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* add game-area-checker * fix comment * add exit spawn point config * remove unused code * remove logp
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Original file line number | Diff line number | Diff line change |
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import { Vector3 } from '@dcl/sdk/math' | ||
import { getSDK } from '../sdk' | ||
import { utilities, queue } from '..' | ||
import { sceneParentEntity } from '../config' | ||
import { rotateVectorAroundCenter } from '../utilities' | ||
import { movePlayerTo } from '~system/RestrictedActions' | ||
import { getQueue, setNextPlayer } from '../queue' | ||
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export function gameAreaCheck() { | ||
let areaCheckTimer = 0 | ||
return function gameAreaCheck(dt: number) { | ||
const { | ||
engine, | ||
components: { Transform }, | ||
config | ||
} = getSDK() | ||
if (!config.gameArea) return | ||
areaCheckTimer += dt | ||
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if (areaCheckTimer >= 1) { | ||
areaCheckTimer = 0 | ||
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const playerTransform = Transform.get(engine.PlayerEntity) | ||
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// TODO: center should be a config ? | ||
const center = Vector3.create(8, 0, 8) | ||
const sceneRotation = Transform.get(sceneParentEntity).rotation | ||
const areaPt1 = rotateVectorAroundCenter(config.gameArea.topLeft, center, sceneRotation) | ||
const areaPt2 = rotateVectorAroundCenter(config.gameArea.bottomRight, center, sceneRotation) | ||
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// If the player is inside the game-area but its not the active player. | ||
if (utilities.isVectorInsideArea(playerTransform.position, areaPt1, areaPt2)) { | ||
if (!queue.isActive()) { | ||
void movePlayerTo({ | ||
newRelativePosition: rotateVectorAroundCenter(config.gameArea.exitSpawnPoint, center, sceneRotation) | ||
}) | ||
} | ||
// Active player left game area | ||
// (we put a 2s grace period because the movePlayer takes time) | ||
} else if (queue.isActive() && Date.now() - getQueue()[0]!.player.startPlayingAt > 2000) { | ||
setNextPlayer() | ||
} | ||
} | ||
} | ||
} |
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