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https://github.com/Heretek-AI/GDevelop.git
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deb802cfec
* For now, this is limited to instances inside custom objects. This will be made available in the future for all instances in scenes if this works well.
840 lines
26 KiB
TypeScript
840 lines
26 KiB
TypeScript
/*
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GDevelop - Top-down movement Behavior Extension
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Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)
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*/
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namespace gdjs {
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interface TopDownMovementNetworkSyncDataType {
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a: float;
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xv: float;
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yv: float;
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as: float;
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lk: boolean;
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rk: boolean;
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uk: boolean;
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dk: boolean;
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wsu: boolean;
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sa: float;
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sf: float;
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}
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/** @category Behaviors > Top-down movement */
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export interface TopDownMovementNetworkSyncData
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extends BehaviorNetworkSyncData {
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props: TopDownMovementNetworkSyncDataType;
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}
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/**
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* Allows an object to move in 4 or 8 directions, with customizable speed, accelerations
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* and rotation.
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* @category Behaviors > Top-down movement
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*/
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export class TopDownMovementRuntimeBehavior extends gdjs.RuntimeBehavior {
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//Behavior configuration:
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private _allowDiagonals: boolean;
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private _acceleration: float;
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private _deceleration: float;
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private _maxSpeed: float;
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private _angularMaxSpeed: float;
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private _rotateObject: boolean;
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private _angleOffset: float;
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private _ignoreDefaultControls: boolean;
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private _movementAngleOffset: float;
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private _useLegacyTurnBack: boolean;
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/** The latest angle of movement, in degrees. */
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private _angle: float = 0;
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//Attributes used when moving
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private _xVelocity: float = 0;
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private _yVelocity: float = 0;
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private _angularSpeed: float = 0;
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// Inputs
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private _leftKey: boolean = false;
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private _rightKey: boolean = false;
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private _upKey: boolean = false;
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private _downKey: boolean = false;
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private _leftKeyPressedDuration: float = 0;
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private _rightKeyPressedDuration: float = 0;
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private _upKeyPressedDuration: float = 0;
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private _downKeyPressedDuration: float = 0;
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private _wasStickUsed: boolean = false;
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private _stickAngle: float = 0;
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private _stickForce: float = 0;
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// This is useful when the object is synchronized by an external source
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// like in a multiplayer game, and we want to be able to predict the
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// movement of the object, even if the inputs are not updated every frame.
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private _clearInputsBetweenFrames: boolean = true;
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// This is useful when the object is synchronized over the network,
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// object is controlled by the network and we want to ensure the current player
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// cannot control it.
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_ignoreDefaultControlsAsSyncedByNetwork: boolean = false;
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// This is useful for extensions that need to know
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// which keys were pressed and doesn't know the mapping
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// done by the scene events.
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private _wasLeftKeyPressed: boolean = false;
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private _wasRightKeyPressed: boolean = false;
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private _wasUpKeyPressed: boolean = false;
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private _wasDownKeyPressed: boolean = false;
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// @ts-ignore The setter "setViewpoint" is not detected as an affectation.
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private _basisTransformation: gdjs.TopDownMovementRuntimeBehavior.BasisTransformation | null;
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private _temporaryPointForTransformations: FloatPoint = [0, 0];
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private _topDownMovementHooks: Array<gdjs.TopDownMovementRuntimeBehavior.TopDownMovementHook> =
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[];
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constructor(
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instanceContainer: gdjs.RuntimeInstanceContainer,
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behaviorData,
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owner: gdjs.RuntimeObject
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) {
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super(instanceContainer, behaviorData, owner);
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this._allowDiagonals = behaviorData.allowDiagonals;
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this._acceleration = behaviorData.acceleration;
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this._deceleration = behaviorData.deceleration;
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this._maxSpeed = behaviorData.maxSpeed;
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this._angularMaxSpeed = behaviorData.angularMaxSpeed;
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this._rotateObject = behaviorData.rotateObject;
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this._angleOffset = behaviorData.angleOffset;
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this._ignoreDefaultControls = behaviorData.ignoreDefaultControls;
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this.setViewpoint(
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behaviorData.viewpoint,
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behaviorData.customIsometryAngle
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);
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this._movementAngleOffset = behaviorData.movementAngleOffset || 0;
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this._useLegacyTurnBack =
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behaviorData.useLegacyTurnBack === undefined
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? true
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: behaviorData.useLegacyTurnBack;
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}
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getNetworkSyncData(
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options: GetNetworkSyncDataOptions
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): TopDownMovementNetworkSyncData {
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// This method is called, so we are synchronizing this object.
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// Let's clear the inputs between frames as we control it.
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this._clearInputsBetweenFrames = true;
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this._ignoreDefaultControlsAsSyncedByNetwork = false;
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return {
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...super.getNetworkSyncData(options),
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props: {
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a: this._angle,
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xv: this._xVelocity,
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yv: this._yVelocity,
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as: this._angularSpeed,
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lk: this._wasLeftKeyPressed,
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rk: this._wasRightKeyPressed,
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uk: this._wasUpKeyPressed,
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dk: this._wasDownKeyPressed,
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wsu: this._wasStickUsed,
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sa: this._stickAngle,
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sf: this._stickForce,
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},
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};
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}
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updateFromNetworkSyncData(
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networkSyncData: TopDownMovementNetworkSyncData,
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options: UpdateFromNetworkSyncDataOptions
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): void {
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super.updateFromNetworkSyncData(networkSyncData, options);
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const behaviorSpecificProps = networkSyncData.props;
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if (behaviorSpecificProps.a !== undefined) {
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this._angle = behaviorSpecificProps.a;
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}
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if (behaviorSpecificProps.xv !== undefined) {
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this._xVelocity = behaviorSpecificProps.xv;
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}
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if (behaviorSpecificProps.yv !== undefined) {
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this._yVelocity = behaviorSpecificProps.yv;
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}
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if (behaviorSpecificProps.as !== undefined) {
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this._angularSpeed = behaviorSpecificProps.as;
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}
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if (behaviorSpecificProps.lk !== undefined) {
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this._leftKey = behaviorSpecificProps.lk;
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}
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if (behaviorSpecificProps.rk !== undefined) {
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this._rightKey = behaviorSpecificProps.rk;
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}
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if (behaviorSpecificProps.uk !== undefined) {
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this._upKey = behaviorSpecificProps.uk;
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}
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if (behaviorSpecificProps.dk !== undefined) {
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this._downKey = behaviorSpecificProps.dk;
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}
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if (behaviorSpecificProps.wsu !== undefined) {
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this._wasStickUsed = behaviorSpecificProps.wsu;
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}
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if (behaviorSpecificProps.sa !== undefined) {
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this._stickAngle = behaviorSpecificProps.sa;
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}
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if (behaviorSpecificProps.sf !== undefined) {
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this._stickForce = behaviorSpecificProps.sf;
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}
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// Clear user inputs between frames only if requested.
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this._clearInputsBetweenFrames = !!options.clearInputs;
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// And ignore default controls if not asked otherwise.
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this._ignoreDefaultControlsAsSyncedByNetwork = !options.keepControl;
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}
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override applyBehaviorOverriding(behaviorData): boolean {
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if (behaviorData.allowDiagonals !== undefined) {
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this._allowDiagonals = behaviorData.allowDiagonals;
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}
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if (behaviorData.acceleration !== undefined) {
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this._acceleration = behaviorData.acceleration;
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}
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if (behaviorData.deceleration !== undefined) {
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this._deceleration = behaviorData.deceleration;
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}
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if (behaviorData.maxSpeed !== undefined) {
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this._maxSpeed = behaviorData.maxSpeed;
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}
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if (behaviorData.angularMaxSpeed !== undefined) {
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this._angularMaxSpeed = behaviorData.angularMaxSpeed;
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}
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if (behaviorData.rotateObject !== undefined) {
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this._rotateObject = behaviorData.rotateObject;
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}
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if (behaviorData.angleOffset !== undefined) {
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this._angleOffset = behaviorData.angleOffset;
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}
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if (behaviorData.ignoreDefaultControls !== undefined) {
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this._ignoreDefaultControls = behaviorData.ignoreDefaultControls;
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}
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if (
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behaviorData.platformType !== undefined ||
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behaviorData.customIsometryAngle !== undefined
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) {
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this.setViewpoint(
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behaviorData.platformType,
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behaviorData.customIsometryAngle
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);
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}
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if (behaviorData.movementAngleOffset !== undefined) {
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this._movementAngleOffset = behaviorData.movementAngleOffset;
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}
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return true;
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}
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setViewpoint(viewpoint: string, customIsometryAngle: float): void {
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if (viewpoint === 'PixelIsometry') {
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this._basisTransformation =
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new gdjs.TopDownMovementRuntimeBehavior.IsometryTransformation(
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Math.atan(0.5)
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);
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} else if (viewpoint === 'TrueIsometry') {
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this._basisTransformation =
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new gdjs.TopDownMovementRuntimeBehavior.IsometryTransformation(
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Math.PI / 6
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);
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} else if (viewpoint === 'CustomIsometry') {
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this._basisTransformation =
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new gdjs.TopDownMovementRuntimeBehavior.IsometryTransformation(
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(customIsometryAngle * Math.PI) / 180
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);
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} else {
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this._basisTransformation = null;
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}
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}
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setAcceleration(acceleration: float): void {
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this._acceleration = acceleration;
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}
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getAcceleration() {
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return this._acceleration;
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}
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setDeceleration(deceleration: float): void {
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this._deceleration = deceleration;
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}
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getDeceleration() {
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return this._deceleration;
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}
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setMaxSpeed(maxSpeed: float): void {
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this._maxSpeed = maxSpeed;
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}
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getMaxSpeed() {
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return this._maxSpeed;
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}
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setAngularMaxSpeed(angularMaxSpeed: float): void {
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this._angularMaxSpeed = angularMaxSpeed;
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}
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getAngularMaxSpeed() {
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return this._angularMaxSpeed;
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}
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setAngleOffset(angleOffset: float): void {
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this._angleOffset = angleOffset;
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}
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getAngleOffset() {
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return this._angleOffset;
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}
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allowDiagonals(allow: boolean) {
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this._allowDiagonals = allow;
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}
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diagonalsAllowed() {
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return this._allowDiagonals;
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}
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setRotateObject(allow: boolean): void {
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this._rotateObject = allow;
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}
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isObjectRotated(): boolean {
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return this._rotateObject;
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}
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isMoving(): boolean {
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return this._xVelocity !== 0 || this._yVelocity !== 0;
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}
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getSpeed(): float {
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return Math.hypot(this._xVelocity, this._yVelocity);
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}
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getXVelocity(): float {
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return this._xVelocity;
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}
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setXVelocity(velocityX: float): void {
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this._xVelocity = velocityX;
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}
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getYVelocity(): float {
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return this._yVelocity;
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}
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setYVelocity(velocityY: float): void {
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this._yVelocity = velocityY;
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}
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getAngle(): float {
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return this._angle;
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}
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isMovementAngleAround(degreeAngle: float, tolerance: float) {
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return (
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Math.abs(
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gdjs.evtTools.common.angleDifference(this._angle, degreeAngle)
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) <= tolerance
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);
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}
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setMovementAngleOffset(movementAngleOffset: float): void {
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this._movementAngleOffset = movementAngleOffset;
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}
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getMovementAngleOffset() {
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return this._movementAngleOffset;
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}
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doStepPreEvents(instanceContainer: gdjs.RuntimeInstanceContainer) {
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const LEFTKEY = 37;
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const UPKEY = 38;
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const RIGHTKEY = 39;
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const DOWNKEY = 40;
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//Get the player input:
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this._leftKey ||
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(this._leftKey =
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!this.shouldIgnoreDefaultControls() &&
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instanceContainer.getGame().getInputManager().isKeyPressed(LEFTKEY));
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this._rightKey ||
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(this._rightKey =
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!this.shouldIgnoreDefaultControls() &&
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instanceContainer.getGame().getInputManager().isKeyPressed(RIGHTKEY));
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this._downKey ||
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(this._downKey =
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!this.shouldIgnoreDefaultControls() &&
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instanceContainer.getGame().getInputManager().isKeyPressed(DOWNKEY));
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this._upKey ||
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(this._upKey =
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!this.shouldIgnoreDefaultControls() &&
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instanceContainer.getGame().getInputManager().isKeyPressed(UPKEY));
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const elapsedTime = this.owner.getElapsedTime();
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if (!this._leftKey) {
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this._leftKeyPressedDuration = 0;
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} else {
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this._leftKeyPressedDuration += elapsedTime;
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}
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if (!this._rightKey) {
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this._rightKeyPressedDuration = 0;
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} else {
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this._rightKeyPressedDuration += elapsedTime;
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}
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if (!this._downKey) {
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this._downKeyPressedDuration = 0;
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} else {
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this._downKeyPressedDuration += elapsedTime;
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}
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if (!this._upKey) {
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this._upKeyPressedDuration = 0;
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} else {
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this._upKeyPressedDuration += elapsedTime;
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}
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let direction = -1;
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if (!this._allowDiagonals) {
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if (this._upKey && !this._downKey) {
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direction = 6;
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} else if (!this._upKey && this._downKey) {
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direction = 2;
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}
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// when 2 keys are pressed for diagonals the most recently pressed win
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if (
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this._leftKey &&
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!this._rightKey &&
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(this._upKey === this._downKey ||
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(this._upKey &&
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this._leftKeyPressedDuration < this._upKeyPressedDuration) ||
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(this._downKey &&
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this._leftKeyPressedDuration < this._downKeyPressedDuration))
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) {
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direction = 4;
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} else if (
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this._rightKey &&
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!this._leftKey &&
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(this._upKey === this._downKey ||
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(this._upKey &&
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this._rightKeyPressedDuration < this._upKeyPressedDuration) ||
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(this._downKey &&
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this._rightKeyPressedDuration < this._downKeyPressedDuration))
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) {
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direction = 0;
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}
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} else {
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if (this._upKey && !this._downKey) {
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if (this._leftKey && !this._rightKey) {
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direction = 5;
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} else if (!this._leftKey && this._rightKey) {
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direction = 7;
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} else {
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direction = 6;
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}
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} else if (!this._upKey && this._downKey) {
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if (this._leftKey && !this._rightKey) {
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direction = 3;
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} else if (!this._leftKey && this._rightKey) {
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direction = 1;
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} else {
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direction = 2;
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}
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} else {
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if (this._leftKey && !this._rightKey) {
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direction = 4;
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} else if (!this._leftKey && this._rightKey) {
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direction = 0;
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}
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}
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}
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const hookContext =
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gdjs.TopDownMovementRuntimeBehavior._topDownMovementHookContext;
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for (const topDownMovementHook of this._topDownMovementHooks) {
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hookContext._setDirection(direction);
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direction = topDownMovementHook.overrideDirection(hookContext);
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}
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hookContext._setDirection(direction);
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for (const topDownMovementHook of this._topDownMovementHooks) {
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topDownMovementHook.beforeSpeedUpdate(hookContext);
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}
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const object = this.owner;
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const timeDelta = this.owner.getElapsedTime() / 1000;
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const previousVelocityX = this._xVelocity;
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const previousVelocityY = this._yVelocity;
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this._wasStickUsed = false;
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// These 4 values are not actually used.
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// JavaScript doesn't allow to declare
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// variables without assigning them a value.
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let directionInRad = 0;
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let directionInDeg = 0;
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let isMoving = false;
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let targetedSpeed = 0;
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// Update the speed of the object:
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if (direction !== -1) {
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isMoving = true;
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directionInRad =
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((direction + this._movementAngleOffset / 45) * Math.PI) / 4.0;
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directionInDeg = direction * 45 + this._movementAngleOffset;
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targetedSpeed = this._maxSpeed;
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} else if (this._stickForce !== 0) {
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isMoving = true;
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if (!this._allowDiagonals) {
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this._stickAngle = 90 * Math.floor((this._stickAngle + 45) / 90);
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}
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directionInDeg = this._stickAngle + this._movementAngleOffset;
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directionInRad = (directionInDeg * Math.PI) / 180;
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targetedSpeed = this._maxSpeed * this._stickForce;
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this._wasStickUsed = true;
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} else if (this._yVelocity !== 0 || this._xVelocity !== 0) {
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isMoving = true;
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directionInRad = Math.atan2(this._yVelocity, this._xVelocity);
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directionInDeg = (directionInRad * 180.0) / Math.PI;
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}
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if (isMoving) {
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// This makes the trigo resilient to rounding errors on directionInRad.
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let cos = Math.cos(directionInRad);
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let sin = Math.sin(directionInRad);
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if (cos === -1 || cos === 1) {
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sin = 0;
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}
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if (sin === -1 || sin === 1) {
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cos = 0;
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}
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let currentSpeed = Math.hypot(this._xVelocity, this._yVelocity);
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const dotProduct = this._xVelocity * cos + this._yVelocity * sin;
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if (dotProduct < 0) {
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// The object is turning back.
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// Keep the negative velocity projected on the new direction.
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currentSpeed = dotProduct;
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}
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const speed = TopDownMovementRuntimeBehavior.getAcceleratedSpeed(
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currentSpeed,
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targetedSpeed,
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this._maxSpeed,
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this._acceleration,
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this._deceleration,
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timeDelta,
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this._useLegacyTurnBack
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);
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this._xVelocity = speed * cos;
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this._yVelocity = speed * sin;
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}
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const squaredSpeed =
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this._xVelocity * this._xVelocity + this._yVelocity * this._yVelocity;
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if (squaredSpeed > this._maxSpeed * this._maxSpeed) {
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const ratio = this._maxSpeed / Math.sqrt(squaredSpeed);
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this._xVelocity *= ratio;
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this._yVelocity *= ratio;
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}
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// No acceleration for angular speed for now.
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this._angularSpeed = this._angularMaxSpeed;
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for (const topDownMovementHook of this._topDownMovementHooks) {
|
|
topDownMovementHook.beforePositionUpdate(hookContext);
|
|
}
|
|
|
|
// Position object.
|
|
// This is a Verlet integration considering the acceleration as constant.
|
|
// If you expand deltaX or deltaY, it gives, thanks to the usage of both
|
|
// the old and the new velocity:
|
|
// "velocity * timeDelta + acceleration * timeDelta^2 / 2".
|
|
//
|
|
// The acceleration is not actually always constant, particularly with a gamepad,
|
|
// but the error is multiplied by timDelta^3. So, it shouldn't matter much.
|
|
const deltaX = ((previousVelocityX + this._xVelocity) / 2) * timeDelta;
|
|
const deltaY = ((previousVelocityY + this._yVelocity) / 2) * timeDelta;
|
|
if (this._basisTransformation === null) {
|
|
// Top-down viewpoint
|
|
object.setX(object.getX() + deltaX);
|
|
object.setY(object.getY() + deltaY);
|
|
} else {
|
|
// Isometry viewpoint
|
|
const point = this._temporaryPointForTransformations;
|
|
point[0] = deltaX;
|
|
point[1] = deltaY;
|
|
this._basisTransformation.toScreen(point, point);
|
|
object.setX(object.getX() + point[0]);
|
|
object.setY(object.getY() + point[1]);
|
|
}
|
|
|
|
// Also update angle if needed.
|
|
if (this._xVelocity !== 0 || this._yVelocity !== 0) {
|
|
this._angle = directionInDeg;
|
|
if (this._rotateObject) {
|
|
object.rotateTowardAngle(
|
|
directionInDeg + this._angleOffset,
|
|
this._angularSpeed
|
|
);
|
|
}
|
|
}
|
|
|
|
this._wasLeftKeyPressed = this._leftKey;
|
|
this._wasRightKeyPressed = this._rightKey;
|
|
this._wasUpKeyPressed = this._upKey;
|
|
this._wasDownKeyPressed = this._downKey;
|
|
if (this._clearInputsBetweenFrames) {
|
|
this._leftKey = false;
|
|
this._rightKey = false;
|
|
this._upKey = false;
|
|
this._downKey = false;
|
|
this._stickForce = 0;
|
|
}
|
|
}
|
|
|
|
private static getAcceleratedSpeed(
|
|
currentSpeed: float,
|
|
targetedSpeed: float,
|
|
speedMax: float,
|
|
acceleration: float,
|
|
deceleration: float,
|
|
timeDelta: float,
|
|
useLegacyTurnBack: boolean = false
|
|
): float {
|
|
let newSpeed = currentSpeed;
|
|
const turningBackAcceleration = useLegacyTurnBack
|
|
? acceleration
|
|
: Math.max(acceleration, deceleration);
|
|
if (targetedSpeed < 0) {
|
|
if (currentSpeed <= targetedSpeed) {
|
|
// Reduce the speed to match the stick force.
|
|
newSpeed = Math.min(
|
|
targetedSpeed,
|
|
currentSpeed + turningBackAcceleration * timeDelta
|
|
);
|
|
} else if (currentSpeed <= 0) {
|
|
// Accelerate
|
|
newSpeed -= Math.max(-speedMax, acceleration * timeDelta);
|
|
} else {
|
|
// Turn back at least as fast as it would stop.
|
|
newSpeed = Math.max(
|
|
targetedSpeed,
|
|
currentSpeed - turningBackAcceleration * timeDelta
|
|
);
|
|
}
|
|
} else if (targetedSpeed > 0) {
|
|
if (currentSpeed >= targetedSpeed) {
|
|
// Reduce the speed to match the stick force.
|
|
newSpeed = Math.max(
|
|
targetedSpeed,
|
|
currentSpeed - turningBackAcceleration * timeDelta
|
|
);
|
|
} else if (currentSpeed >= 0) {
|
|
// Accelerate
|
|
newSpeed = Math.min(
|
|
speedMax,
|
|
currentSpeed + acceleration * timeDelta
|
|
);
|
|
} else {
|
|
// Turn back at least as fast as it would stop.
|
|
newSpeed = Math.min(
|
|
targetedSpeed,
|
|
currentSpeed + turningBackAcceleration * timeDelta
|
|
);
|
|
}
|
|
} else {
|
|
// Decelerate and stop.
|
|
if (currentSpeed < 0) {
|
|
newSpeed = Math.min(currentSpeed + deceleration * timeDelta, 0);
|
|
}
|
|
if (currentSpeed > 0) {
|
|
newSpeed = Math.max(currentSpeed - deceleration * timeDelta, 0);
|
|
}
|
|
}
|
|
return newSpeed;
|
|
}
|
|
|
|
simulateControl(input: string) {
|
|
if (input === 'Left') {
|
|
this._leftKey = true;
|
|
} else if (input === 'Right') {
|
|
this._rightKey = true;
|
|
} else if (input === 'Up') {
|
|
this._upKey = true;
|
|
} else if (input === 'Down') {
|
|
this._downKey = true;
|
|
}
|
|
}
|
|
|
|
ignoreDefaultControls(ignore: boolean) {
|
|
this._ignoreDefaultControls = ignore;
|
|
}
|
|
|
|
shouldIgnoreDefaultControls() {
|
|
return (
|
|
this._ignoreDefaultControls ||
|
|
this._ignoreDefaultControlsAsSyncedByNetwork
|
|
);
|
|
}
|
|
|
|
simulateLeftKey() {
|
|
this._leftKey = true;
|
|
}
|
|
|
|
simulateRightKey() {
|
|
this._rightKey = true;
|
|
}
|
|
|
|
simulateUpKey() {
|
|
this._upKey = true;
|
|
}
|
|
|
|
simulateDownKey() {
|
|
this._downKey = true;
|
|
}
|
|
|
|
simulateStick(stickAngle: float, stickForce: float) {
|
|
this._stickAngle = stickAngle % 360;
|
|
this._stickForce = Math.max(0, Math.min(1, stickForce));
|
|
}
|
|
|
|
/**.
|
|
* @param input The control to be tested [Left,Right,Up,Down,Stick].
|
|
* @returns true if the key was used since the last `doStepPreEvents` call.
|
|
*/
|
|
isUsingControl(input: string): boolean {
|
|
if (input === 'Left') {
|
|
return this._leftKeyPressedDuration > 0;
|
|
}
|
|
if (input === 'Right') {
|
|
return this._rightKeyPressedDuration > 0;
|
|
}
|
|
if (input === 'Up') {
|
|
return this._upKeyPressedDuration > 0;
|
|
}
|
|
if (input === 'Down') {
|
|
return this._downKeyPressedDuration > 0;
|
|
}
|
|
if (input === 'Stick') {
|
|
return this._wasStickUsed;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
getLastStickInputAngle() {
|
|
return this._stickAngle;
|
|
}
|
|
|
|
/**
|
|
* A hook must typically be registered by a behavior that requires this one
|
|
* in its onCreate function.
|
|
* The hook must stay forever to avoid side effects like a hooks order
|
|
* change. To handle deactivated behavior, the hook can check that its
|
|
* behavior is activated before doing anything.
|
|
*/
|
|
registerHook(
|
|
hook: gdjs.TopDownMovementRuntimeBehavior.TopDownMovementHook
|
|
) {
|
|
this._topDownMovementHooks.push(hook);
|
|
}
|
|
}
|
|
|
|
/** @category Behaviors > Top-down movement */
|
|
export namespace TopDownMovementRuntimeBehavior {
|
|
export class TopDownMovementHookContext {
|
|
private direction: integer = -1;
|
|
|
|
/**
|
|
* @returns The movement direction from 0 for left to 7 for up-left and
|
|
* -1 for no direction.
|
|
*/
|
|
getDirection(): integer {
|
|
return this.direction;
|
|
}
|
|
|
|
/**
|
|
* This method won't change the direction used by the top-down movement
|
|
* behavior.
|
|
*/
|
|
_setDirection(direction: integer): void {
|
|
this.direction = direction;
|
|
}
|
|
}
|
|
|
|
// This should be a static attribute but it's not possible because of
|
|
// declaration order.
|
|
export const _topDownMovementHookContext =
|
|
new gdjs.TopDownMovementRuntimeBehavior.TopDownMovementHookContext();
|
|
|
|
/**
|
|
* Allow extensions relying on the top-down movement to customize its
|
|
* behavior a bit.
|
|
*/
|
|
export interface TopDownMovementHook {
|
|
/**
|
|
* Return the direction to use instead of the direction given in
|
|
* parameter.
|
|
*/
|
|
overrideDirection(hookContext: TopDownMovementHookContext): integer;
|
|
/**
|
|
* Called before the acceleration and new direction is applied to the
|
|
* velocity.
|
|
*/
|
|
beforeSpeedUpdate(hookContext: TopDownMovementHookContext): void;
|
|
/**
|
|
* Called before the velocity is applied to the object position and
|
|
* angle.
|
|
*/
|
|
beforePositionUpdate(hookContext: TopDownMovementHookContext): void;
|
|
}
|
|
|
|
export interface BasisTransformation {
|
|
toScreen(worldPoint: FloatPoint, screenPoint: FloatPoint): void;
|
|
}
|
|
|
|
/** @category Behaviors > Top-down movement */
|
|
export class IsometryTransformation
|
|
implements gdjs.TopDownMovementRuntimeBehavior.BasisTransformation
|
|
{
|
|
private _screen: float[][];
|
|
|
|
/**
|
|
* @param angle between the x axis and the projected isometric x axis.
|
|
* @throws if the angle is not in ]0; pi/4[. Note that 0 is a front viewpoint and pi/4 a top-down viewpoint.
|
|
*/
|
|
constructor(angle: float) {
|
|
if (angle <= 0 || angle >= Math.PI / 4)
|
|
throw new RangeError(
|
|
'An isometry angle must be in ]0; pi/4] but was: ' + angle
|
|
);
|
|
|
|
const alpha = Math.asin(Math.tan(angle));
|
|
const sinA = Math.sin(alpha);
|
|
const cosB = Math.cos(Math.PI / 4);
|
|
const sinB = cosB;
|
|
// https://en.wikipedia.org/wiki/Isometric_projection
|
|
//
|
|
// / 1 0 0 \ / cosB 0 -sinB \ / 1 0 0 \
|
|
// | 0 cosA sinA | | 0 1 0 | | 0 0 -1 |
|
|
// \ 0 -sinA cosA / \ sinB 0 cosB / \ 0 1 0 /
|
|
this._screen = [
|
|
[cosB, -sinB],
|
|
[sinA * sinB, sinA * cosB],
|
|
];
|
|
}
|
|
|
|
toScreen(worldPoint: FloatPoint, screenPoint: FloatPoint): void {
|
|
const x =
|
|
this._screen[0][0] * worldPoint[0] +
|
|
this._screen[0][1] * worldPoint[1];
|
|
const y =
|
|
this._screen[1][0] * worldPoint[0] +
|
|
this._screen[1][1] * worldPoint[1];
|
|
screenPoint[0] = x;
|
|
screenPoint[1] = y;
|
|
}
|
|
}
|
|
}
|
|
|
|
gdjs.registerBehavior(
|
|
'TopDownMovementBehavior::TopDownMovementBehavior',
|
|
gdjs.TopDownMovementRuntimeBehavior
|
|
);
|
|
}
|