Merge branch 'develop' of github.com:thecodingmachine/workadventure

This commit is contained in:
_Bastler 2022-01-24 10:15:44 +01:00
commit e62fc4beed
14 changed files with 440 additions and 68 deletions

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@ -173,6 +173,37 @@ Example:
WA.player.state.toto //will retrieve the variable
```
### Move player to position
```typescript
WA.player.moveTo(x: number, y: number, speed?: number): Promise<{ x: number, y: number, cancelled: boolean }>;
```
Player will try to find shortest path to the destination point and proceed to move there.
```typescript
// Let's move player to x: 250 y: 250 with speed of 10
WA.player.moveTo(250, 250, 10);
```
You can also chain movement like this:
```typescript
// Player will move to the next point after reaching first one
await WA.player.moveTo(250, 250, 10);
await WA.player.moveTo(500, 0, 10);
```
Or like this:
```typescript
// Player will move to the next point after reaching first one or stop if the movement was cancelled
WA.player.moveTo(250, 250, 10).then((result) => {
if (!result.cancelled) {
WA.player.moveTo(500, 0, 10);
}
});
```
It is possible to get the information about current player's position on stop and if the movement was interrupted
```typescript
// Result will store x and y of Player at the moment of movement's end and information if the movement was interrupted
const result = await WA.player.moveTo(250, 250, 10);
// result: { x: number, y: number, cancelled: boolean }
```
### Set the outline color of the player
```
WA.player.setOutlineColor(red: number, green: number, blue: number): Promise<void>;

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@ -8,6 +8,7 @@ If you use group layers in your map, to reference a layer in a group you will ne
together.
Example :
<div class="row">
<div class="col">
<img src="images/groupLayer.png" class="figure-img img-fluid rounded" alt="" />
@ -16,10 +17,10 @@ Example :
The name of the layers of this map are :
* `entries/start`
* `bottom/ground/under`
* `bottom/build/carpet`
* `wall`
- `entries/start`
- `bottom/ground/under`
- `bottom/build/carpet`
- `wall`
### Detecting when the user enters/leaves a layer
@ -30,17 +31,18 @@ WA.room.onLeaveLayer(name: string): Subscription
Listens to the position of the current user. The event is triggered when the user enters or leaves a given layer.
* **name**: the name of the layer who as defined in Tiled.
- **name**: the name of the layer who as defined in Tiled.
Example:
```javascript
WA.room.onEnterLayer('myLayer').subscribe(() => {
WA.chat.sendChatMessage("Hello!", 'Mr Robot');
```ts
const myLayerSubscriber = WA.room.onEnterLayer("myLayer").subscribe(() => {
WA.chat.sendChatMessage("Hello!", "Mr Robot");
});
WA.room.onLeaveLayer('myLayer').subscribe(() => {
WA.chat.sendChatMessage("Goodbye!", 'Mr Robot');
WA.room.onLeaveLayer("myLayer").subscribe(() => {
WA.chat.sendChatMessage("Goodbye!", "Mr Robot");
myLayerSubscriber.unsubscribe();
});
```
@ -56,10 +58,10 @@ layer in that group layer.
Example :
```javascript
WA.room.showLayer('bottom');
```ts
WA.room.showLayer("bottom");
//...
WA.room.hideLayer('bottom');
WA.room.hideLayer("bottom");
```
### Set/Create properties in a layer
@ -76,8 +78,8 @@ To unset a property from a layer, use `setProperty` with `propertyValue` set to
Example :
```javascript
WA.room.setProperty('wikiLayer', 'openWebsite', 'https://www.wikipedia.org/');
```ts
WA.room.setProperty("wikiLayer", "openWebsite", "https://www.wikipedia.org/");
```
### Get the room id
@ -92,9 +94,9 @@ The ID of the current room is available from the `WA.room.id` property.
```typescript
WA.onInit().then(() => {
console.log('Room id: ', WA.room.id);
console.log("Room id: ", WA.room.id);
// Will output something like: 'https://play.workadventu.re/@/myorg/myworld/myroom', or 'https://play.workadventu.re/_/global/mymap.org/map.json"
})
});
```
### Get the map URL
@ -109,9 +111,9 @@ The URL of the map is available from the `WA.room.mapURL` property.
```typescript
WA.onInit().then(() => {
console.log('Map URL: ', WA.room.mapURL);
console.log("Map URL: ", WA.room.mapURL);
// Will output something like: 'https://mymap.org/map.json"
})
});
```
### Getting map data
@ -122,7 +124,7 @@ WA.room.getTiledMap(): Promise<ITiledMap>
Returns a promise that resolves to the JSON map file.
```javascript
```ts
const map = await WA.room.getTiledMap();
console.log("Map generated with Tiled version ", map.tiledversion);
```
@ -140,6 +142,7 @@ WA.room.setTiles(tiles: TileDescriptor[]): void
Replace the tile at the `x` and `y` coordinates in the layer named `layer` by the tile with the id `tile`.
If `tile` is a string, it's not the id of the tile but the value of the property `name`.
<div class="row">
<div class="col">
<img src="images/nameIndexProperty.png" class="figure-img img-fluid rounded" alt="" />
@ -148,10 +151,10 @@ If `tile` is a string, it's not the id of the tile but the value of the property
`TileDescriptor` has the following attributes :
* **x (number) :** The coordinate x of the tile that you want to replace.
* **y (number) :** The coordinate y of the tile that you want to replace.
* **tile (number | string) :** The id of the tile that will be placed in the map.
* **layer (string) :** The name of the layer where the tile will be placed.
- **x (number) :** The coordinate x of the tile that you want to replace.
- **y (number) :** The coordinate y of the tile that you want to replace.
- **tile (number | string) :** The id of the tile that will be placed in the map.
- **layer (string) :** The name of the layer where the tile will be placed.
**Important !** : If you use `tile` as a number, be sure to add the `firstgid` of the tileset of the tile that you want
to the id of the tile in Tiled Editor.
@ -160,12 +163,12 @@ Note: If you want to unset a tile, use `setTiles` with `tile` set to `null`.
Example :
```javascript
```ts
WA.room.setTiles([
{ x: 6, y: 4, tile: 'blue', layer: 'setTiles' },
{ x: 7, y: 4, tile: 109, layer: 'setTiles' },
{ x: 8, y: 4, tile: 109, layer: 'setTiles' },
{ x: 9, y: 4, tile: 'blue', layer: 'setTiles' }
{ x: 6, y: 4, tile: "blue", layer: "setTiles" },
{ x: 7, y: 4, tile: 109, layer: "setTiles" },
{ x: 8, y: 4, tile: 109, layer: "setTiles" },
{ x: 9, y: 4, tile: "blue", layer: "setTiles" },
]);
```
@ -179,10 +182,10 @@ Load a tileset in JSON format from an url and return the id of the first tile of
You can create a tileset file in Tile Editor.
```javascript
```ts
WA.room.loadTileset("Assets/Tileset.json").then((firstId) => {
WA.room.setTiles([{ x: 4, y: 4, tile: firstId, layer: 'bottom' }]);
})
WA.room.setTiles([{ x: 4, y: 4, tile: firstId, layer: "bottom" }]);
});
```
## Embedding websites in a map
@ -199,10 +202,10 @@ WA.room.website.get(objectName: string): Promise<EmbeddedWebsite>
You can get an instance of an embedded website by using the `WA.room.website.get()` method. It returns a promise of
an `EmbeddedWebsite` instance.
```javascript
```ts
// Get an existing website object where 'my_website' is the name of the object (on any layer object of the map)
const website = await WA.room.website.get('my_website');
website.url = 'https://example.com';
const website = await WA.room.website.get("my_website");
website.url = "https://example.com";
website.visible = true;
```
@ -231,7 +234,7 @@ interface CreateEmbeddedWebsiteEvent {
You can create an instance of an embedded website by using the `WA.room.website.create()` method. It returns
an `EmbeddedWebsite` instance.
```javascript
```ts
// Create a new website object
const website = WA.room.website.create({
name: "my_website",
@ -269,10 +272,10 @@ class EmbeddedWebsite {
visible: boolean;
allow: string;
allowApi: boolean;
x: number; // In "game" pixels, relative to the map or player coordinates, depending on origin
y: number; // In "game" pixels, relative to the map or player coordinates, depending on origin
width: number; // In "game" pixels
height: number; // In "game" pixels
x: number; // In "game" pixels, relative to the map or player coordinates, depending on origin
y: number; // In "game" pixels, relative to the map or player coordinates, depending on origin
width: number; // In "game" pixels
height: number; // In "game" pixels
origin: "player" | "map";
scale: number;
}
@ -282,4 +285,3 @@ When you modify a property of an `EmbeddedWebsite` instance, the iframe is autom
{.alert.alert-warning} The websites you add/edit/delete via the scripting API are only shown locally. If you want them
to be displayed for every player, you can use [variables](api-start.md) to share a common state between all users.

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@ -34,6 +34,8 @@ import type { ChangeZoneEvent } from "./ChangeZoneEvent";
import type { CameraSetEvent } from "./CameraSetEvent";
import type { CameraFollowPlayerEvent } from "./CameraFollowPlayerEvent";
import { isColorEvent } from "./ColorEvent";
import { isMovePlayerToEventConfig } from "./MovePlayerToEvent";
import { isMovePlayerToEventAnswer } from "./MovePlayerToEventAnswer";
import { isGetPropertyEvent } from "./GetPropertyEvent";
export interface TypedMessageEvent<T> extends MessageEvent {
@ -178,6 +180,10 @@ export const iframeQueryMapTypeGuards = {
query: tg.isUndefined,
answer: isPlayerPosition,
},
movePlayerTo: {
query: isMovePlayerToEventConfig,
answer: isMovePlayerToEventAnswer,
},
};
type GuardedType<T> = T extends (x: unknown) => x is infer T ? T : never;

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@ -0,0 +1,11 @@
import * as tg from "generic-type-guard";
export const isMovePlayerToEventConfig = new tg.IsInterface()
.withProperties({
x: tg.isNumber,
y: tg.isNumber,
speed: tg.isOptional(tg.isNumber),
})
.get();
export type MovePlayerToEvent = tg.GuardedType<typeof isMovePlayerToEventConfig>;

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@ -0,0 +1,11 @@
import * as tg from "generic-type-guard";
export const isMovePlayerToEventAnswer = new tg.IsInterface()
.withProperties({
x: tg.isNumber,
y: tg.isNumber,
cancelled: tg.isBoolean,
})
.get();
export type MovePlayerToEventAnswer = tg.GuardedType<typeof isMovePlayerToEventAnswer>;

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@ -84,6 +84,13 @@ export class WorkadventurePlayerCommands extends IframeApiContribution<Workadven
});
}
public async moveTo(x: number, y: number, speed?: number): Promise<{ x: number; y: number; cancelled: boolean }> {
return await queryWorkadventure({
type: "movePlayerTo",
data: { x, y, speed },
});
}
get userRoomToken(): string | undefined {
if (userRoomToken === undefined) {
throw new Error(

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@ -586,7 +586,11 @@ export class GameScene extends DirtyScene {
waScaleManager
);
this.pathfindingManager = new PathfindingManager(this, this.gameMap.getCollisionsGrid());
this.pathfindingManager = new PathfindingManager(
this,
this.gameMap.getCollisionsGrid(),
this.gameMap.getTileDimensions()
);
biggestAvailableAreaStore.recompute();
this.cameraManager.startFollowPlayer(this.CurrentPlayer);
@ -1489,6 +1493,17 @@ export class GameScene extends DirtyScene {
y: this.CurrentPlayer.y,
};
});
iframeListener.registerAnswerer("movePlayerTo", async (message) => {
const index = this.getGameMap().getTileIndexAt(message.x, message.y);
const startTile = this.getGameMap().getTileIndexAt(this.CurrentPlayer.x, this.CurrentPlayer.y);
const path = await this.getPathfindingManager().findPath(startTile, index, true, true);
path.shift();
if (path.length === 0) {
throw new Error("no path available");
}
return this.CurrentPlayer.setPathToFollow(path, message.speed);
});
}
private setPropertyLayer(

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@ -12,6 +12,8 @@ export const requestEmoteEventName = "requestEmote";
export class Player extends Character {
private pathToFollow?: { x: number; y: number }[];
private followingPathPromiseResolve?: (result: { x: number; y: number; cancelled: boolean }) => void;
private pathWalkingSpeed?: number;
constructor(
Scene: GameScene,
@ -43,7 +45,7 @@ export class Player extends Character {
}
if (this.pathToFollow && activeUserInputEvents.anyExcept(UserInputEvent.SpeedUp)) {
this.pathToFollow = undefined;
this.finishFollowingPath(true);
}
let x = 0;
@ -68,9 +70,22 @@ export class Player extends Character {
this.scene.connection?.emitFollowConfirmation();
}
public setPathToFollow(path: { x: number; y: number }[]): void {
public async setPathToFollow(
path: { x: number; y: number }[],
speed?: number
): Promise<{ x: number; y: number; cancelled: boolean }> {
const isPreviousPathInProgress = this.pathToFollow !== undefined && this.pathToFollow.length > 0;
// take collider offset into consideraton
this.pathToFollow = this.adjustPathToFollowToColliderBounds(path);
this.pathWalkingSpeed = speed;
return new Promise((resolve) => {
this.followingPathPromiseResolve?.call(this, { x: this.x, y: this.y, cancelled: isPreviousPathInProgress });
this.followingPathPromiseResolve = resolve;
});
}
private deduceSpeed(speedUp: boolean, followMode: boolean): number {
return this.pathWalkingSpeed ? this.pathWalkingSpeed : speedUp && !followMode ? 25 : 9;
}
private adjustPathToFollowToColliderBounds(path: { x: number; y: number }[]): { x: number; y: number }[] {
@ -95,8 +110,8 @@ export class Player extends Character {
// Compute movement deltas
const followMode = get(followStateStore) !== "off";
const speedup = activeEvents.get(UserInputEvent.SpeedUp) && !followMode ? 25 : 9;
const moveAmount = speedup * 20;
const speed = this.deduceSpeed(activeEvents.get(UserInputEvent.SpeedUp), followMode);
const moveAmount = speed * 20;
x = x * moveAmount;
y = y * moveAmount;
@ -148,8 +163,8 @@ export class Player extends Character {
}
private computeFollowPathMovement(): number[] {
if (this.pathToFollow?.length === 0) {
this.pathToFollow = undefined;
if (this.pathToFollow !== undefined && this.pathToFollow.length === 0) {
this.finishFollowingPath();
}
if (!this.pathToFollow) {
return [0, 0];
@ -166,6 +181,12 @@ export class Player extends Character {
return this.getMovementDirection(xDistance, yDistance, distance);
}
private finishFollowingPath(cancelled: boolean = false): void {
this.pathToFollow = undefined;
this.pathWalkingSpeed = undefined;
this.followingPathPromiseResolve?.call(this, { x: this.x, y: this.y, cancelled });
}
private getMovementDirection(xDistance: number, yDistance: number, distance: number): [number, number] {
return [xDistance / Math.sqrt(distance), yDistance / Math.sqrt(distance)];
}

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@ -31,18 +31,11 @@ export class GameSceneUserInputHandler implements UserInputHandlerInterface {
.getTileIndexAt(this.gameScene.CurrentPlayer.x, this.gameScene.CurrentPlayer.y);
this.gameScene
.getPathfindingManager()
.findPath(startTile, index, true)
.findPath(startTile, index, true, true)
.then((path) => {
const tileDimensions = this.gameScene.getGameMap().getTileDimensions();
const pixelPath = path.map((step) => {
return {
x: step.x * tileDimensions.width + tileDimensions.width * 0.5,
y: step.y * tileDimensions.height + tileDimensions.height * 0.5,
};
});
// Remove first step as it is for the tile we are currently standing on
pixelPath.shift();
this.gameScene.CurrentPlayer.setPathToFollow(pixelPath);
path.shift();
this.gameScene.CurrentPlayer.setPathToFollow(path).catch((reason) => {});
})
.catch((reason) => {
console.warn(reason);

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@ -54,7 +54,7 @@ export class UserInputManager {
private scene: Phaser.Scene;
private isInputDisabled: boolean;
private joystick!: MobileJoystick;
private joystick?: MobileJoystick;
private joystickEvents = new ActiveEventList();
private joystickForceThreshold = 60;
private joystickForceAccuX = 0;
@ -81,9 +81,9 @@ export class UserInputManager {
initVirtualJoystick() {
this.joystick = new MobileJoystick(this.scene);
this.joystick.on("update", () => {
this.joystickForceAccuX = this.joystick.forceX ? this.joystickForceAccuX : 0;
this.joystickForceAccuY = this.joystick.forceY ? this.joystickForceAccuY : 0;
const cursorKeys = this.joystick.createCursorKeys();
this.joystickForceAccuX = this.joystick?.forceX ? this.joystickForceAccuX : 0;
this.joystickForceAccuY = this.joystick?.forceY ? this.joystickForceAccuY : 0;
const cursorKeys = this.joystick?.createCursorKeys();
for (const name in cursorKeys) {
const key = cursorKeys[name as Direction];
switch (name) {
@ -192,7 +192,7 @@ export class UserInputManager {
return eventsMap;
}
this.joystickEvents.forEach((value, key) => {
if (value) {
if (value && this.joystick) {
switch (key) {
case UserInputEvent.MoveUp:
case UserInputEvent.MoveDown:
@ -253,7 +253,7 @@ export class UserInputManager {
this.scene.input.on(
Phaser.Input.Events.POINTER_UP,
(pointer: Phaser.Input.Pointer, gameObjects: Phaser.GameObjects.GameObject[]) => {
this.joystick.hide();
this.joystick?.hide();
this.userInputHandler.handlePointerUpEvent(pointer, gameObjects);
}
);
@ -267,9 +267,9 @@ export class UserInputManager {
this.userInputHandler.handlePointerDownEvent(pointer, gameObjects);
// Let's only display the joystick if there is one finger on the screen
if ((pointer.event as TouchEvent).touches.length === 1) {
this.joystick.showAt(pointer.x, pointer.y);
this.joystick?.showAt(pointer.x, pointer.y);
} else {
this.joystick.hide();
this.joystick?.hide();
}
}
);

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@ -6,20 +6,23 @@ export class PathfindingManager {
private easyStar;
private grid: number[][];
private tileDimensions: { width: number; height: number };
constructor(scene: Phaser.Scene, collisionsGrid: number[][]) {
constructor(scene: Phaser.Scene, collisionsGrid: number[][], tileDimensions: { width: number; height: number }) {
this.scene = scene;
this.easyStar = new EasyStar.js();
this.easyStar.enableDiagonals();
this.grid = collisionsGrid;
this.tileDimensions = tileDimensions;
this.setEasyStarGrid(collisionsGrid);
}
public async findPath(
start: { x: number; y: number },
end: { x: number; y: number },
measuredInPixels: boolean = true,
tryFindingNearestAvailable: boolean = false
): Promise<{ x: number; y: number }[]> {
let endPoints: { x: number; y: number }[] = [end];
@ -48,12 +51,21 @@ export class PathfindingManager {
// rejected Promise will return undefined for path
path = await this.getPath(start, endPoint).catch();
if (path && path.length > 0) {
return path;
return measuredInPixels ? this.mapTileUnitsToPixels(path) : path;
}
}
return [];
}
private mapTileUnitsToPixels(path: { x: number; y: number }[]): { x: number; y: number }[] {
return path.map((step) => {
return {
x: step.x * this.tileDimensions.width + this.tileDimensions.width * 0.5,
y: step.y * this.tileDimensions.height + this.tileDimensions.height * 0.5,
};
});
}
private getNeighbouringTiles(tile: { x: number; y: number }): { x: number; y: number }[] {
const xOffsets = [-1, 0, 1, 1, 1, 0, -1, -1];
const yOffsets = [-1, -1, -1, 0, 1, 1, 1, 0];

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@ -0,0 +1,207 @@
{ "compressionlevel":-1,
"height":30,
"infinite":false,
"layers":[
{
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"height":30,
"id":1,
"name":"floor",
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"draworder":"topdown",
"id":3,
"name":"floorLayer",
"objects":[
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"height":159.371714951095,
"id":4,
"name":"",
"rotation":0,
"text":
{
"fontfamily":"MS Shell Dlg 2",
"pixelsize":21,
"text":"Set position of where you want the player character to move to. On movement's end or interruption, player's current position will be logged into the console",
"wrap":true
},
"type":"",
"visible":true,
"width":315.438,
"x":64.7309301350722,
"y":95.2559217512811
},
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"height":30.8202477876106,
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"name":"",
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"text":"x: 16 y: 16",
"wrap":true
},
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"name":"",
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"text":
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"fontfamily":"MS Shell Dlg 2",
"pixelsize":21,
"text":"x: 464 y: 432",
"wrap":true
},
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"x":483.920662086633,
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"text":
{
"fontfamily":"MS Shell Dlg 2",
"pixelsize":21,
"text":"Top: 256\/512 Center: 496\/655 Width: 480 Height: 286",
"wrap":true
},
"type":"",
"visible":true,
"width":172,
"x":256,
"y":512
}],
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"type":"objectgroup",
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"nextobjectid":11,
"orientation":"orthogonal",
"properties":[
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"name":"openWebsite",
"type":"string",
"value":"script.php"
},
{
"name":"openWebsiteAllowApi",
"type":"bool",
"value":true
}],
"renderorder":"right-down",
"tiledversion":"1.7.2",
"tileheight":32,
"tilesets":[
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"columns":11,
"firstgid":1,
"image":"..\/tileset1.png",
"imageheight":352,
"imagewidth":352,
"margin":0,
"name":"tileset1",
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"tilecount":121,
"tileheight":32,
"tiles":[
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"properties":[
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"name":"collides",
"type":"bool",
"value":true
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},
{
"id":17,
"properties":[
{
"name":"collides",
"type":"bool",
"value":true
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},
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"id":27,
"properties":[
{
"name":"collides",
"type":"bool",
"value":true
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"id":28,
"properties":[
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"name":"collides",
"type":"bool",
"value":true
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"type":"map",
"version":"1.6",
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}

View File

@ -0,0 +1,48 @@
<!doctype html>
<html lang="en">
<head>
<script src="<?php echo $_SERVER["FRONT_URL"] ?>/iframe_api.js"></script>
<script>
window.addEventListener('load', () => {
//@ts-ignore
WA.onInit().then(() => {
console.log('After WA init');
const movePlayerButton = document.getElementById('movePlayerButton');
const randomChainedMovementButton = document.getElementById('randomChainedMovementButton');
const xField = document.getElementById('x');
const yField = document.getElementById('y');
const speedField = document.getElementById('speed');
randomChainedMovementButton.addEventListener('click', async () => {
WA.player.moveTo(500, 500, 10)
const result = await WA.player.moveTo(100, 100, 10).then((result) => {
if (result.completed)
if (result.cancelled) {
return;
}
WA.player.moveTo(500, 100, 20);
});
});
movePlayerButton.addEventListener('click', async () => {
const position = await WA.player.moveTo(
parseInt(xField.value),
parseInt(yField.value),
parseInt(speedField.value),
);
console.log(position);
});
});
})
</script>
</head>
<body>
X: <input type="text" id="x" value="496" /><br/>
Y: <input type="text" id="y" value="655" /><br/>
Speed: <input type="text" id="speed" value="20" /><br/>
<button id="movePlayerButton">Move Player</button>
<button id="randomChainedMovementButton">Do random chained movement</button>
</body>
</html>

View File

@ -227,6 +227,14 @@
<a href="#" class="testLink" data-testmap="CameraApi/camera_api_test.json" target="_blank">Test camera API</a>
</td>
</tr>
<tr>
<td>
<input type="radio" name="test-set-tiles"> Success <input type="radio" name="test-set-tiles"> Failure <input type="radio" name="test-set-tiles" checked> Pending
</td>
<td>
<a href="#" class="testLink" data-testmap="MovePlayer/move_player_api_test.json" target="_blank">Test Player Movement API</a>
</td>
</tr>
<tr>
<td>
<input type="radio" name="test-variables"> Success <input type="radio" name="test-variables"> Failure <input type="radio" name="test-variables" checked> Pending