Implement follow request / confirmation UI

This commit is contained in:
PizZaKatZe 2021-12-12 16:56:26 +01:00
parent d6ef60a3d8
commit 0a410d289d
11 changed files with 481 additions and 79 deletions

View file

@ -3,7 +3,16 @@ 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/InteractStore";
export const hasMovedEventName = "hasMoved";
export const requestEmoteEventName = "requestEmote";
@ -156,44 +165,34 @@ export class Player extends Character {
userMovingStore.set(moving);
}
moveUser(delta: number): void {
public enableFollowing() {
Array.from(this.scene.MapPlayersByKey.values()).forEach((player) => {
if (player.PlayerValue !== get(followUsersStore)[0]) {
return;
}
this.follow = {
followPlayer: player,
direction: this.previousDirection,
};
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)) {
const sortedPlayers = Array.from(this.scene.MapPlayersByKey.values()).sort((p1, p2) => {
const sdistToP1 = Math.pow(p1.x - this.x, 2) + Math.pow(p1.y - this.y, 2);
const sdistToP2 = Math.pow(p2.x - this.x, 2) + Math.pow(p2.y - this.y, 2);
if (sdistToP1 > sdistToP2) {
return 1;
} else if (sdistToP1 < sdistToP2) {
return -1;
} else {
return 0;
}
});
const minFollowDist = 10000;
if (typeof sortedPlayers !== "undefined" && sortedPlayers.length > 0) {
const sdist = Math.pow(sortedPlayers[0].x - this.x, 2) + Math.pow(sortedPlayers[0].y - this.y, 2);
if (sdist < minFollowDist) {
this.follow = {
followPlayer: sortedPlayers[0],
direction: this.previousDirection,
};
}
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);
}
}
if (
activeEvents.get(UserInputEvent.MoveUp) ||
activeEvents.get(UserInputEvent.MoveDown) ||
activeEvents.get(UserInputEvent.MoveLeft) ||
activeEvents.get(UserInputEvent.MoveRight)
) {
this.follow = null;
}
if (this.follow === null) {
if ((state !== followStates.active && state !== followStates.ending) || role !== followRoles.follower) {
this.inputStep(activeEvents, delta);
} else {
this.followStep(activeEvents, delta);