partey_workadventure/front/src/Phaser/Game/GameScene.ts

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import {GameManager, gameManager, HasMovedEvent, StatusGameManagerEnum} from "./GameManager";
import {GroupCreatedUpdatedMessageInterface, MessageUserPositionInterface} from "../../Connexion";
import {CurrentGamerInterface, GamerInterface, hasMovedEventName, Player} from "../Player/Player";
import {DEBUG_MODE, RESOLUTION, ROOM, ZOOM_LEVEL} from "../../Enum/EnvironmentVariable";
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import Tile = Phaser.Tilemaps.Tile;
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import {ITiledMap, ITiledTileSet} from "../Map/ITiledMap";
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import {cypressAsserter} from "../../Cypress/CypressAsserter";
import {PLAYER_RESOURCES} from "../Entity/PlayableCaracter";
import Circle = Phaser.Geom.Circle;
import Graphics = Phaser.GameObjects.Graphics;
export const GameSceneName = "GameScene";
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export enum Textures {
Player = 'male1',
Map = 'map'
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}
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export interface GameSceneInterface extends Phaser.Scene {
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Map: Phaser.Tilemaps.Tilemap;
createCurrentPlayer(UserId : string) : void;
shareUserPosition(UsersPosition : Array<MessageUserPositionInterface>): void;
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}
export class GameScene extends Phaser.Scene implements GameSceneInterface{
GameManager : GameManager;
Terrains : Array<Phaser.Tilemaps.Tileset>;
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CurrentPlayer: CurrentGamerInterface;
MapPlayers : Phaser.Physics.Arcade.Group;
Map: Phaser.Tilemaps.Tilemap;
Layers : Array<Phaser.Tilemaps.StaticTilemapLayer>;
Objects : Array<Phaser.Physics.Arcade.Sprite>;
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map: ITiledMap;
groups: Map<string, Circle>
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startX = 704;// 22 case
startY = 32; // 1 case
// Note: graphics object is costly to generate. We should find another way (maybe sprite based way to draw circles)
graphics: Graphics;
constructor() {
super({
key: GameSceneName
});
this.GameManager = gameManager;
this.Terrains = [];
this.groups = new Map<string, Circle>();
}
//hook preload scene
preload(): void {
this.GameManager.setCurrentGameScene(this);
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let mapUrl = 'maps/map.json';
this.load.on('filecomplete-tilemapJSON-'+Textures.Map, (key: string, type: string, data: any) => {
// Triggered when the map is loaded
// Load tiles attached to the map recursively
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this.map = data.data;
this.map.tilesets.forEach((tileset) => {
if (typeof tileset.name === 'undefined' || typeof tileset.image === 'undefined') {
console.warn("Don't know how to handle tileset ", tileset)
return;
}
let path = mapUrl.substr(0, mapUrl.lastIndexOf('/'));
this.load.image(tileset.name, path + '/' + tileset.image);
})
});
this.load.tilemapTiledJSON(Textures.Map, mapUrl);
//add player png
PLAYER_RESOURCES.forEach((playerResource: any) => {
this.load.spritesheet(
playerResource.name,
playerResource.img,
{frameWidth: 32, frameHeight: 32}
);
});
this.load.bitmapFont('main_font', 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
}
//hook initialisation
init() {
}
//hook create scene
create(): void {
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//initalise map
this.Map = this.add.tilemap("map");
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this.map.tilesets.forEach((tileset: ITiledTileSet) => {
this.Terrains.push(this.Map.addTilesetImage(tileset.name, tileset.name));
});
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//permit to set bound collision
this.physics.world.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels);
//add layer on map
this.Layers = new Array<Phaser.Tilemaps.StaticTilemapLayer>();
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let depth = -2;
this.map.layers.forEach((layer) => {
if (layer.type === 'tilelayer') {
this.addLayer( this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth) );
} else if (layer.type === 'objectgroup' && layer.name === 'floorLayer') {
depth = -1;
}
});
if (depth === -2) {
throw new Error('Your map MUST contain a layer of type "objectgroup" whose name is "floorLayer" that represents the layer characters are drawn at.');
}
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//add entities
this.Objects = new Array<Phaser.Physics.Arcade.Sprite>();
//init event click
this.EventToClickOnTile();
//initialise list of other player
this.MapPlayers = this.physics.add.group({ immovable: true });
//notify game manager can to create currentUser in map
this.GameManager.createCurrentPlayer();
//initialise camera
this.initCamera();
this.graphics = this.add.graphics();
}
//todo: in a dedicated class/function?
initCamera() {
this.cameras.main.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels);
this.cameras.main.startFollow(this.CurrentPlayer);
this.cameras.main.setZoom(ZOOM_LEVEL);
}
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addLayer(Layer : Phaser.Tilemaps.StaticTilemapLayer){
this.Layers.push(Layer);
}
createCollisionWithPlayer() {
//add collision layer
this.Layers.forEach((Layer: Phaser.Tilemaps.StaticTilemapLayer) => {
this.physics.add.collider(this.CurrentPlayer, Layer, (object1: any, object2: any) => {
//this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
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});
Layer.setCollisionByProperty({collides: true});
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if (DEBUG_MODE) {
//debug code to see the collision hitbox of the object in the top layer
Layer.renderDebug(this.add.graphics(), {
tileColor: null, //non-colliding tiles
collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles,
faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
});
}
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});
}
addSpite(Object : Phaser.Physics.Arcade.Sprite){
Object.setImmovable(true);
this.Objects.push(Object);
}
createCollisionObject(){
this.Objects.forEach((Object : Phaser.Physics.Arcade.Sprite) => {
this.physics.add.collider(this.CurrentPlayer, Object, (object1: any, object2: any) => {
//this.CurrentPlayer.say("Collision with object : " + (object2 as Phaser.Physics.Arcade.Sprite).texture.key)
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});
})
}
createCurrentPlayer(UserId : string){
//initialise player
this.CurrentPlayer = new Player(
UserId,
this,
this.startX,
this.startY,
this.GameManager.getPlayerName(),
this.GameManager.getFrameSelected()
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);
this.CurrentPlayer.initAnimation();
//create collision
this.createCollisionWithPlayer();
this.createCollisionObject();
this.CurrentPlayer.on(hasMovedEventName, this.pushPlayerPosition.bind(this))
}
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pushPlayerPosition(event: HasMovedEvent) {
this.GameManager.pushPlayerPosition(event);
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}
EventToClickOnTile(){
// debug code to get a tile properties by clicking on it
this.input.on("pointerdown", (pointer: Phaser.Input.Pointer)=>{
//pixel position toz tile position
let tile = this.Map.getTileAt(this.Map.worldToTileX(pointer.worldX), this.Map.worldToTileY(pointer.worldY));
if(tile){
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console.log(tile)
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this.CurrentPlayer.say("Your touch " + tile.layer.name);
}
});
}
/**
* @param time
* @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
*/
update(time: number, delta: number) : void {
this.CurrentPlayer.moveUser(delta);
// Also, let's redraw the circle (can be costly, we need to change this!)
this.graphics.clear();
this.graphics.lineStyle(1, 0x00ff00, 0.4);
this.groups.forEach((circle: Circle) => {
this.graphics.strokeCircleShape(circle);
})
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}
/**
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* Share position in scene
* @param UsersPosition
*/
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shareUserPosition(UsersPosition : Array<MessageUserPositionInterface>): void {
this.updateOrCreateMapPlayer(UsersPosition);
}
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/**
* Create new player and clean the player on the map
* @param UsersPosition
*/
updateOrCreateMapPlayer(UsersPosition : Array<MessageUserPositionInterface>){
if(!this.CurrentPlayer){
return;
}
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//add or create new user
UsersPosition.forEach((userPosition : MessageUserPositionInterface) => {
if(userPosition.userId === this.CurrentPlayer.userId){
return;
}
let player = this.findPlayerInMap(userPosition.userId);
if(!player){
this.addPlayer(userPosition);
}else{
player.updatePosition(userPosition);
}
});
//clean map
this.MapPlayers.getChildren().forEach((player: GamerInterface) => {
if(UsersPosition.find((message : MessageUserPositionInterface) => message.userId === player.userId)){
return;
}
player.destroy();
this.MapPlayers.remove(player);
});
}
private findPlayerInMap(UserId : string) : GamerInterface | null{
let player = this.MapPlayers.getChildren().find((player: Player) => UserId === player.userId);
if(!player){
return null;
}
return (player as GamerInterface);
}
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/**
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* Create new player
* @param MessageUserPosition
*/
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addPlayer(MessageUserPosition : MessageUserPositionInterface){
//initialise player
let player = new Player(
MessageUserPosition.userId,
this,
MessageUserPosition.position.x,
MessageUserPosition.position.y,
MessageUserPosition.name,
MessageUserPosition.frame
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);
player.initAnimation();
this.MapPlayers.add(player);
player.updatePosition(MessageUserPosition);
//init colision
this.physics.add.collider(this.CurrentPlayer, player, (CurrentPlayer: CurrentGamerInterface, MapPlayer: GamerInterface) => {
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CurrentPlayer.say("Hello, how are you ? ");
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});
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}
shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) {
let groupId = groupPositionMessage.groupId;
if (this.groups.has(groupId)) {
this.groups.get(groupId).setPosition(groupPositionMessage.position.x, groupPositionMessage.position.y);
} else {
//console.log('Adding group ', groupId, ' to the scene');
// TODO: circle radius should not be hard stored
this.groups.set(groupId, new Circle(groupPositionMessage.position.x, groupPositionMessage.position.y, 48));
}
}
deleteGroup(groupId: string): void {
//console.log('Deleting group ', groupId);
this.groups.delete(groupId);
}
}