refactor: Update player sprite and camera movement parameters
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c5b7f2f224
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@ -9,7 +9,7 @@ class Player extends Entity {
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// Load player sprite
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this.sprite = new Image();
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this.sprite.src = 'sprites/rabbit.png';
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this.sprite.src = 'sprites/player.png';
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// Movement properties
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this.moveSpeed = 0.03;
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@ -109,23 +109,6 @@ class Player extends Entity {
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}
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}
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// Update animation frame based on climbing state
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if (this.isClimbing) {
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// Use a specific frame for climbing
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this.currentFrame = 1; // Use frame 1 for climbing animation
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} else if (this.isJumping) {
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// Use a specific frame for jumping
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this.currentFrame = 2; // Use frame 2 for jumping animation
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} else if (Math.abs(this.vx) > 0.01 && this.isMoving) {
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// Animate walking
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if (this.animationTimer >= this.animationSpeed) {
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this.currentFrame = (this.currentFrame + 1) % this.frameCount;
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this.animationTimer %= this.animationSpeed;
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}
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} else {
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// Standing still
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this.currentFrame = 0;
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}
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}
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render(ctx, offsetX, offsetY) {
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@ -264,8 +247,8 @@ class Player extends Entity {
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const distanceY = Math.abs(this.y - cameraCenterY);
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// Define thresholds for camera movement (percentage of screen size)
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const thresholdX = cameraWidth * 0.3; // Move when player is 30% away from center
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const thresholdY = cameraHeight * 0.3;
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const thresholdX = cameraWidth * 0.2; // Move when player is 30% away from center
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const thresholdY = cameraHeight * 0.2;
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// Only move camera when player gets close to the edge of current view
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let needsUpdate = false;
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@ -277,7 +260,7 @@ class Player extends Entity {
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const targetX = this.x - (canvas.width / PIXEL_SIZE / 2);
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// Smooth transition to the target position
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worldOffsetX += (targetX - worldOffsetX) * 0.1;
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worldOffsetX += (targetX - worldOffsetX) * 0.2;
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needsUpdate = true;
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}
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