Finish select character scene and custom character scene
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78d888ffaf
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0a04f5d631
6 changed files with 534 additions and 329 deletions
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@ -12,6 +12,7 @@ import {AbstractCharacterScene} from "./AbstractCharacterScene";
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import {areCharacterLayersValid} from "../../Connexion/LocalUser";
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import {touchScreenManager} from "../../Touch/TouchScreenManager";
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import {PinchManager} from "../UserInput/PinchManager";
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import {MenuScene} from "../Menu/MenuScene";
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//todo: put this constants in a dedicated file
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@ -24,166 +25,104 @@ enum LoginTextures {
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customizeButtonSelected = "customize_button_selected"
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}
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const selectCharacterKey = 'selectCharacterScene';
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export class SelectCharacterScene extends AbstractCharacterScene {
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private readonly nbCharactersPerRow = 6;
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private textField!: TextField;
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private pressReturnField!: TextField;
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private logo!: Image;
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private customizeButton!: Image;
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private customizeButtonSelected!: Image;
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private selectedRectangle!: Rectangle;
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private selectedRectangleXPos = 0; // Number of the character selected in the rows
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private selectedRectangleYPos = 0; // Number of the character selected in the columns
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private selectedPlayer!: Phaser.Physics.Arcade.Sprite|null; // null if we are selecting the "customize" option
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private players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
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private mobileTapRectangle!: Rectangle;
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private playerModels!: BodyResourceDescriptionInterface[];
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private selectCharacterSceneElement!: Phaser.GameObjects.DOMElement;
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private currentSelectUser = 0;
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constructor() {
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super({
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key: SelectCharacterSceneName
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key: SelectCharacterSceneName,
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});
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}
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preload() {
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addLoader(this);
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this.load.html(selectCharacterKey, 'resources/html/selectCharacterScene.html');
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this.loadSelectSceneCharacters().then((bodyResourceDescriptions) => {
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bodyResourceDescriptions.forEach((bodyResourceDescription) => {
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this.playerModels.push(bodyResourceDescription);
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});
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})
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this.load.image(LoginTextures.playButton, "resources/objects/play_button.png");
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this.load.image(LoginTextures.icon, "resources/logos/tcm_full.png");
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// Note: arcade.png from the Phaser 3 examples at: https://github.com/photonstorm/phaser3-examples/tree/master/public/assets/fonts/bitmap
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this.load.bitmapFont(LoginTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
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this.playerModels = loadAllDefaultModels(this.load);
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this.load.image(LoginTextures.customizeButton, 'resources/objects/customize.png');
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this.load.image(LoginTextures.customizeButtonSelected, 'resources/objects/customize_selected.png');
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addLoader(this);
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}
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create() {
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const middleX = this.getMiddleX();
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this.selectCharacterSceneElement = this.add.dom(middleX, 0).createFromCache(selectCharacterKey);
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MenuScene.revealMenusAfterInit(this.selectCharacterSceneElement, selectCharacterKey);
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this.selectCharacterSceneElement.addListener('click');
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this.selectCharacterSceneElement.on('click', (event:MouseEvent) => {
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event.preventDefault();
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if((event?.target as HTMLInputElement).id === 'selectCharacterButtonLeft') {
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this.moveToLeft();
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}else if((event?.target as HTMLInputElement).id === 'selectCharacterButtonRight') {
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this.moveToRight();
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}else if((event?.target as HTMLInputElement).id === 'selectCharacterSceneFormSubmit') {
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this.nextSceneToCameraScene();
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}else if((event?.target as HTMLInputElement).id === 'selectCharacterSceneFormCustomYourOwnSubmit') {
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this.nextSceneToCustomizeScene();
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}
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});
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if (touchScreenManager.supportTouchScreen) {
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new PinchManager(this);
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}
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this.textField = new TextField(this, this.game.renderer.width / 2, 50, 'Select your character');
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this.pressReturnField = new TextField(
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this,
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this.game.renderer.width / 2,
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90 + 32 * Math.ceil( this.playerModels.length / this.nbCharactersPerRow) + 60,
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'Touch here\n\n or \n\nPress enter to start');
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// For mobile purposes - we need a big enough touchable area.
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this.mobileTapRectangle = this.add
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.rectangle(
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this.game.renderer.width / 2,
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275,
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this.game.renderer.width / 2,
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50,
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)
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.setInteractive()
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.on("pointerdown", () => {
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this.nextScene();
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});
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const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
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this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xFFFFFF);
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this.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, LoginTextures.icon);
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this.add.existing(this.logo);
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this.input.keyboard.on('keyup-ENTER', () => {
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return this.nextScene();
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});
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this.input.keyboard.on('keydown-RIGHT', () => {
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if(this.selectedRectangleYPos * this.nbCharactersPerRow + (this.selectedRectangleXPos + 2))
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if (
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this.selectedRectangleXPos < this.nbCharactersPerRow - 1
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&& ((this.selectedRectangleYPos * this.nbCharactersPerRow) + (this.selectedRectangleXPos + 1) + 1) <= this.playerModels.length
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) {
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this.selectedRectangleXPos++;
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}
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this.updateSelectedPlayer();
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});
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this.input.keyboard.on('keydown-LEFT', () => {
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if (
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this.selectedRectangleXPos > 0
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&& ((this.selectedRectangleYPos * this.nbCharactersPerRow) + (this.selectedRectangleXPos - 1) + 1) <= this.playerModels.length
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) {
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this.selectedRectangleXPos--;
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}
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this.updateSelectedPlayer();
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});
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this.input.keyboard.on('keydown-DOWN', () => {
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if (
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this.selectedRectangleYPos < Math.ceil(this.playerModels.length / this.nbCharactersPerRow)
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&& (
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(((this.selectedRectangleYPos + 1) * this.nbCharactersPerRow) + this.selectedRectangleXPos + 1) <= this.playerModels.length // check if player isn't empty
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|| (this.selectedRectangleYPos + 1) === Math.ceil(this.playerModels.length / this.nbCharactersPerRow) // check if is custom rectangle
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)
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) {
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this.selectedRectangleYPos++;
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}
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this.updateSelectedPlayer();
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});
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this.input.keyboard.on('keydown-UP', () => {
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if (
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this.selectedRectangleYPos > 0
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&& (((this.selectedRectangleYPos - 1) * this.nbCharactersPerRow) + this.selectedRectangleXPos + 1) <= this.playerModels.length
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) {
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this.selectedRectangleYPos--;
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}
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this.updateSelectedPlayer();
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});
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/*create user*/
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this.createCurrentPlayer();
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const playerNumber = localUserStore.getPlayerCharacterIndex();
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if (playerNumber && playerNumber !== -1) {
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this.selectedRectangleXPos = playerNumber % this.nbCharactersPerRow;
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this.selectedRectangleYPos = Math.floor(playerNumber / this.nbCharactersPerRow);
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this.updateSelectedPlayer();
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} else if (playerNumber === -1) {
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this.selectedRectangleYPos = Math.ceil(this.playerModels.length / this.nbCharactersPerRow);
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this.updateSelectedPlayer();
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}
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this.input.keyboard.on('keyup-ENTER', () => {
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return this.nextSceneToCameraScene();
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});
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this.input.keyboard.on('keydown-RIGHT', () => {
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this.moveToRight();
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});
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this.input.keyboard.on('keydown-LEFT', () => {
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this.moveToLeft();
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});
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}
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update(time: number, delta: number): void {
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this.pressReturnField.setVisible(!!(Math.floor(time / 500) % 2));
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}
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private nextScene(): void {
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private nextSceneToCameraScene(): void {
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if (this.selectedPlayer !== null && !areCharacterLayersValid([this.selectedPlayer.texture.key])) {
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return;
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}
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this.scene.stop(SelectCharacterSceneName);
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if (this.selectedPlayer !== null) {
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gameManager.setCharacterLayers([this.selectedPlayer.texture.key]);
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gameManager.tryResumingGame(this, EnableCameraSceneName);
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} else {
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this.scene.run(CustomizeSceneName);
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if(!this.selectedPlayer){
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return;
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}
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this.scene.stop(SelectCharacterSceneName);
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gameManager.setCharacterLayers([this.selectedPlayer.texture.key]);
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gameManager.tryResumingGame(this, EnableCameraSceneName);
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this.scene.remove(SelectCharacterSceneName);
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}
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private nextSceneToCustomizeScene(): void {
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if (this.selectedPlayer !== null && !areCharacterLayersValid([this.selectedPlayer.texture.key])) {
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return;
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}
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this.scene.sleep(SelectCharacterSceneName);
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this.scene.run(CustomizeSceneName);
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}
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createCurrentPlayer(): void {
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for (let i = 0; i <this.playerModels.length; i++) {
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const playerResource = this.playerModels[i];
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const col = i % this.nbCharactersPerRow;
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const row = Math.floor(i / this.nbCharactersPerRow);
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const [x, y] = this.getCharacterPosition(col, row);
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const player = this.physics.add.sprite(x, y, playerResource.name, 0);
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player.setBounce(0.2);
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player.setCollideWorldBounds(true);
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const [middleX, middleY] = this.getCharacterPosition();
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const player = this.physics.add.sprite(middleX, middleY, playerResource.name, 0);
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this.setUpPlayer(player, i);
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this.anims.create({
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key: playerResource.name,
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frames: this.anims.generateFrameNumbers(playerResource.name, {start: 0, end: 2,}),
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@ -191,89 +130,140 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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repeat: -1
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});
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player.setInteractive().on("pointerdown", () => {
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this.selectedRectangleXPos = col;
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this.selectedRectangleYPos = row;
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this.updateSelectedPlayer();
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if(this.currentSelectUser === i){
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return;
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}
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this.currentSelectUser = i;
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this.moveUser();
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});
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this.players.push(player);
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}
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const maxRow = Math.ceil( this.playerModels.length / this.nbCharactersPerRow);
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this.customizeButton = new Image(this, this.game.renderer.width / 2, 90 + 32 * maxRow + 6, LoginTextures.customizeButton);
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this.customizeButton.setOrigin(0.5, 0.5);
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this.add.existing(this.customizeButton);
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this.customizeButtonSelected = new Image(this, this.game.renderer.width / 2, 90 + 32 * maxRow + 6, LoginTextures.customizeButtonSelected);
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this.customizeButtonSelected.setOrigin(0.5, 0.5);
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this.customizeButtonSelected.setVisible(false);
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this.add.existing(this.customizeButtonSelected);
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this.selectedPlayer = this.players[this.currentSelectUser];
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this.selectedPlayer.play(this.playerModels[this.currentSelectUser].name);
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}
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this.customizeButton.setInteractive().on("pointerdown", () => {
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this.selectedRectangleYPos = Math.ceil(this.playerModels.length / this.nbCharactersPerRow);
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this.updateSelectedPlayer();
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this.nextScene();
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});
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this.customizeButtonSelected.setInteractive().on("pointerdown", () => {
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this.nextScene();
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});
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private moveUser(){
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for(let i = 0; i < this.players.length; i++){
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const player = this.players[i];
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this.setUpPlayer(player, i);
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}
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this.updateSelectedPlayer();
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}
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this.selectedPlayer = this.players[0];
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this.selectedPlayer.play(this.playerModels[0].name);
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private moveToLeft(){
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if(this.currentSelectUser === 0){
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return;
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}
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this.currentSelectUser -= 1;
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this.moveUser();
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}
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private moveToRight(){
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if(this.currentSelectUser === (this.players.length - 1)){
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return;
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}
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this.currentSelectUser += 1;
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this.moveUser();
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}
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private defineSetupPlayer(numero: number){
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const deltaX = 30;
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let [playerX, playerY] = this.getCharacterPosition();
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let playerVisible = true;
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let playerScale = 1.5;
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let playserOpactity = 1;
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if( this.currentSelectUser !== numero ){
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playerVisible = false;
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}
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if( numero === (this.currentSelectUser + 1) ){
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playerX += deltaX;
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playerScale = 0.8;
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playserOpactity = 0.6;
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playerVisible = true;
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}
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if( numero === (this.currentSelectUser + 2) ){
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playerX += (deltaX * 2);
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playerScale = 0.8;
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playserOpactity = 0.6;
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playerVisible = true;
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}
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if( numero === (this.currentSelectUser - 1) ){
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playerX -= deltaX;
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playerScale = 0.8;
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playserOpactity = 0.6;
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playerVisible = true;
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}
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if( numero === (this.currentSelectUser - 2) ){
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playerX -= (deltaX * 2);
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playerScale = 0.8;
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playserOpactity = 0.6;
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playerVisible = true;
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}
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return {playerX, playerY, playerScale, playserOpactity, playerVisible}
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}
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private setUpPlayer(player: Phaser.Physics.Arcade.Sprite, numero: number){
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const {playerX, playerY, playerScale, playserOpactity, playerVisible} = this.defineSetupPlayer(numero);
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player.setBounce(0.2);
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player.setCollideWorldBounds(true);
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player.setVisible( playerVisible );
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player.setScale(playerScale, playerScale);
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player.setAlpha(playserOpactity);
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player.setX(playerX);
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player.setY(playerY);
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}
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/**
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* Returns pixel position by on column and row number
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*/
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private getCharacterPosition(x: number, y: number): [number, number] {
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private getCharacterPosition(): [number, number] {
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return [
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this.game.renderer.width / 2 + 16 + (x - this.nbCharactersPerRow / 2) * 32,
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y * 32 + 90
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this.game.renderer.width / 2,
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this.game.renderer.height / 3
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];
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}
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private updateSelectedPlayer(): void {
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this.selectedPlayer?.anims.pause();
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// If we selected the customize button
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if (this.selectedRectangleYPos === Math.ceil(this.playerModels.length / this.nbCharactersPerRow)) {
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this.selectedPlayer = null;
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this.selectedRectangle.setVisible(false);
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this.customizeButtonSelected.setVisible(true);
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this.customizeButton.setVisible(false);
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localUserStore.setPlayerCharacterIndex(-1);
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return;
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}
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this.customizeButtonSelected.setVisible(false);
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this.customizeButton.setVisible(true);
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const [x, y] = this.getCharacterPosition(this.selectedRectangleXPos, this.selectedRectangleYPos);
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this.selectedRectangle.setVisible(true);
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this.selectedRectangle.setX(x);
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this.selectedRectangle.setY(y);
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this.selectedRectangle.setSize(32, 32);
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const playerNumber = this.selectedRectangleXPos + this.selectedRectangleYPos * this.nbCharactersPerRow;
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const player = this.players[playerNumber];
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player.play(this.playerModels[playerNumber].name);
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const player = this.players[this.currentSelectUser];
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player.play(this.playerModels[this.currentSelectUser].name);
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this.selectedPlayer = player;
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localUserStore.setPlayerCharacterIndex(playerNumber);
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localUserStore.setPlayerCharacterIndex(this.currentSelectUser);
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}
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update(time: number, delta: number): void {
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const middleX = this.getMiddleX();
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this.tweens.add({
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targets: this.selectCharacterSceneElement,
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x: middleX,
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duration: 1000,
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ease: 'Power3'
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});
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}
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public onResize(ev: UIEvent): void {
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this.textField.x = this.game.renderer.width / 2;
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this.pressReturnField.x = this.game.renderer.width / 2;
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this.logo.x = this.game.renderer.width - 30;
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this.logo.y = this.game.renderer.height - 20;
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this.customizeButton.x = this.game.renderer.width / 2;
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this.customizeButtonSelected.x = this.game.renderer.width / 2;
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//move position of user
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this.moveUser();
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for (let i = 0; i <this.playerModels.length; i++) {
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const player = this.players[i];
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const col = i % this.nbCharactersPerRow;
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const row = Math.floor(i / this.nbCharactersPerRow);
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const [x, y] = this.getCharacterPosition(col, row);
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player.x = x;
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player.y = y;
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}
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this.updateSelectedPlayer();
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const middleX = this.getMiddleX();
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this.tweens.add({
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targets: this.selectCharacterSceneElement,
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x: middleX,
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duration: 1000,
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ease: 'Power3'
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});
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}
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private getMiddleX() : number{
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return (this.game.renderer.width / 2) -
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(
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this.selectCharacterSceneElement
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&& this.selectCharacterSceneElement.node
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&& this.selectCharacterSceneElement.node.getBoundingClientRect().width > 0
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? (this.selectCharacterSceneElement.node.getBoundingClientRect().width / 4)
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: 150
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);
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}
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}
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