position.y;
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});
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x /= users.length;
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y /= users.length;
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return { x, y };
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}
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/**
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* Computes the barycenter of all users (i.e. the center of the group)
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*/
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@ -66,19 +99,15 @@ export class Group implements Movable {
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const oldX = this.x;
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const oldY = this.y;
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let x = 0;
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let y = 0;
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// Let's compute the barycenter of all users.
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this.users.forEach((user: User) => {
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const position = user.getPosition();
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x += position.x;
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y += position.y;
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});
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x /= this.users.size;
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y /= this.users.size;
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if (this.users.size === 0) {
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throw new Error("EMPTY GROUP FOUND!!!");
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const newPosition = this.previewGroupPosition();
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if (!newPosition) {
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return;
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}
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const { x, y } = newPosition;
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this.x = x;
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this.y = y;
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@ -97,10 +126,12 @@ export class Group implements Movable {
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if (!this.currentZone) return;
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for (const user of this.positionNotifier.getAllUsersInSquareAroundZone(this.currentZone)) {
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// Todo: Merge two groups with a leader
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if (user.group || this.isFull()) return; //we ignore users that are already in a group.
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const distance = GameRoom.computeDistanceBetweenPositions(user.getPosition(), this.getPosition());
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if (distance < this.groupRadius) {
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this.join(user);
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this.setOutOfBounds(false);
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this.updatePosition();
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}
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}
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@ -176,4 +207,8 @@ export class Group implements Movable {
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this.outOfBounds = true;
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}
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}
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get getOutOfBounds() {
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return this.outOfBounds;
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}
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}
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@ -1,6 +1,32 @@
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{.section-title.accent.text-primary}
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# API Camera functions Reference
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### Start following player
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```javascript
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WA.camera.followPlayer(smooth: boolean): void
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```
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Set camera to follow the player. Set `smooth` to true for smooth transition.
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### Set spot for camera to look at
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```javascript
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WA.camera.set(
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x: number,
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y: number,
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width?: number,
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height?: number,
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lock: boolean = false,
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smooth: boolean = false,
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): void
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```
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Set camera to look at given spot.
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Setting `width` and `height` will adjust zoom.
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Set `lock` to true to lock camera in this position.
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Set `smooth` to true for smooth transition.
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### Listen to camera updates
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```
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