partey_workadventure/front/src/Phaser/Entity/Character.ts

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import { PlayerAnimationDirections, PlayerAnimationTypes } from "../Player/Animation";
import { SpeechBubble } from "./SpeechBubble";
import Text = Phaser.GameObjects.Text;
import Container = Phaser.GameObjects.Container;
import Sprite = Phaser.GameObjects.Sprite;
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import DOMElement = Phaser.GameObjects.DOMElement;
import { TextureError } from "../../Exception/TextureError";
import { Companion } from "../Companion/Companion";
import type { GameScene } from "../Game/GameScene";
import { DEPTH_INGAME_TEXT_INDEX } from "../Game/DepthIndexes";
import type OutlinePipelinePlugin from "phaser3-rex-plugins/plugins/outlinepipeline-plugin.js";
import { isSilentStore } from "../../Stores/MediaStore";
Refactoring Woka management (#1810) * Wrap websockets with HyperExpress * Add endpoints on pusher to resolve wokas * getting textures urls from pusher * Adding OpenAPI documentation for the pusher. The pusher now exposes a "/openapi" endpoint and a "/swagger-ui/" endpoint. * revert FRONT_URL * playerTextures metadata is being loaded via Phaser.Loader * fetch textures every time character or customize scene is open * Heavy changes: refactoring the pusher to always send the textures (and the front to accept them) * Sending character layer details to admin * Cleaning commented code * Fixing regex * Fix woka endpoints on pusher * Change error wording on pusher * Working on integration of the woka-list with the new admin endpoint. * Switching from "name" to "id" in texture object + using zod for woka/list validation * Add position on default woka data * Remove async on pusher option method * Fix woka list url * add options for /register * Fxiing loading the Woka list * Actually returning something in logout-callback * Copying messages to back too * remove customize button if no body parts are available (#1952) * remove customize button if no body parts are available * remove unused position field from PlayerTexturesCollection interface * removed unused label field * fix LocalUser test * little PlayerTextures class refactor * Fixing linting * Fixing missing Openapi packages in prod * Fixing back build Co-authored-by: Hanusiak Piotr <piotr@ltmp.co> Co-authored-by: David Négrier <d.negrier@thecodingmachine.com> * Add returns on pusher endpoints Co-authored-by: Alexis Faizeau <a.faizeau@workadventu.re> Co-authored-by: Hanusiak Piotr <piotr@ltmp.co> Co-authored-by: Piotr Hanusiak <wacneg@gmail.com>
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import { lazyLoadPlayerCharacterTextures } from "./PlayerTexturesLoadingManager";
import { TexturesHelper } from "../Helpers/TexturesHelper";
import type { PictureStore } from "../../Stores/PictureStore";
import { Unsubscriber, Writable, writable } from "svelte/store";
import { createColorStore } from "../../Stores/OutlineColorStore";
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import type { OutlineableInterface } from "../Game/OutlineableInterface";
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import type CancelablePromise from "cancelable-promise";
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import { TalkIcon } from "../Components/TalkIcon";
import { Deferred } from "ts-deferred";
const playerNameY = -25;
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interface AnimationData {
key: string;
frameRate: number;
repeat: number;
frameModel: string; //todo use an enum
frames: number[];
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}
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const interactiveRadius = 35;
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export abstract class Character extends Container implements OutlineableInterface {
private bubble: SpeechBubble | null = null;
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private readonly playerNameText: Text;
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private readonly talkIcon: TalkIcon;
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public playerName: string;
public sprites: Map<string, Sprite>;
protected lastDirection: PlayerAnimationDirections = PlayerAnimationDirections.Down;
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//private teleportation: Sprite;
private invisible: boolean;
private clickable: boolean;
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public companion?: Companion;
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private emote: Phaser.GameObjects.DOMElement | null = null;
private emoteTween: Phaser.Tweens.Tween | null = null;
scene: GameScene;
private readonly _pictureStore: Writable<string | undefined>;
private readonly outlineColorStore = createColorStore();
private readonly outlineColorStoreUnsubscribe: Unsubscriber;
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private texturePromise: CancelablePromise<string[] | void> | undefined;
/**
* A deferred promise that resolves when the texture of the character is actually displayed.
*/
private textureLoadedDeferred = new Deferred<void>();
constructor(
scene: GameScene,
x: number,
y: number,
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texturesPromise: CancelablePromise<string[]>,
name: string,
direction: PlayerAnimationDirections,
moving: boolean,
frame: string | number,
isClickable: boolean,
companion: string | null,
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companionTexturePromise?: CancelablePromise<string>
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) {
super(scene, x, y /*, texture, frame*/);
this.scene = scene;
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this.playerName = name;
this.invisible = true;
this.clickable = false;
this.sprites = new Map<string, Sprite>();
this._pictureStore = writable(undefined);
//textures are inside a Promise in case they need to be lazyloaded before use.
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this.texturePromise = texturesPromise
.then((textures) => {
this.addTextures(textures, frame);
this.invisible = false;
this.playAnimation(direction, moving);
this.textureLoadedDeferred.resolve();
return this.getSnapshot().then((htmlImageElementSrc) => {
this._pictureStore.set(htmlImageElementSrc);
});
})
.catch(() => {
return lazyLoadPlayerCharacterTextures(scene.superLoad, [
Refactoring Woka management (#1810) * Wrap websockets with HyperExpress * Add endpoints on pusher to resolve wokas * getting textures urls from pusher * Adding OpenAPI documentation for the pusher. The pusher now exposes a "/openapi" endpoint and a "/swagger-ui/" endpoint. * revert FRONT_URL * playerTextures metadata is being loaded via Phaser.Loader * fetch textures every time character or customize scene is open * Heavy changes: refactoring the pusher to always send the textures (and the front to accept them) * Sending character layer details to admin * Cleaning commented code * Fixing regex * Fix woka endpoints on pusher * Change error wording on pusher * Working on integration of the woka-list with the new admin endpoint. * Switching from "name" to "id" in texture object + using zod for woka/list validation * Add position on default woka data * Remove async on pusher option method * Fix woka list url * add options for /register * Fxiing loading the Woka list * Actually returning something in logout-callback * Copying messages to back too * remove customize button if no body parts are available (#1952) * remove customize button if no body parts are available * remove unused position field from PlayerTexturesCollection interface * removed unused label field * fix LocalUser test * little PlayerTextures class refactor * Fixing linting * Fixing missing Openapi packages in prod * Fixing back build Co-authored-by: Hanusiak Piotr <piotr@ltmp.co> Co-authored-by: David Négrier <d.negrier@thecodingmachine.com> * Add returns on pusher endpoints Co-authored-by: Alexis Faizeau <a.faizeau@workadventu.re> Co-authored-by: Hanusiak Piotr <piotr@ltmp.co> Co-authored-by: Piotr Hanusiak <wacneg@gmail.com>
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{
id: "color_22",
img: "resources/customisation/character_color/character_color21.png",
},
{
id: "eyes_23",
img: "resources/customisation/character_eyes/character_eyes23.png",
},
])
.then((textures) => {
this.addTextures(textures, frame);
this.invisible = false;
this.playAnimation(direction, moving);
this.textureLoadedDeferred.resolve();
return this.getSnapshot().then((htmlImageElementSrc) => {
this._pictureStore.set(htmlImageElementSrc);
});
})
.catch((e) => {
this.textureLoadedDeferred.reject(e);
throw e;
});
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})
.finally(() => {
this.texturePromise = undefined;
});
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this.playerNameText = new Text(scene, 0, playerNameY, name, {
fontFamily: '"Press Start 2P"',
fontSize: "8px",
strokeThickness: 2,
stroke: "#14304C",
metrics: {
ascent: 20,
descent: 10,
fontSize: 35,
},
});
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this.talkIcon = new TalkIcon(scene, 0, -45);
this.add(this.talkIcon);
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if (isClickable) {
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this.setInteractive({
hitArea: new Phaser.Geom.Circle(0, 0, interactiveRadius),
hitAreaCallback: Phaser.Geom.Circle.Contains, //eslint-disable-line @typescript-eslint/unbound-method
useHandCursor: true,
});
}
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this.playerNameText.setOrigin(0.5).setDepth(DEPTH_INGAME_TEXT_INDEX);
this.add(this.playerNameText);
this.setClickable(isClickable);
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this.outlineColorStoreUnsubscribe = this.outlineColorStore.subscribe((color) => {
if (color === undefined) {
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this.getOutlinePlugin()?.remove(this.playerNameText);
} else {
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this.getOutlinePlugin()?.remove(this.playerNameText);
this.getOutlinePlugin()?.add(this.playerNameText, {
thickness: 2,
outlineColor: color,
});
}
this.scene.markDirty();
});
scene.add.existing(this);
this.scene.physics.world.enableBody(this);
this.getBody().setImmovable(true);
this.getBody().setCollideWorldBounds(true);
this.setSize(16, 16);
this.getBody().setSize(16, 16); //edit the hitbox to better match the character model
this.getBody().setOffset(0, 8);
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this.setDepth(0);
if (typeof companion === "string") {
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this.addCompanion(companion, companionTexturePromise);
}
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}
public setClickable(clickable: boolean = true): void {
if (this.clickable === clickable) {
return;
}
this.clickable = clickable;
if (clickable) {
this.setInteractive({
hitArea: new Phaser.Geom.Circle(8, 8, interactiveRadius),
hitAreaCallback: Phaser.Geom.Circle.Contains, //eslint-disable-line @typescript-eslint/unbound-method
useHandCursor: true,
});
return;
}
this.disableInteractive();
}
public isClickable() {
return this.clickable;
}
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public getPosition(): { x: number; y: number } {
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return { x: this.x, y: this.y };
}
/**
* Returns position based on where player is currently facing
* @param shift How far from player should the point of interest be.
*/
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public getDirectionalActivationPosition(shift: number): { x: number; y: number } {
switch (this.lastDirection) {
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case PlayerAnimationDirections.Down: {
return { x: this.x, y: this.y + shift };
}
case PlayerAnimationDirections.Left: {
return { x: this.x - shift, y: this.y };
}
case PlayerAnimationDirections.Right: {
return { x: this.x + shift, y: this.y };
}
case PlayerAnimationDirections.Up: {
return { x: this.x, y: this.y - shift };
}
}
}
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public getObjectToOutline(): Phaser.GameObjects.GameObject {
return this.playerNameText;
}
private async getSnapshot(): Promise<string> {
const sprites = Array.from(this.sprites.values()).map((sprite) => {
return { sprite, frame: 1 };
});
return TexturesHelper.getSnapshot(this.scene, ...sprites).catch((reason) => {
console.warn(reason);
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for (const sprite of this.sprites.values()) {
// we can be sure that either predefined woka or body texture is at this point loaded
if (sprite.texture.key.includes("color") || sprite.texture.key.includes("male")) {
return this.scene.textures.getBase64(sprite.texture.key);
}
}
return "male1";
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});
}
public showTalkIcon(show: boolean = true, forceClose: boolean = false): void {
this.talkIcon.show(show, forceClose);
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}
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public addCompanion(name: string, texturePromise?: CancelablePromise<string>): void {
if (typeof texturePromise !== "undefined") {
this.companion = new Companion(this.scene, this.x, this.y, name, texturePromise);
}
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}
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public addTextures(textures: string[], frame?: string | number): void {
if (textures.length < 1) {
throw new TextureError("no texture given");
}
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for (const texture of textures) {
if (this.scene && !this.scene.textures.exists(texture)) {
throw new TextureError("texture not found");
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}
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const sprite = new Sprite(this.scene, 0, 0, texture, frame);
this.add(sprite);
this.getPlayerAnimations(texture).forEach((d) => {
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this.scene.anims.create({
key: d.key,
frames: this.scene.anims.generateFrameNumbers(d.frameModel, { frames: d.frames }),
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frameRate: d.frameRate,
repeat: d.repeat,
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});
});
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// Needed, otherwise, animations are not handled correctly.
if (this.scene) {
this.scene.sys.updateList.add(sprite);
}
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this.sprites.set(texture, sprite);
}
}
private getOutlinePlugin(): OutlinePipelinePlugin | undefined {
return this.scene.plugins.get("rexOutlinePipeline") as unknown as OutlinePipelinePlugin | undefined;
}
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private getPlayerAnimations(name: string): AnimationData[] {
return [
{
key: `${name}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Walk}`,
frameModel: name,
frames: [0, 1, 2, 1],
frameRate: 10,
repeat: -1,
},
{
key: `${name}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Walk}`,
frameModel: name,
frames: [3, 4, 5, 4],
frameRate: 10,
repeat: -1,
},
{
key: `${name}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Walk}`,
frameModel: name,
frames: [6, 7, 8, 7],
frameRate: 10,
repeat: -1,
},
{
key: `${name}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Walk}`,
frameModel: name,
frames: [9, 10, 11, 10],
frameRate: 10,
repeat: -1,
},
{
key: `${name}-${PlayerAnimationDirections.Down}-${PlayerAnimationTypes.Idle}`,
frameModel: name,
frames: [1],
frameRate: 10,
repeat: 1,
},
{
key: `${name}-${PlayerAnimationDirections.Left}-${PlayerAnimationTypes.Idle}`,
frameModel: name,
frames: [4],
frameRate: 10,
repeat: 1,
},
{
key: `${name}-${PlayerAnimationDirections.Right}-${PlayerAnimationTypes.Idle}`,
frameModel: name,
frames: [7],
frameRate: 10,
repeat: 1,
},
{
key: `${name}-${PlayerAnimationDirections.Up}-${PlayerAnimationTypes.Idle}`,
frameModel: name,
frames: [10],
frameRate: 10,
repeat: 1,
},
];
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}
protected playAnimation(direction: PlayerAnimationDirections, moving: boolean): void {
if (this.invisible) return;
for (const [texture, sprite] of this.sprites.entries()) {
if (!sprite.anims) {
console.error("ANIMS IS NOT DEFINED!!!");
return;
}
if (moving && (!sprite.anims.currentAnim || sprite.anims.currentAnim.key !== direction)) {
sprite.play(texture + "-" + direction + "-" + PlayerAnimationTypes.Walk, true);
} else if (!moving) {
sprite.anims.play(texture + "-" + direction + "-" + PlayerAnimationTypes.Idle, true);
}
}
}
protected getBody(): Phaser.Physics.Arcade.Body {
const body = this.body;
if (!(body instanceof Phaser.Physics.Arcade.Body)) {
throw new Error("Container does not have arcade body");
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}
return body;
}
move(x: number, y: number) {
const body = this.getBody();
body.setVelocity(x, y);
if (Math.abs(body.velocity.x) > Math.abs(body.velocity.y)) {
if (body.velocity.x < 0) {
this.lastDirection = PlayerAnimationDirections.Left;
} else if (body.velocity.x > 0) {
this.lastDirection = PlayerAnimationDirections.Right;
}
} else {
if (body.velocity.y < 0) {
this.lastDirection = PlayerAnimationDirections.Up;
} else if (body.velocity.y > 0) {
this.lastDirection = PlayerAnimationDirections.Down;
}
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}
this.playAnimation(this.lastDirection, true);
this.setDepth(this.y);
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if (this.companion) {
this.companion.setTarget(this.x, this.y, this.lastDirection);
}
}
stop() {
this.getBody().setVelocity(0, 0);
this.playAnimation(this.lastDirection, false);
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}
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say(text: string) {
if (this.bubble) return;
this.bubble = new SpeechBubble(this.scene, this, text);
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setTimeout(() => {
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if (this.bubble !== null) {
this.bubble.destroy();
this.bubble = null;
}
}, 3000);
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}
destroy(): void {
for (const sprite of this.sprites.values()) {
if (this.scene) {
this.scene.sys.updateList.remove(sprite);
}
}
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this.texturePromise?.cancel();
this.list.forEach((objectContaining) => objectContaining.destroy());
this.outlineColorStoreUnsubscribe();
super.destroy();
}
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isSilent() {
isSilentStore.set(true);
}
noSilent() {
isSilentStore.set(false);
}
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playEmote(emote: string) {
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this.cancelPreviousEmote();
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const emoteY = -45;
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const image = new Image(16, 16);
image.src = emote;
this.emote = new DOMElement(this.scene, -1, 0, image, "z-index:10;");
this.emote.setAlpha(0);
this.add(this.emote);
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this.createStartTransition(emoteY);
}
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private createStartTransition(emoteY: number) {
this.emoteTween = this.scene?.tweens.add({
targets: this.emote,
props: {
alpha: 1,
y: emoteY,
},
ease: "Power2",
duration: 500,
onComplete: () => {
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this.startPulseTransition(emoteY);
},
});
}
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private startPulseTransition(emoteY: number) {
if (this.emote) {
this.emoteTween = this.scene?.tweens.add({
targets: this.emote,
props: {
y: emoteY * 1.3,
scale: this.emote.scale * 1.1,
},
duration: 250,
yoyo: true,
repeat: 1,
completeDelay: 200,
onComplete: () => {
this.startExitTransition(emoteY);
},
});
}
}
private startExitTransition(emoteY: number) {
this.emoteTween = this.scene?.tweens.add({
targets: this.emote,
props: {
alpha: 0,
y: 2 * emoteY,
},
ease: "Power2",
duration: 500,
onComplete: () => {
this.destroyEmote();
},
});
}
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cancelPreviousEmote() {
if (!this.emote) return;
this.emoteTween?.remove();
this.destroyEmote();
}
private destroyEmote() {
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this.emote?.destroy();
this.emote = null;
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this.playerNameText.setVisible(true);
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}
public get pictureStore(): PictureStore {
return this._pictureStore;
}
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public setFollowOutlineColor(color: number): void {
this.outlineColorStore.setFollowColor(color);
}
public removeFollowOutlineColor(): void {
this.outlineColorStore.removeFollowColor();
}
public setApiOutlineColor(color: number): void {
this.outlineColorStore.setApiColor(color);
}
public removeApiOutlineColor(): void {
this.outlineColorStore.removeApiColor();
}
public pointerOverOutline(color: number): void {
this.outlineColorStore.pointerOver(color);
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}
public pointerOutOutline(): void {
this.outlineColorStore.pointerOut();
}
public characterCloseByOutline(color: number): void {
this.outlineColorStore.characterCloseBy(color);
}
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public characterFarAwayOutline(): void {
this.outlineColorStore.characterFarAway();
}
/**
* Returns a promise that resolves as soon as a texture is displayed for the user.
* The promise will return when the required texture is loaded OR when the fallback texture is loaded (in case
* the required texture could not be loaded).
*/
public getTextureLoadedPromise(): PromiseLike<void> {
return this.textureLoadedDeferred.promise;
}
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}