Il y a des délais exacts, faut les respecter à la miliseconde près.
Si tu envois ton check trop tôt ou plusieurs fois, tu as des NoMovement, si tu l’envoi un peu plus tard, c'est sans conséquence.
Les délais sont gérés dans des classes dérivées de AnimatedMovementBehavior.
WalkingMovementBehavior
public class WalkingMovementBehavior extends AnimatedMovementBehavior
{
private static const WALK_LINEAR_VELOCITY:Number = 1 / 480;
private static const WALK_HORIZONTAL_DIAGONAL_VELOCITY:Number = 1 / 510;
private static const WALK_VERTICAL_DIAGONAL_VELOCITY:Number = 1 / 425;
RunningMovementBehavior
public class WalkingMovementBehavior extends AnimatedMovementBehavior
{
private static const WALK_LINEAR_VELOCITY:Number = 1 / 480;
private static const WALK_HORIZONTAL_DIAGONAL_VELOCITY:Number = 1 / 510;
private static const WALK_VERTICAL_DIAGONAL_VELOCITY:Number = 1 / 425;
Et tu as aussi les délais pour les Dragodindes et les Montiliers.
ParableMovementBehavior
public class ParableMovementBehavior extends AnimatedMovementBehavior
{
private static const LINEAR_VELOCITY:Number = 1 / 400;
private static const HORIZONTAL_DIAGONAL_VELOCITY:Number = 1 / 500;
private static const VERTICAL_DIAGONAL_VELOCITY:Number = 1 / 450;
MountedMovementBehavior
public class MountedMovementBehavior extends AnimatedMovementBehavior
{
private static const RUN_LINEAR_VELOCITY:Number = 1 / 135;
private static const RUN_HORIZONTAL_DIAGONAL_VELOCITY:Number = 1 / 200;
private static const RUN_VERTICAL_DIAGONAL_VELOCITY:Number = 1 / 120;