194 lines
7.1 KiB
TypeScript
194 lines
7.1 KiB
TypeScript
import { PlayerAnimationDirections } from "./Animation";
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import type { GameScene } from "../Game/GameScene";
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import { ActiveEventList, UserInputEvent } from "../UserInput/UserInputManager";
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import { Character } from "../Entity/Character";
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import { get } from "svelte/store";
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import { userMovingStore } from "../../Stores/GameStore";
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import { followStateStore, followRoleStore, followUsersStore } from "../../Stores/FollowStore";
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import type CancelablePromise from "cancelable-promise";
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export const hasMovedEventName = "hasMoved";
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export const requestEmoteEventName = "requestEmote";
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export class Player extends Character {
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private pathToFollow?: { x: number; y: number }[];
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private followingPathPromiseResolve?: (result: { x: number; y: number; cancelled: boolean }) => void;
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private pathWalkingSpeed?: number;
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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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texturesPromise: CancelablePromise<string[]>,
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direction: PlayerAnimationDirections,
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moving: boolean,
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companion: string | null,
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companionTexturePromise?: CancelablePromise<string>
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) {
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super(Scene, x, y, texturesPromise, name, direction, moving, 1, true, companion, companionTexturePromise);
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//the current player model should be push away by other players to prevent conflict
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this.getBody().setImmovable(false);
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}
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public moveUser(delta: number, activeUserInputEvents: ActiveEventList): void {
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const state = get(followStateStore);
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const role = get(followRoleStore);
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if (activeUserInputEvents.get(UserInputEvent.Follow)) {
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if (state === "off" && this.scene.groups.size > 0) {
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this.sendFollowRequest();
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} else if (state === "active") {
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followStateStore.set("ending");
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}
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}
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if (this.pathToFollow && activeUserInputEvents.anyExcept(UserInputEvent.SpeedUp)) {
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this.finishFollowingPath(true);
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}
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let x = 0;
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let y = 0;
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if ((state === "active" || state === "ending") && role === "follower") {
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[x, y] = this.computeFollowMovement();
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}
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if (this.pathToFollow) {
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[x, y] = this.computeFollowPathMovement();
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}
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this.inputStep(activeUserInputEvents, x, y);
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}
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public sendFollowRequest() {
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this.scene.connection?.emitFollowRequest();
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followRoleStore.set("leader");
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followStateStore.set("active");
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}
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public startFollowing() {
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followStateStore.set("active");
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this.scene.connection?.emitFollowConfirmation();
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}
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public async setPathToFollow(
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path: { x: number; y: number }[],
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speed?: number
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): Promise<{ x: number; y: number; cancelled: boolean }> {
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const isPreviousPathInProgress = this.pathToFollow !== undefined && this.pathToFollow.length > 0;
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// take collider offset into consideraton
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this.pathToFollow = this.adjustPathToFollowToColliderBounds(path);
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this.pathWalkingSpeed = speed;
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return new Promise((resolve) => {
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this.followingPathPromiseResolve?.call(this, { x: this.x, y: this.y, cancelled: isPreviousPathInProgress });
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this.followingPathPromiseResolve = resolve;
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});
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}
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private deduceSpeed(speedUp: boolean, followMode: boolean): number {
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return this.pathWalkingSpeed ? this.pathWalkingSpeed : speedUp && !followMode ? 25 : 9;
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}
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private adjustPathToFollowToColliderBounds(path: { x: number; y: number }[]): { x: number; y: number }[] {
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return path.map((step) => {
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return { x: step.x, y: step.y - this.getBody().offset.y };
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});
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}
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private inputStep(activeEvents: ActiveEventList, x: number, y: number) {
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// Process input events
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if (activeEvents.get(UserInputEvent.MoveUp)) {
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y = y - 1;
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} else if (activeEvents.get(UserInputEvent.MoveDown)) {
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y = y + 1;
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}
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if (activeEvents.get(UserInputEvent.MoveLeft)) {
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x = x - 1;
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} else if (activeEvents.get(UserInputEvent.MoveRight)) {
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x = x + 1;
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}
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// Compute movement deltas
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const followMode = get(followStateStore) !== "off";
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const speed = this.deduceSpeed(activeEvents.get(UserInputEvent.SpeedUp), followMode);
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const moveAmount = speed * 20;
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x = x * moveAmount;
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y = y * moveAmount;
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// Compute moving state
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const joystickMovement = activeEvents.get(UserInputEvent.JoystickMove);
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const moving = x !== 0 || y !== 0 || joystickMovement;
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// Compute direction
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let direction = this.lastDirection;
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if (moving && !joystickMovement) {
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if (Math.abs(x) > Math.abs(y)) {
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direction = x < 0 ? PlayerAnimationDirections.Left : PlayerAnimationDirections.Right;
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} else {
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direction = y < 0 ? PlayerAnimationDirections.Up : PlayerAnimationDirections.Down;
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}
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}
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// Send movement events
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const emit = () => this.emit(hasMovedEventName, { moving, direction, x: this.x, y: this.y });
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if (moving) {
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this.move(x, y);
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emit();
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} else if (get(userMovingStore)) {
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this.stop();
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emit();
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}
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// Update state
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userMovingStore.set(moving);
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}
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private computeFollowMovement(): number[] {
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// Find followed WOKA and abort following if we lost it
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const player = this.scene.MapPlayersByKey.get(get(followUsersStore)[0]);
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if (!player) {
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this.scene.connection?.emitFollowAbort();
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followStateStore.set("off");
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return [0, 0];
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}
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// Compute movement direction
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const xDistance = player.x - this.x;
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const yDistance = player.y - this.y;
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const distance = Math.pow(xDistance, 2) + Math.pow(yDistance, 2);
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if (distance < 2000) {
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return [0, 0];
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}
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return this.getMovementDirection(xDistance, yDistance, distance);
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}
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private computeFollowPathMovement(): number[] {
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if (this.pathToFollow !== undefined && this.pathToFollow.length === 0) {
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this.finishFollowingPath();
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}
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if (!this.pathToFollow) {
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return [0, 0];
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}
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const nextStep = this.pathToFollow[0];
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// Compute movement direction
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const xDistance = nextStep.x - this.x;
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const yDistance = nextStep.y - this.y;
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const distance = Math.pow(xDistance, 2) + Math.pow(yDistance, 2);
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if (distance < 200) {
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this.pathToFollow.shift();
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}
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return this.getMovementDirection(xDistance, yDistance, distance);
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}
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private finishFollowingPath(cancelled: boolean = false): void {
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this.pathToFollow = undefined;
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this.pathWalkingSpeed = undefined;
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this.followingPathPromiseResolve?.call(this, { x: this.x, y: this.y, cancelled });
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}
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private getMovementDirection(xDistance: number, yDistance: number, distance: number): [number, number] {
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return [xDistance / Math.sqrt(distance), yDistance / Math.sqrt(distance)];
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}
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}
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