add companion only on local player
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5a91e15580
commit
2ad712807b
@ -3,14 +3,25 @@ import Container = Phaser.GameObjects.Container;
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import { lazyLoadResource } from "./CompanionTexturesLoadingManager";
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import { lazyLoadResource } from "./CompanionTexturesLoadingManager";
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import { PlayerAnimationDirections, PlayerAnimationTypes } from "../Player/Animation";
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import { PlayerAnimationDirections, PlayerAnimationTypes } from "../Player/Animation";
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export interface CompanionStatus {
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x: number;
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y: number;
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name: string;
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moving: boolean;
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direction: PlayerAnimationDirections;
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}
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export class Companion extends Container {
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export class Companion extends Container {
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public sprites: Map<string, Sprite>;
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public sprites: Map<string, Sprite>;
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private delta: number;
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private delta: number;
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private invisible: boolean;
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private invisible: boolean;
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private stepListener: Function;
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private target: { x: number, y: number, direction: PlayerAnimationDirections };
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private target: { x: number, y: number, direction: PlayerAnimationDirections };
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private companionName: string;
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private direction: PlayerAnimationDirections;
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private animationType: PlayerAnimationTypes;
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constructor(
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constructor(
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scene: Phaser.Scene,
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scene: Phaser.Scene,
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x: number,
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x: number,
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@ -18,15 +29,22 @@ export class Companion extends Container {
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) {
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) {
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super(scene, x + 8, y + 8);
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super(scene, x + 8, y + 8);
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this.sprites = new Map<string, Sprite>();
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this.delta = 0;
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this.delta = 0;
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this.invisible = true;
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this.invisible = true;
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this.target = { x, y, direction: PlayerAnimationDirections.Down };
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this.target = { x, y, direction: PlayerAnimationDirections.Down };
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this.sprites = new Map<string, Sprite>();
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this.direction = PlayerAnimationDirections.Down;
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this.animationType = PlayerAnimationTypes.Idle;
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// select random animal
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const animal = ["dog1", "dog2", "dog3", "cat1", "cat2", "cat3"];
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const animal = ["dog1", "dog2", "dog3", "cat1", "cat2", "cat3"];
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const random = Math.floor(Math.random() * animal.length);
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const random = Math.floor(Math.random() * animal.length);
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lazyLoadResource(this.scene.load, animal[random]).then(resource => {
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this.companionName = animal[random];
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lazyLoadResource(this.scene.load, this.companionName).then(resource => {
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this.addResource(resource);
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this.addResource(resource);
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this.invisible = false;
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this.invisible = false;
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})
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})
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@ -34,16 +52,13 @@ export class Companion extends Container {
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this.scene.physics.world.enableBody(this);
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this.scene.physics.world.enableBody(this);
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this.getBody().setImmovable(true);
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this.getBody().setImmovable(true);
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this.getBody().setCollideWorldBounds(true);
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this.getBody().setCollideWorldBounds(false);
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this.setSize(16, 16);
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this.setSize(16, 16);
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this.getBody().setSize(16, 16);
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this.getBody().setSize(16, 16);
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this.getBody().setOffset(0, 8);
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this.getBody().setOffset(0, 8);
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this.setDepth(-1);
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this.setDepth(-1);
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this.stepListener = this.step.bind(this);
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scene.game.events.addListener('step', this.stepListener);
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scene.add.existing(this);
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scene.add.existing(this);
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}
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}
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@ -51,7 +66,7 @@ export class Companion extends Container {
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this.target = { x, y, direction };
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this.target = { x, y, direction };
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}
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}
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private step(time: any, delta: any) {
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public step(delta: number) {
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if (typeof this.target === 'undefined') return;
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if (typeof this.target === 'undefined') return;
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this.delta += delta;
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this.delta += delta;
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@ -63,18 +78,15 @@ export class Companion extends Container {
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const xDist = this.target.x - this.x;
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const xDist = this.target.x - this.x;
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const yDist = this.target.y - this.y;
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const yDist = this.target.y - this.y;
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let direction: PlayerAnimationDirections;
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const distance = Math.pow(xDist, 2) + Math.pow(yDist, 2);
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let type: PlayerAnimationTypes;
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const distance = Math.sqrt(Math.pow(xDist, 2) + Math.pow(yDist, 2));
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if (distance < 576) { // 24^2
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this.animationType = PlayerAnimationTypes.Idle;
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if (distance < 16) {
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this.direction = this.target.direction;
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type = PlayerAnimationTypes.Idle;
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direction = this.target.direction;
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this.getBody().stop();
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this.getBody().stop();
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} else {
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} else {
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type = PlayerAnimationTypes.Walk;
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this.animationType = PlayerAnimationTypes.Walk;
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const xDir = xDist / Math.max(Math.abs(xDist), 1);
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const xDir = xDist / Math.max(Math.abs(xDist), 1);
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const yDir = yDist / Math.max(Math.abs(yDist), 1);
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const yDir = yDist / Math.max(Math.abs(yDist), 1);
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@ -84,21 +96,33 @@ export class Companion extends Container {
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if (Math.abs(xDist) > Math.abs(yDist)) {
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if (Math.abs(xDist) > Math.abs(yDist)) {
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if (xDist < 0) {
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if (xDist < 0) {
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direction = PlayerAnimationDirections.Left;
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this.direction = PlayerAnimationDirections.Left;
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} else {
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} else {
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direction = PlayerAnimationDirections.Right;
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this.direction = PlayerAnimationDirections.Right;
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}
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}
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} else {
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} else {
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if (yDist < 0) {
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if (yDist < 0) {
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direction = PlayerAnimationDirections.Up;
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this.direction = PlayerAnimationDirections.Up;
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} else {
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} else {
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direction = PlayerAnimationDirections.Down;
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this.direction = PlayerAnimationDirections.Down;
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}
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}
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}
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}
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}
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}
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this.setDepth(this.y);
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this.setDepth(this.y);
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this.playAnimation(direction, type);
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this.playAnimation(this.direction, this.animationType);
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}
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public getStatus(): CompanionStatus {
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const { x, y, direction, animationType, companionName } = this;
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return {
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x,
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y,
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direction,
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moving: animationType === PlayerAnimationTypes.Walk,
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name: companionName
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}
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}
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}
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private playAnimation(direction: PlayerAnimationDirections, type: PlayerAnimationTypes): void {
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private playAnimation(direction: PlayerAnimationDirections, type: PlayerAnimationTypes): void {
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@ -192,10 +216,6 @@ export class Companion extends Container {
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}
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}
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}
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}
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if (this.scene) {
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this.scene.game.events.removeListener('step', this.stepListener);
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}
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super.destroy();
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super.destroy();
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}
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}
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}
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}
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@ -69,11 +69,9 @@ export abstract class Character extends Container {
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this.setDepth(-1);
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this.setDepth(-1);
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this.playAnimation(direction, moving);
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this.playAnimation(direction, moving);
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this.addCompanion();
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}
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}
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private addCompanion(): void {
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public addCompanion(): void {
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this.companion = new Companion(this.scene, this.x, this.y);
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this.companion = new Companion(this.scene, this.x, this.y);
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}
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}
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@ -27,6 +27,8 @@ export class Player extends Character implements CurrentGamerInterface {
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//the current player model should be push away by other players to prevent conflict
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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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this.getBody().setImmovable(false);
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this.addCompanion();
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}
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}
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moveUser(delta: number): void {
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moveUser(delta: number): void {
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@ -58,6 +60,11 @@ export class Player extends Character implements CurrentGamerInterface {
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direction = PlayerAnimationDirections.Right;
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direction = PlayerAnimationDirections.Right;
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moving = true;
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moving = true;
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}
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}
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if (this.companion) {
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this.companion.step(delta);
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}
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if (x !== 0 || y !== 0) {
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if (x !== 0 || y !== 0) {
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this.move(x, y);
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this.move(x, y);
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this.emit(hasMovedEventName, {moving, direction, x: this.x, y: this.y});
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this.emit(hasMovedEventName, {moving, direction, x: this.x, y: this.y});
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