Emote silent zone (#1342)
* Add an emote when the user is in silent zone * Update silent icon strategy * Update strategy for silent zone - Add svelte store - Show silent zone indication and replace camera This update permit to hide silent zone when user is in Jitsi discussion * Fix css silent zone Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
This commit is contained in:
parent
d2b8d7dc04
commit
4f0bb95a38
8 changed files with 241 additions and 165 deletions
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@ -1,29 +1,30 @@
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import {PlayerAnimationDirections, PlayerAnimationTypes} from "../Player/Animation";
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import {SpeechBubble} from "./SpeechBubble";
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import { PlayerAnimationDirections, PlayerAnimationTypes } from "../Player/Animation";
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import { SpeechBubble } from "./SpeechBubble";
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import Text = Phaser.GameObjects.Text;
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import Container = Phaser.GameObjects.Container;
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import Sprite = Phaser.GameObjects.Sprite;
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import {TextureError} from "../../Exception/TextureError";
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import {Companion} from "../Companion/Companion";
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import type {GameScene} from "../Game/GameScene";
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import {DEPTH_INGAME_TEXT_INDEX} from "../Game/DepthIndexes";
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import {waScaleManager} from "../Services/WaScaleManager";
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import { TextureError } from "../../Exception/TextureError";
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import { Companion } from "../Companion/Companion";
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import type { GameScene } from "../Game/GameScene";
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import { DEPTH_INGAME_TEXT_INDEX } from "../Game/DepthIndexes";
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import { waScaleManager } from "../Services/WaScaleManager";
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import type OutlinePipelinePlugin from "phaser3-rex-plugins/plugins/outlinepipeline-plugin.js";
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import { isSilentStore } from "../../Stores/MediaStore";
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const playerNameY = - 25;
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const playerNameY = -25;
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interface AnimationData {
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key: string;
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frameRate: number;
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repeat: number;
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frameModel: string; //todo use an enum
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frames : number[]
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frames: number[];
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}
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const interactiveRadius = 35;
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export abstract class Character extends Container {
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private bubble: SpeechBubble|null = null;
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private bubble: SpeechBubble | null = null;
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private readonly playerName: Text;
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public PlayerValue: string;
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public sprites: Map<string, Sprite>;
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@ -32,35 +33,41 @@ export abstract class Character extends Container {
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private invisible: boolean;
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public companion?: Companion;
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private emote: Phaser.GameObjects.Sprite | null = null;
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private emoteTween: Phaser.Tweens.Tween|null = null;
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private emoteTween: Phaser.Tweens.Tween | null = null;
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scene: GameScene;
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constructor(scene: GameScene,
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x: number,
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y: number,
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texturesPromise: Promise<string[]>,
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name: string,
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direction: PlayerAnimationDirections,
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moving: boolean,
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frame: string | number,
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isClickable: boolean,
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companion: string|null,
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companionTexturePromise?: Promise<string>
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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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texturesPromise: Promise<string[]>,
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name: string,
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direction: PlayerAnimationDirections,
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moving: boolean,
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frame: string | number,
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isClickable: boolean,
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companion: string | null,
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companionTexturePromise?: Promise<string>
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) {
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super(scene, x, y/*, texture, frame*/);
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super(scene, x, y /*, texture, frame*/);
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this.scene = scene;
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this.PlayerValue = name;
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this.invisible = true
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this.invisible = true;
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this.sprites = new Map<string, Sprite>();
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//textures are inside a Promise in case they need to be lazyloaded before use.
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texturesPromise.then((textures) => {
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this.addTextures(textures, frame);
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this.invisible = false
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})
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this.invisible = false;
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});
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this.playerName = new Text(scene, 0, playerNameY, name, {fontFamily: '"Press Start 2P"', fontSize: '8px', strokeThickness: 2, stroke: "gray"});
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this.playerName = new Text(scene, 0, playerNameY, name, {
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fontFamily: '"Press Start 2P"',
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fontSize: "8px",
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strokeThickness: 2,
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stroke: "gray",
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});
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this.playerName.setOrigin(0.5).setDepth(DEPTH_INGAME_TEXT_INDEX);
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this.add(this.playerName);
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@ -71,18 +78,17 @@ export abstract class Character extends Container {
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useHandCursor: true,
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});
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this.on('pointerover',() => {
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this.on("pointerover", () => {
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this.getOutlinePlugin()?.add(this.playerName, {
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thickness: 2,
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outlineColor: 0xffff00
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outlineColor: 0xffff00,
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});
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this.scene.markDirty();
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});
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this.on('pointerout',() => {
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this.on("pointerout", () => {
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this.getOutlinePlugin()?.remove(this.playerName);
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this.scene.markDirty();
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})
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});
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}
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scene.add.existing(this);
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@ -97,38 +103,38 @@ export abstract class Character extends Container {
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this.playAnimation(direction, moving);
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if (typeof companion === 'string') {
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if (typeof companion === "string") {
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this.addCompanion(companion, companionTexturePromise);
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}
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}
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private getOutlinePlugin(): OutlinePipelinePlugin|undefined {
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return this.scene.plugins.get('rexOutlinePipeline') as unknown as OutlinePipelinePlugin|undefined;
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private getOutlinePlugin(): OutlinePipelinePlugin | undefined {
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return this.scene.plugins.get("rexOutlinePipeline") as unknown as OutlinePipelinePlugin | undefined;
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}
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public addCompanion(name: string, texturePromise?: Promise<string>): void {
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if (typeof texturePromise !== 'undefined') {
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if (typeof texturePromise !== "undefined") {
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this.companion = new Companion(this.scene, this.x, this.y, name, texturePromise);
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}
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}
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public addTextures(textures: string[], frame?: string | number): void {
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for (const texture of textures) {
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if(this.scene && !this.scene.textures.exists(texture)){
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throw new TextureError('texture not found');
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if (this.scene && !this.scene.textures.exists(texture)) {
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throw new TextureError("texture not found");
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}
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const sprite = new Sprite(this.scene, 0, 0, texture, frame);
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this.add(sprite);
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this.getPlayerAnimations(texture).forEach(d => {
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this.getPlayerAnimations(texture).forEach((d) => {
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this.scene.anims.create({
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key: d.key,
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frames: this.scene.anims.generateFrameNumbers(d.frameModel, {frames: d.frames}),
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frames: this.scene.anims.generateFrameNumbers(d.frameModel, { frames: d.frames }),
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frameRate: d.frameRate,
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repeat: d.repeat
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repeat: d.repeat,
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});
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})
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});
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// Needed, otherwise, animations are not handled correctly.
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if(this.scene) {
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if (this.scene) {
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this.scene.sys.updateList.add(sprite);
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}
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this.sprites.set(texture, sprite);
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@ -136,68 +142,77 @@ export abstract class Character extends Container {
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}
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private getPlayerAnimations(name: string): AnimationData[] {
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return [{
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key: `${name}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Walk}`,
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frameModel: name,
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frames: [0, 1, 2, 1],
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frameRate: 10,
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repeat: -1
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}, {
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key: `${name}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Walk}`,
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frameModel: name,
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frames: [3, 4, 5, 4],
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frameRate: 10,
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repeat: -1
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}, {
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key: `${name}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Walk}`,
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frameModel: name,
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frames: [6, 7, 8, 7],
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frameRate: 10,
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repeat: -1
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}, {
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key: `${name}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Walk}`,
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frameModel: name,
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frames: [9, 10, 11, 10],
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frameRate: 10,
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repeat: -1
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},{
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key: `${name}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Idle}`,
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frameModel: name,
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frames: [1],
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frameRate: 10,
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repeat: 1
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}, {
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key: `${name}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Idle}`,
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frameModel: name,
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frames: [4],
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frameRate: 10,
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repeat: 1
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}, {
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key: `${name}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Idle}`,
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frameModel: name,
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frames: [7],
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frameRate: 10,
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repeat: 1
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}, {
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key: `${name}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Idle}`,
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frameModel: name,
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frames: [10],
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frameRate: 10,
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repeat: 1
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}];
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return [
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{
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key: `${name}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Walk}`,
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frameModel: name,
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frames: [0, 1, 2, 1],
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frameRate: 10,
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repeat: -1,
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},
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{
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key: `${name}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Walk}`,
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frameModel: name,
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frames: [3, 4, 5, 4],
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frameRate: 10,
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repeat: -1,
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},
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{
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key: `${name}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Walk}`,
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frameModel: name,
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frames: [6, 7, 8, 7],
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frameRate: 10,
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repeat: -1,
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},
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{
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key: `${name}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Walk}`,
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frameModel: name,
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frames: [9, 10, 11, 10],
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frameRate: 10,
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repeat: -1,
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},
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{
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key: `${name}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Idle}`,
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frameModel: name,
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frames: [1],
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frameRate: 10,
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repeat: 1,
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},
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{
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key: `${name}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Idle}`,
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frameModel: name,
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frames: [4],
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frameRate: 10,
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repeat: 1,
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},
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{
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key: `${name}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Idle}`,
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frameModel: name,
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frames: [7],
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frameRate: 10,
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repeat: 1,
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},
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{
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key: `${name}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Idle}`,
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frameModel: name,
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frames: [10],
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frameRate: 10,
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repeat: 1,
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},
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];
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}
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protected playAnimation(direction : PlayerAnimationDirections, moving: boolean): void {
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protected playAnimation(direction: PlayerAnimationDirections, moving: boolean): void {
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if (this.invisible) return;
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for (const [texture, sprite] of this.sprites.entries()) {
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if (!sprite.anims) {
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console.error('ANIMS IS NOT DEFINED!!!');
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console.error("ANIMS IS NOT DEFINED!!!");
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return;
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}
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if (moving && (!sprite.anims.currentAnim || sprite.anims.currentAnim.key !== direction)) {
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sprite.play(texture+'-'+direction+'-'+PlayerAnimationTypes.Walk, true);
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sprite.play(texture + "-" + direction + "-" + PlayerAnimationTypes.Walk, true);
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} else if (!moving) {
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sprite.anims.play(texture + '-' + direction + '-'+PlayerAnimationTypes.Idle, true);
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sprite.anims.play(texture + "-" + direction + "-" + PlayerAnimationTypes.Idle, true);
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}
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}
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}
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protected getBody(): Phaser.Physics.Arcade.Body {
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const body = this.body;
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if (!(body instanceof Phaser.Physics.Arcade.Body)) {
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throw new Error('Container does not have arcade body');
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throw new Error("Container does not have arcade body");
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}
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return body;
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}
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body.setVelocity(x, y);
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// up or down animations are prioritized over left and right
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if (body.velocity.y < 0) { //moving up
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if (body.velocity.y < 0) {
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//moving up
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this.lastDirection = PlayerAnimationDirections.Up;
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this.playAnimation(PlayerAnimationDirections.Up, true);
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} else if (body.velocity.y > 0) { //moving down
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} else if (body.velocity.y > 0) {
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//moving down
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this.lastDirection = PlayerAnimationDirections.Down;
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this.playAnimation(PlayerAnimationDirections.Down, true);
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} else if (body.velocity.x > 0) { //moving right
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} else if (body.velocity.x > 0) {
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//moving right
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this.lastDirection = PlayerAnimationDirections.Right;
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this.playAnimation(PlayerAnimationDirections.Right, true);
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} else if (body.velocity.x < 0) { //moving left
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} else if (body.velocity.x < 0) {
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//moving left
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this.lastDirection = PlayerAnimationDirections.Left;
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this.playAnimation(PlayerAnimationDirections.Left, true);
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}
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}
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}
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stop(){
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stop() {
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this.getBody().setVelocity(0, 0);
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this.playAnimation(this.lastDirection, false);
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}
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say(text: string) {
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if (this.bubble) return;
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this.bubble = new SpeechBubble(this.scene, this, text)
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this.bubble = new SpeechBubble(this.scene, this, text);
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setTimeout(() => {
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if (this.bubble !== null) {
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this.bubble.destroy();
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this.bubble = null;
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}
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}, 3000)
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}, 3000);
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}
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destroy(): void {
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for (const sprite of this.sprites.values()) {
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if(this.scene) {
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if (this.scene) {
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this.scene.sys.updateList.remove(sprite);
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}
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}
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this.list.forEach(objectContaining => objectContaining.destroy())
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this.list.forEach((objectContaining) => objectContaining.destroy());
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super.destroy();
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}
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isSilent() {
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isSilentStore.set(true);
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}
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noSilent() {
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isSilentStore.set(false);
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}
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playEmote(emoteKey: string) {
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this.cancelPreviousEmote();
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const emoteY = -30 - scalingFactor * 10;
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this.playerName.setVisible(false);
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this.emote = new Sprite(this.scene, 0, 0, emoteKey);
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this.emote = new Sprite(this.scene, 0, 0, emoteKey);
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this.emote.setAlpha(0);
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this.emote.setScale(0.1 * scalingFactor);
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this.add(this.emote);
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alpha: 1,
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y: emoteY,
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},
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ease: 'Power2',
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ease: "Power2",
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duration: 500,
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onComplete: () => {
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this.startPulseTransition(emoteY, scalingFactor);
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}
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},
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});
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}
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targets: this.emote,
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props: {
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y: emoteY * 1.3,
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scale: scalingFactor * 1.1
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scale: scalingFactor * 1.1,
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},
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duration: 250,
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yoyo: true,
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completeDelay: 200,
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onComplete: () => {
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this.startExitTransition(emoteY);
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}
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},
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});
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}
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alpha: 0,
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y: 2 * emoteY,
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},
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ease: 'Power2',
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ease: "Power2",
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duration: 500,
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onComplete: () => {
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this.destroyEmote();
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}
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},
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});
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}
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if (!this.emote) return;
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this.emoteTween?.remove();
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this.destroyEmote()
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this.destroyEmote();
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}
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private destroyEmote() {
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