84 lines
2.8 KiB
TypeScript
84 lines
2.8 KiB
TypeScript
import {PlayerAnimationNames} from "./Animation";
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import {GameScene, Textures} from "../Game/GameScene";
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import {MessageUserPositionInterface, PointInterface} from "../../Connection";
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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 {OutlinePipeline} from "../Shaders/OutlinePipeline";
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export const hasMovedEventName = "hasMoved";
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export interface CurrentGamerInterface extends Character{
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moveUser(delta: number) : void;
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say(text : string) : void;
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}
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export class Player extends Character implements CurrentGamerInterface {
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userInputManager: UserInputManager;
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previousDirection: string;
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wasMoving: boolean;
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constructor(
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Scene: GameScene,
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x: number,
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y: number,
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name: string,
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PlayerTexture: string,
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direction: string,
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moving: boolean
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) {
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super(Scene, x, y, PlayerTexture, name, direction, moving, 1);
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//create input to move
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this.userInputManager = new UserInputManager(Scene);
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//the current player model should be push away by other players to prevent conflict
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this.setImmovable(false);
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}
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moveUser(delta: number): void {
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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 = PlayerAnimationNames.WalkUp;
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moving = 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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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 = PlayerAnimationNames.WalkLeft;
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moving = true;
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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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moving = true;
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}
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if (x !== 0 || y !== 0) {
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this.move(x, y);
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this.emit(hasMovedEventName, {moving, direction, x: this.x, y: this.y});
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} else {
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if (this.wasMoving) {
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//direction = PlayerAnimationNames.None;
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this.stop();
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this.emit(hasMovedEventName, {moving, direction: this.previousDirection, x: this.x, y: this.y});
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}
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}
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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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}
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}
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