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

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import {GameManager, gameManager, HasMovedEvent} from "./GameManager";
import {
GroupCreatedUpdatedMessageInterface,
MessageUserMovedInterface,
MessageUserPositionInterface, PointInterface, PositionInterface
} from "../../Connection";
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import {CurrentGamerInterface, hasMovedEventName, Player} from "../Player/Player";
import { DEBUG_MODE, ZOOM_LEVEL, POSITION_DELAY } from "../../Enum/EnvironmentVariable";
import {ITiledMap, ITiledMapLayer, ITiledTileSet} from "../Map/ITiledMap";
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import {PLAYER_RESOURCES} from "../Entity/Character";
import Texture = Phaser.Textures.Texture;
import Sprite = Phaser.GameObjects.Sprite;
import CanvasTexture = Phaser.Textures.CanvasTexture;
import {AddPlayerInterface} from "./AddPlayerInterface";
import {PlayerAnimationNames} from "../Player/Animation";
import {PlayerMovement} from "./PlayerMovement";
import {PlayersPositionInterpolator} from "./PlayersPositionInterpolator";
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import {RemotePlayer} from "../Entity/RemotePlayer";
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import GameObject = Phaser.GameObjects.GameObject;
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export enum Textures {
Player = "male1"
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}
export interface GameSceneInitInterface {
initPosition: PointInterface|null,
startLayerName: string|undefined
}
export class GameScene extends Phaser.Scene {
GameManager : GameManager;
Terrains : Array<Phaser.Tilemaps.Tileset>;
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CurrentPlayer: CurrentGamerInterface;
MapPlayers : Phaser.Physics.Arcade.Group;
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MapPlayersByKey : Map<string, RemotePlayer> = new Map<string, RemotePlayer>();
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Map: Phaser.Tilemaps.Tilemap;
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Layers : Array<Phaser.Tilemaps.StaticTilemapLayer>;
Objects : Array<Phaser.Physics.Arcade.Sprite>;
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mapFile: ITiledMap;
groups: Map<string, Sprite>;
startX: number;
startY: number;
circleTexture: CanvasTexture;
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private initPosition: PositionInterface|null = null;
private playersPositionInterpolator = new PlayersPositionInterpolator();
MapKey: string;
MapUrlFile: string;
RoomId: string;
instance: string;
currentTick: number;
lastSentTick: number; // The last tick at which a position was sent.
lastMoveEventSent: HasMovedEvent = {
direction: '',
moving: false,
x: -1000,
y: -1000
}
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private PositionNextScene: Array<Array<{ key: string, hash: string }>> = new Array<Array<{ key: string, hash: string }>>();
private startLayerName: string|undefined;
static createFromUrl(mapUrlFile: string, instance: string): GameScene {
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const key = GameScene.getMapKeyByUrl(mapUrlFile);
return new GameScene(key, mapUrlFile, instance);
}
constructor(MapKey : string, MapUrlFile: string, instance: string) {
super({
key: MapKey
});
this.GameManager = gameManager;
this.Terrains = [];
this.groups = new Map<string, Sprite>();
this.instance = instance;
this.MapKey = MapKey;
this.MapUrlFile = MapUrlFile;
this.RoomId = this.instance + '__' + this.MapKey;
}
//hook preload scene
preload(): void {
this.GameManager.setCurrentGameScene(this);
this.load.on('filecomplete-tilemapJSON-'+this.MapKey, (key: string, type: string, data: any) => {
this.onMapLoad(data);
});
//TODO strategy to add access token
this.load.tilemapTiledJSON(this.MapKey, this.MapUrlFile);
// If the map has already been loaded as part of another GameScene, the "on load" event will not be triggered.
// In this case, we check in the cache to see if the map is here and trigger the event manually.
if (this.cache.tilemap.exists(this.MapKey)) {
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const data = this.cache.tilemap.get(this.MapKey);
this.onMapLoad(data);
}
//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');
}
private onMapLoad(data: any): void {
// Triggered when the map is loaded
// Load tiles attached to the map recursively
this.mapFile = data.data;
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const url = this.MapUrlFile.substr(0, this.MapUrlFile.lastIndexOf('/'));
this.mapFile.tilesets.forEach((tileset) => {
if (typeof tileset.name === 'undefined' || typeof tileset.image === 'undefined') {
console.warn("Don't know how to handle tileset ", tileset)
return;
}
//TODO strategy to add access token
this.load.image(tileset.name, `${url}/${tileset.image}`);
})
}
//hook initialisation
init(initData : GameSceneInitInterface) {
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if (initData.initPosition !== undefined) {
this.initPosition = initData.initPosition;
} else if (initData.startLayerName !== undefined) {
this.startLayerName = initData.startLayerName;
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}
}
//hook create scene
create(): void {
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//initalise map
this.Map = this.add.tilemap(this.MapKey);
this.mapFile.tilesets.forEach((tileset: ITiledTileSet) => {
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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;
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for (const layer of this.mapFile.layers) {
if (layer.type === 'tilelayer') {
this.addLayer(this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
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}
if (layer.type === 'tilelayer' && this.getExitSceneUrl(layer) !== undefined) {
this.loadNextGame(layer, this.mapFile.width, this.mapFile.tilewidth, this.mapFile.tileheight);
}
if (layer.type === 'objectgroup' && layer.name === 'floorLayer') {
depth = 10000;
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}
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}
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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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// If there is an init position passed
if (this.initPosition !== null) {
this.startX = this.initPosition.x;
this.startY = this.initPosition.y;
} else {
// Now, let's find the start layer
if (this.startLayerName) {
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for (const layer of this.mapFile.layers) {
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if (this.startLayerName === layer.name && layer.type === 'tilelayer' && this.isStartLayer(layer)) {
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const startPosition = this.startUser(layer);
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this.startX = startPosition.x;
this.startY = startPosition.y;
}
}
}
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if (this.startX === undefined) {
// If we have no start layer specified or if the hash passed does not exist, let's go with the default start position.
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for (const layer of this.mapFile.layers) {
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if (layer.type === 'tilelayer' && layer.name === "start") {
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const startPosition = this.startUser(layer);
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this.startX = startPosition.x;
this.startY = startPosition.y;
}
}
}
}
// Still no start position? Something is wrong with the map, we need a "start" layer.
if (this.startX === undefined) {
console.warn('This map is missing a layer named "start" that contains the available default start positions.');
// Let's start in the middle of the map
this.startX = this.mapFile.width * 16;
this.startY = this.mapFile.height * 16;
}
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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.createCurrentPlayer();
//initialise camera
this.initCamera();
// Let's generate the circle for the group delimiter
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const circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite');
if(circleElement) {
this.textures.remove('circleSprite');
}
this.circleTexture = this.textures.createCanvas('circleSprite', 96, 96);
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const context = this.circleTexture.context;
context.beginPath();
context.arc(48, 48, 48, 0, 2 * Math.PI, false);
// context.lineWidth = 5;
context.strokeStyle = '#ffffff';
context.stroke();
this.circleTexture.refresh();
// Let's alter browser history
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const url = new URL(this.MapUrlFile);
let path = '/_/'+this.instance+'/'+url.host+url.pathname;
if (this.startLayerName) {
path += '#'+this.startLayerName;
}
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window.history.pushState({}, 'WorkAdventure', path);
}
private getExitSceneUrl(layer: ITiledMapLayer): string|undefined {
return this.getProperty(layer, "exitSceneUrl") as string|undefined;
}
private getExitSceneInstance(layer: ITiledMapLayer): string|undefined {
return this.getProperty(layer, "exitInstance") as string|undefined;
}
private isStartLayer(layer: ITiledMapLayer): boolean {
return this.getProperty(layer, "startLayer") == true;
}
private getProperty(layer: ITiledMapLayer, name: string): string|boolean|number|undefined {
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const properties : any = layer.properties;
if (!properties) {
return undefined;
}
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const obj = properties.find((property:any) => property.name === name);
if (obj === undefined) {
return undefined;
}
return obj.value;
}
/**
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*
* @param layer
* @param mapWidth
* @param tileWidth
* @param tileHeight
*/
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private loadNextGame(layer: ITiledMapLayer, mapWidth: number, tileWidth: number, tileHeight: number){
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const exitSceneUrl = this.getExitSceneUrl(layer);
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if (exitSceneUrl === undefined) {
throw new Error('Layer is not an exit scene layer.');
}
let instance = this.getExitSceneInstance(layer);
if (instance === undefined) {
instance = this.instance;
}
// TODO: eventually compute a relative URL
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const absoluteExitSceneUrl = new URL(exitSceneUrl, this.MapUrlFile).href;
const exitSceneKey = gameManager.loadMap(absoluteExitSceneUrl, this.scene, instance);
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const tiles : number[] = layer.data as number[];
for (let key=0; key < tiles.length; key++) {
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const objectKey = tiles[key];
if(objectKey === 0){
continue;
}
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//key + 1 because the start x = 0;
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const y : number = parseInt(((key + 1) / mapWidth).toString());
const x : number = key - (y * mapWidth);
let hash = new URL(exitSceneUrl, this.MapUrlFile).hash;
if (hash) {
hash = hash.substr(1);
}
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//push and save switching case
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if (this.PositionNextScene[y] === undefined) {
this.PositionNextScene[y] = new Array<{key: string, hash: string}>();
}
this.PositionNextScene[y][x] = {
key: exitSceneKey,
hash
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}
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}
}
/**
* @param layer
*/
private startUser(layer: ITiledMapLayer): PositionInterface {
let tiles : any = layer.data;
let possibleStartPositions : PositionInterface[] = [];
tiles.forEach((objectKey : number, key: number) => {
if(objectKey === 0){
return;
}
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const y = Math.floor(key / layer.width);
const x = key % layer.width;
possibleStartPositions.push({x: x*32, y: y*32});
});
// Get a value at random amongst allowed values
if (possibleStartPositions.length === 0) {
console.warn('The start layer "'+layer.name+'" for this map is empty.');
return {
x: 0,
y: 0
};
}
// Choose one of the available start positions at random amongst the list of available start positions.
return possibleStartPositions[Math.floor(Math.random() * possibleStartPositions.length)];
}
//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) => {
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this.physics.add.collider(this.CurrentPlayer, Layer, (object1: GameObject, object2: GameObject) => {
//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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});
}
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(){
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//initialise player
//TODO create animation moving between exit and start
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this.CurrentPlayer = new Player(
this,
this.startX,
this.startY,
this.GameManager.getPlayerName(),
this.GameManager.getCharacterSelected(),
PlayerAnimationNames.WalkDown,
false
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);
//create collision
this.createCollisionWithPlayer();
this.createCollisionObject();
//join room
this.GameManager.joinRoom(this.RoomId, this.startX, this.startY, PlayerAnimationNames.WalkDown, false);
//listen event to share position of user
this.CurrentPlayer.on(hasMovedEventName, this.pushPlayerPosition.bind(this))
}
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pushPlayerPosition(event: HasMovedEvent) {
if (this.lastMoveEventSent === event) {
return;
}
// If the player is not moving, let's send the info right now.
if (event.moving === false) {
this.doPushPlayerPosition(event);
return;
}
// If the player is moving, and if it changed direction, let's send an event
if (event.direction !== this.lastMoveEventSent.direction) {
this.doPushPlayerPosition(event);
return;
}
// If more than 200ms happened since last event sent
if (this.currentTick - this.lastSentTick >= POSITION_DELAY) {
this.doPushPlayerPosition(event);
return;
}
// Otherwise, do nothing.
}
private doPushPlayerPosition(event: HasMovedEvent): void {
this.lastMoveEventSent = event;
this.lastSentTick = this.currentTick;
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
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const tile = this.Map.getTileAt(this.Map.worldToTileX(pointer.worldX), this.Map.worldToTileY(pointer.worldY));
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if(tile){
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.currentTick = time;
this.CurrentPlayer.moveUser(delta);
// Let's move all users
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const updatedPlayersPositions = this.playersPositionInterpolator.getUpdatedPositions(time);
updatedPlayersPositions.forEach((moveEvent: HasMovedEvent, userId: string) => {
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const player : RemotePlayer | undefined = this.MapPlayersByKey.get(userId);
if (player === undefined) {
throw new Error('Cannot find player with ID "' + userId +'"');
}
player.updatePosition(moveEvent);
});
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const nextSceneKey = this.checkToExit();
if(nextSceneKey){
// We are completely destroying the current scene to avoid using a half-backed instance when coming back to the same map.
this.scene.remove(this.scene.key);
this.scene.start(nextSceneKey.key, {
startLayerName: nextSceneKey.hash
});
}
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}
/**
*
*/
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checkToExit(): {key: string, hash: string} | null {
const x = Math.floor(this.CurrentPlayer.x / 32);
const y = Math.floor(this.CurrentPlayer.y / 32);
if (this.PositionNextScene[y] !== undefined && this.PositionNextScene[y][x] !== undefined) {
return this.PositionNextScene[y][x];
} else {
return null;
}
}
public initUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
if(!this.CurrentPlayer){
console.error('Cannot initiate users list because map is not loaded yet')
return;
}
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const currentPlayerId = this.GameManager.getPlayerId();
// clean map
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this.MapPlayersByKey.forEach((player: RemotePlayer) => {
player.destroy();
this.MapPlayers.remove(player);
});
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this.MapPlayersByKey = new Map<string, RemotePlayer>();
// load map
usersPosition.forEach((userPosition : MessageUserPositionInterface) => {
if(userPosition.userId === currentPlayerId){
return;
}
this.addPlayer(userPosition);
});
}
/**
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* Create new player
*/
public addPlayer(addPlayerData : AddPlayerInterface) : void{
//check if exist player, if exist, move position
if(this.MapPlayersByKey.has(addPlayerData.userId)){
this.updatePlayerPosition({
userId: addPlayerData.userId,
position: addPlayerData.position
});
return;
}
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//initialise player
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const player = new RemotePlayer(
addPlayerData.userId,
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this,
addPlayerData.position.x,
addPlayerData.position.y,
addPlayerData.name,
addPlayerData.character,
addPlayerData.position.direction,
addPlayerData.position.moving
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);
this.MapPlayers.add(player);
this.MapPlayersByKey.set(player.userId, player);
player.updatePosition(addPlayerData.position);
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//init collision
/*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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}
public removePlayer(userId: string) {
console.log('Removing player ', userId)
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const player = this.MapPlayersByKey.get(userId);
if (player === undefined) {
console.error('Cannot find user with id ', userId);
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} else {
player.destroy();
this.MapPlayers.remove(player);
}
this.MapPlayersByKey.delete(userId);
this.playersPositionInterpolator.removePlayer(userId);
}
updatePlayerPosition(message: MessageUserMovedInterface): void {
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const player : RemotePlayer | undefined = this.MapPlayersByKey.get(message.userId);
if (player === undefined) {
throw new Error('Cannot find player with ID "' + message.userId +'"');
}
// We do not update the player position directly (because it is sent only every 200ms).
// Instead we use the PlayersPositionInterpolator that will do a smooth animation over the next 200ms.
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const playerMovement = new PlayerMovement({ x: player.x, y: player.y }, this.currentTick, message.position, this.currentTick + POSITION_DELAY);
this.playersPositionInterpolator.updatePlayerPosition(player.userId, playerMovement);
}
shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) {
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const groupId = groupPositionMessage.groupId;
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const group = this.groups.get(groupId);
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if (group !== undefined) {
group.setPosition(Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y));
} else {
// TODO: circle radius should not be hard stored
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const sprite = new Sprite(
this,
Math.round(groupPositionMessage.position.x),
Math.round(groupPositionMessage.position.y),
'circleSprite');
sprite.setDisplayOrigin(48, 48);
this.add.existing(sprite);
this.groups.set(groupId, sprite);
}
}
deleteGroup(groupId: string): void {
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const group = this.groups.get(groupId);
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if(!group){
return;
}
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group.destroy();
this.groups.delete(groupId);
}
public static getMapKeyByUrl(mapUrlStart: string) : string {
// FIXME: the key should be computed from the full URL of the map.
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const startPos = mapUrlStart.indexOf('://')+3;
const endPos = mapUrlStart.indexOf(".json");
return mapUrlStart.substring(startPos, endPos);
}
}