npm run format, started working on follow player logic, refactor some camera logic
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@ -26,7 +26,6 @@ type zoneLoadData = {
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characters: CharacterT[]
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}
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gameStore.connection!.emit('zone:character:join', async (response: zoneLoadData) => {
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// Fetch assets for new zone
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await gameStore.fetchZoneAssets(response.zone.id)
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@ -35,7 +34,6 @@ gameStore.connection!.emit('zone:character:join', async (response: zoneLoadData)
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// Set zone and characters
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zoneStore.setZone(response.zone)
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zoneStore.setCharacters(response.characters)
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scene.cameras.main.setScroll(-(scene.cameras.main.worldView.width/2) - gameStore.character.relativePosition.x, -(scene.cameras.main.worldView.height/2) + gameStore.character.relativePosition.y)
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})
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// Event listeners
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@ -57,12 +55,6 @@ gameStore.connection!.on('zone:character:teleport', async (data: zoneLoadData) =
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zoneStore.setZone(data.zone)
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zoneStore.setCharacters(data.characters)
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const character = gameStore.character;
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// Position character centered on zone change or teleport
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const posX = tileToWorldX(tileMap.value, character.positionX, character.positionY)
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const posY = tileToWorldY(tileMap.value, character.positionX, character.positionY)
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scene.cameras.main.setScroll(-(scene.cameras.main.worldView.width/2) + posX, -(scene.cameras.main.worldView.height/2) + posY)
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})
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gameStore.connection!.on('zone:character:join', async (data: ExtendedCharacterT) => {
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