Refactoring & fix feedback WorkAdventure
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8e52b8597c
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21 changed files with 275 additions and 116 deletions
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@ -1,5 +1,4 @@
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import {gameManager} from "../Game/GameManager";
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import {TextField} from "../Components/TextField";
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import Image = Phaser.GameObjects.Image;
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import Rectangle = Phaser.GameObjects.Rectangle;
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import {EnableCameraSceneName} from "./EnableCameraScene";
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@ -13,29 +12,23 @@ 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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import Zone = Phaser.GameObjects.Zone;
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import { SelectCharacterMobileScene } from "./SelectCharacterMobileScene";
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//todo: put this constants in a dedicated file
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export const SelectCharacterSceneName = "SelectCharacterScene";
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enum LoginTextures {
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playButton = "play_button",
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icon = "icon",
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mainFont = "main_font",
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customizeButton = "customize_button",
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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 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 playerModels!: BodyResourceDescriptionInterface[];
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protected readonly nbCharactersPerRow = 6;
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protected selectedPlayer!: Phaser.Physics.Arcade.Sprite|null; // null if we are selecting the "customize" option
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protected players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
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protected playerModels!: BodyResourceDescriptionInterface[];
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private selectCharacterSceneElement!: Phaser.GameObjects.DOMElement;
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private currentSelectUser = 0;
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protected selectedRectangle!: Rectangle;
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protected selectCharacterSceneElement!: Phaser.GameObjects.DOMElement;
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protected currentSelectUser = 0;
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constructor() {
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super({
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@ -58,6 +51,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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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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@ -80,6 +74,10 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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new PinchManager(this);
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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.selectedRectangle.setDepth(2);
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/*create user*/
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this.createCurrentPlayer();
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const playerNumber = localUserStore.getPlayerCharacterIndex();
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@ -94,9 +92,15 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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this.input.keyboard.on('keydown-LEFT', () => {
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this.moveToLeft();
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});
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this.input.keyboard.on('keydown-UP', () => {
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this.moveToUp();
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});
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this.input.keyboard.on('keydown-DOWN', () => {
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this.moveToDown();
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});
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}
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private nextSceneToCameraScene(): void {
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protected 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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@ -109,7 +113,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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this.scene.remove(SelectCharacterSceneName);
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}
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private nextSceneToCustomizeScene(): void {
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protected 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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@ -126,8 +130,8 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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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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frameRate: 10,
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frames: this.anims.generateFrameNumbers(playerResource.name, {start: 0, end: 11}),
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frameRate: 8,
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repeat: -1
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});
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player.setInteractive().on("pointerdown", () => {
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@ -144,7 +148,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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this.selectedPlayer.play(this.playerModels[this.currentSelectUser].name);
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}
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private moveUser(){
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protected 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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@ -152,7 +156,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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this.updateSelectedPlayer();
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}
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private moveToLeft(){
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protected moveToLeft(){
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if(this.currentSelectUser === 0){
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return;
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}
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@ -160,7 +164,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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this.moveUser();
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}
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private moveToRight(){
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protected 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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@ -168,48 +172,44 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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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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const deltaY = 2;
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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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protected moveToUp(){
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if(this.currentSelectUser < this.nbCharactersPerRow){
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return;
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}
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if( numero === (this.currentSelectUser + 1) ){
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playerY -= deltaY;
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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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this.currentSelectUser -= this.nbCharactersPerRow;
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this.moveUser();
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}
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protected moveToDown(){
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if((this.currentSelectUser + this.nbCharactersPerRow) > (this.players.length - 1)){
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return;
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}
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if( numero === (this.currentSelectUser + 2) ){
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playerY -= deltaY;
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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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playerY -= deltaY;
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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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playerY -= deltaY;
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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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this.currentSelectUser += this.nbCharactersPerRow;
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this.moveUser();
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}
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protected defineSetupPlayer(numero: number){
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const deltaX = 32;
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const deltaY = 32;
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let [playerX, playerY] = this.getCharacterPosition(); // player X and player y are middle of the
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playerX = ( (playerX - (deltaX * 2.5)) + ((deltaX) * (numero % this.nbCharactersPerRow)) ); // calcul position on line users
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playerY = ( (playerY - (deltaY * 2)) + ((deltaY) * ( Math.floor(numero / this.nbCharactersPerRow) )) ); // calcul position on column users
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const playerVisible = true;
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const playerScale = 1;
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const playserOpactity = 1;
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// if selected
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if( numero === this.currentSelectUser ){
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this.selectedRectangle.setX(playerX);
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this.selectedRectangle.setY(playerY);
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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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protected 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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@ -224,15 +224,15 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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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(): [number, number] {
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protected getCharacterPosition(): [number, number] {
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return [
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this.game.renderer.width / 2,
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this.game.renderer.height / 3
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this.game.renderer.height / 2.5
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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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protected updateSelectedPlayer(): void {
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this.selectedPlayer?.anims.pause(this.selectedPlayer?.anims.currentAnim.frames[0]);
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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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@ -262,7 +262,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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});
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}
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private getMiddleX() : number{
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protected 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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