Implement automatic following of other players.
* initiate following by reacting to the interact event * subscribe to remote player and update positions in relation to them instead of reacting to user input * cancel following if the user moves actively again
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@ -1,15 +1,18 @@
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import { PlayerAnimationDirections } from "./Animation";
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import type { GameScene } from "../Game/GameScene";
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import { UserInputEvent, UserInputManager } from "../UserInput/UserInputManager";
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import { ActiveEventList, UserInputEvent, UserInputManager } from "../UserInput/UserInputManager";
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import { Character } from "../Entity/Character";
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import type { RemotePlayer } from "../Entity/RemotePlayer";
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import { userMovingStore } from "../../Stores/GameStore";
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export const hasMovedEventName = "hasMoved";
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export const requestEmoteEventName = "requestEmote";
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export class Player extends Character {
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private previousDirection: string = PlayerAnimationDirections.Down;
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private previousDirection: PlayerAnimationDirections = PlayerAnimationDirections.Down;
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private wasMoving: boolean = false;
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private timeCounter: number = 0;
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private follow: { followPlayer: RemotePlayer; direction: PlayerAnimationDirections } | null = null;
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constructor(
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Scene: GameScene,
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@ -29,17 +32,17 @@ export class Player extends Character {
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this.getBody().setImmovable(false);
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}
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moveUser(delta: number): void {
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private inputStep(activeEvents: ActiveEventList, delta: number) {
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//if user client on shift, camera and player speed
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let direction = null;
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let moving = false;
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const activeEvents = this.userInputManager.getEventListForGameTick();
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const speedMultiplier = activeEvents.get(UserInputEvent.SpeedUp) ? 25 : 9;
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const moveAmount = speedMultiplier * 20;
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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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y = -moveAmount;
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direction = PlayerAnimationDirections.Up;
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@ -49,6 +52,7 @@ export class Player extends Character {
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direction = PlayerAnimationDirections.Down;
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moving = true;
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}
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if (activeEvents.get(UserInputEvent.MoveLeft)) {
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x = -moveAmount;
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direction = PlayerAnimationDirections.Left;
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@ -58,6 +62,7 @@ export class Player extends Character {
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direction = PlayerAnimationDirections.Right;
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moving = true;
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}
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moving = moving || activeEvents.get(UserInputEvent.JoystickMove);
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if (x !== 0 || y !== 0) {
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@ -89,10 +94,104 @@ export class Player extends Character {
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if (direction !== null) {
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this.previousDirection = direction;
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}
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this.wasMoving = moving;
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userMovingStore.set(moving);
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}
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private followStep(activeEvents: ActiveEventList, delta: number) {
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if (this.follow === null) {
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return;
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}
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this.timeCounter += delta;
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if (this.timeCounter < 128) {
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return;
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}
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this.timeCounter = 0;
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const xDist = this.follow.followPlayer.x - this.x;
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const yDist = this.follow.followPlayer.y - this.y;
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const distance = Math.pow(xDist, 2) + Math.pow(yDist, 2);
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if (distance < 650) {
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this.stop();
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} else {
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const moveAmount = 9 * 20;
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const xDir = xDist / Math.sqrt(distance);
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const yDir = yDist / Math.sqrt(distance);
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this.move(xDir * moveAmount, yDir * moveAmount);
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if (Math.abs(xDist) > Math.abs(yDist)) {
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if (xDist < 0) {
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this.follow.direction = PlayerAnimationDirections.Left;
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} else {
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this.follow.direction = PlayerAnimationDirections.Right;
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}
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} else {
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if (yDist < 0) {
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this.follow.direction = PlayerAnimationDirections.Up;
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} else {
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this.follow.direction = PlayerAnimationDirections.Down;
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}
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}
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}
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this.emit(hasMovedEventName, {
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moving: true,
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direction: this.follow.direction,
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x: this.x,
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y: this.y,
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});
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this.previousDirection = this.follow.direction;
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this.wasMoving = true;
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userMovingStore.set(true);
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}
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moveUser(delta: number): void {
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const activeEvents = this.userInputManager.getEventListForGameTick();
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if (activeEvents.get(UserInputEvent.Interact)) {
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const sortedPlayers = Array.from(this.scene.MapPlayersByKey.values()).sort((p1, p2) => {
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const distToP1 = Math.pow(p1.x - this.x, 2) + Math.pow(p1.y - this.y, 2);
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const distToP2 = Math.pow(p2.x - this.x, 2) + Math.pow(p2.y - this.y, 2);
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if (distToP1 > distToP2) {
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return 1;
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} else if (distToP1 < distToP2) {
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return -1;
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} else {
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return 0;
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}
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});
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if (typeof sortedPlayers !== "undefined" && sortedPlayers.length > 0) {
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this.follow = {
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followPlayer: sortedPlayers[0],
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direction: this.previousDirection,
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};
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}
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}
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if (
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activeEvents.get(UserInputEvent.MoveUp) ||
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activeEvents.get(UserInputEvent.MoveDown) ||
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activeEvents.get(UserInputEvent.MoveLeft) ||
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activeEvents.get(UserInputEvent.MoveRight)
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) {
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this.follow = null;
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}
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if (this.follow === null) {
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this.inputStep(activeEvents, delta);
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} else {
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this.followStep(activeEvents, delta);
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}
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}
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public isMoving(): boolean {
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return this.wasMoving;
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}
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