import { PlayerAnimationDirections } from "./Animation"; import type { GameScene } from "../Game/GameScene"; import { ActiveEventList, UserInputEvent, UserInputManager } from "../UserInput/UserInputManager"; import { Character } from "../Entity/Character"; import type { RemotePlayer } from "../Entity/RemotePlayer"; import { get } from "svelte/store"; import { userMovingStore } from "../../Stores/GameStore"; import { followStateStore, followRoleStore, followUsersStore, followRoles, followStates, } from "../../Stores/FollowStore"; export const hasMovedEventName = "hasMoved"; export const requestEmoteEventName = "requestEmote"; export class Player extends Character { constructor( Scene: GameScene, x: number, y: number, name: string, texturesPromise: Promise, direction: PlayerAnimationDirections, moving: boolean, private userInputManager: UserInputManager, companion: string | null, companionTexturePromise?: Promise ) { super(Scene, x, y, texturesPromise, name, direction, moving, 1, true, companion, companionTexturePromise); //the current player model should be push away by other players to prevent conflict this.getBody().setImmovable(false); } private inputStep(activeEvents: ActiveEventList, x: number, y: number) { // Process input events if (activeEvents.get(UserInputEvent.MoveUp)) { y = y - 1; } else if (activeEvents.get(UserInputEvent.MoveDown)) { y = y + 1; } if (activeEvents.get(UserInputEvent.MoveLeft)) { x = x - 1; } else if (activeEvents.get(UserInputEvent.MoveRight)) { x = x + 1; } // Compute movement deltas const speedMultiplier = activeEvents.get(UserInputEvent.SpeedUp) ? 25 : 9; const moveAmount = speedMultiplier * 20; x = x * moveAmount; y = y * moveAmount; // Compute moving state const joystickMovement = activeEvents.get(UserInputEvent.JoystickMove); const moving = x !== 0 || y !== 0 || joystickMovement; // Compute direction let direction = this.lastDirection; if (moving && !joystickMovement) { if (Math.abs(x) > Math.abs(y)) { direction = x < 0 ? PlayerAnimationDirections.Left : PlayerAnimationDirections.Right; } else { direction = y < 0 ? PlayerAnimationDirections.Up : PlayerAnimationDirections.Down; } } // Send movement events const emit = () => this.emit(hasMovedEventName, { moving, direction, x: this.x, y: this.y }); if (moving) { this.move(x, y); emit(); } else if (get(userMovingStore)) { this.stop(); emit(); } // Update state userMovingStore.set(moving); } private computeFollowMovement(): number[] { // Find followed WOKA and abort following if we lost it const player = this.scene.MapPlayersByKey.get(get(followUsersStore)[0]); if (!player) { this.scene.connection?.emitFollowAbort(); followStateStore.set(followStates.off); return [0, 0]; } // Compute movement direction const xDistance = player.x - this.x; const yDistance = player.y - this.y; const distance = Math.pow(xDistance, 2) + Math.pow(yDistance, 2); if (distance < 2000) { return [0, 0]; } const xMovement = xDistance / Math.sqrt(distance); const yMovement = yDistance / Math.sqrt(distance); return [xMovement, yMovement]; } public enableFollowing() { followStateStore.set(followStates.active); } public moveUser(delta: number): void { const activeEvents = this.userInputManager.getEventListForGameTick(); const state = get(followStateStore); const role = get(followRoleStore); if (activeEvents.get(UserInputEvent.Interact)) { if (state === followStates.off && this.scene.groups.size > 0) { followStateStore.set(followStates.requesting); followRoleStore.set(followRoles.leader); } else if (state === followStates.active) { followStateStore.set(followStates.ending); } } let x = 0; let y = 0; if ((state === followStates.active || state === followStates.ending) && role === followRoles.follower) { [x, y] = this.computeFollowMovement(); } this.inputStep(activeEvents, x, y); } }