player
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@ -31,6 +31,7 @@ export class Player extends Phaser.GameObjects.Container {
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// Player state
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public state: PlayerState;
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private speedMultiplier: number = 1.0;
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constructor(
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scene: Phaser.Scene,
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@ -57,6 +58,9 @@ export class Player extends Phaser.GameObjects.Container {
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this.attributes = attributes;
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this.state = 'defensive';
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// Listen for goal events
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this.scene.events.on('goal', this.onGoal, this);
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// Add to scene
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scene.add.existing(this);
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scene.physics.add.existing(this);
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@ -125,6 +129,24 @@ export class Player extends Phaser.GameObjects.Container {
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this.targetY = targetY;
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}
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/**
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* Handle goal event
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*/
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private onGoal(_data: { team: string; goal: string }) {
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// Gradually decelerate player after goal
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const decelerate = () => {
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this.speedMultiplier *= 0.9;
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if (this.speedMultiplier > 0.01) {
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this.scene.time.delayedCall(50, decelerate);
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} else {
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this.speedMultiplier = 0;
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}
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};
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decelerate();
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}
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/**
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* Update player movement each frame
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*/
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@ -142,7 +164,8 @@ export class Player extends Phaser.GameObjects.Container {
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// Calculate velocity based on speed attribute
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// speed attribute (0-100) maps to actual m/s (e.g., 80 -> 8 m/s)
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const speed = (this.attributes.speed / 10) * SCALE; // Convert to pixels/s
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const baseSpeed = (this.attributes.speed / 10) * SCALE; // Convert to pixels/s
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const speed = baseSpeed * this.speedMultiplier; // Apply speed multiplier
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// Normalize direction and apply speed
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const dirX = dx / distance;
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@ -42,7 +42,7 @@ export class GameScene extends Phaser.Scene {
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'home',
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'C',
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-10,
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0,
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-10,
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{ speed: 80, skill: 75 }
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);
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