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Jan 21st, 2018
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  1. move: function(x, y) {
  2. var player = this;
  3. var originCell = Board.grid[player.y][player.x];
  4. var targetCell = Board.grid[y][x];
  5. var dir;
  6. var steps;
  7.  
  8. if (originCell.x < targetCell.x) {
  9. dir = 'E';
  10. steps = targetCell.x - originCell.x;
  11. } else if (originCell.x > targetCell.x) {
  12. dir = 'W';
  13. steps = originCell.x - targetCell.x;
  14. } else if (originCell.y > targetCell.y) {
  15. dir = 'N';
  16. steps = originCell.y - targetCell.y;
  17. } else if (originCell.y < targetCell.y) {
  18. dir = 'S';
  19. steps = targetCell.y - originCell.y;
  20. }
  21.  
  22. var moveInterval = setInterval(function() {
  23.  
  24. var currentCell = Board.grid[player.y][player.x]
  25. var newCoords = Board.moveCoords(dir, player.x, player.y, 1);
  26. var newCell = Board.grid[newCoords.y][newCoords.x];
  27.  
  28. currentCell.removePlayer();
  29. newCell.addPlayer(player.id);
  30.  
  31. // pickup weapon
  32. if (newCell.hasWeapon) {
  33. var oldWeapon = player.weapon.id;
  34. player.weapon = Game.weapons[newCell.weaponId];
  35. newCell.weaponId = oldWeapon;
  36. }
  37.  
  38. player.x = newCoords.x;
  39. player.y = newCoords.y;
  40. Board.render();
  41. steps --;
  42.  
  43. if (steps === 0) {
  44. clearInterval(moveInterval);
  45. player.isMoving = false;
  46. Game.currentTurn = (Game.currentTurn === 0) ? 1 : 0;
  47. Board.renderMoves();
  48. }
  49.  
  50. }, 300);
  51.  
  52. }
  53. }
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