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

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import {GameScene} from "./GameScene";
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import {connectionManager} from "../../Connexion/ConnectionManager";
import {Room} from "../../Connexion/Room";
import {MenuSceneName} from "../Menu/MenuScene";
import {LoginSceneName} from "../Login/LoginScene";
import {SelectCharacterSceneName} from "../Login/SelectCharacterScene";
import {EnableCameraSceneName} from "../Login/EnableCameraScene";
import {localUserStore} from "../../Connexion/LocalUserStore";
export interface HasMovedEvent {
direction: string;
moving: boolean;
x: number;
y: number;
}
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/**
* This class should be responsible for any scene starting/stopping
*/
export class GameManager {
private playerName: string|null;
private characterLayers: string[]|null;
private startRoom!:Room;
currentGameSceneName: string|null = null;
constructor() {
this.playerName = localUserStore.getName();
this.characterLayers = localUserStore.getCharacterLayers();
}
public async init(scenePlugin: Phaser.Scenes.ScenePlugin): Promise<string> {
this.startRoom = await connectionManager.initGameConnexion();
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await this.loadMap(this.startRoom, scenePlugin);
if (!this.playerName) {
return LoginSceneName;
} else if (!this.characterLayers) {
return SelectCharacterSceneName;
} else {
return EnableCameraSceneName;
}
}
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public setPlayerName(name: string): void {
this.playerName = name;
localUserStore.setName(name);
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}
public setCharacterLayers(layers: string[]): void {
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this.characterLayers = layers;
localUserStore.setCharacterLayers(layers);
}
getPlayerName(): string|null {
return this.playerName;
}
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getCharacterLayers(): string[]|null {
return this.characterLayers;
}
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public async loadMap(room: Room, scenePlugin: Phaser.Scenes.ScenePlugin): Promise<void> {
const roomID = room.id;
const mapUrl = await room.getMapUrl();
const gameIndex = scenePlugin.getIndex(roomID);
if(gameIndex === -1){
const game : Phaser.Scene = new GameScene(room, mapUrl);
scenePlugin.add(roomID, game, false);
}
}
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public goToStartingMap(scenePlugin: Phaser.Scenes.ScenePlugin): void {
console.log('starting '+ (this.currentGameSceneName || this.startRoom.id))
scenePlugin.start(this.currentGameSceneName || this.startRoom.id);
//the menu scene launches faster than the gameScene, so we delay it to not have menu buttons on a black screen
setTimeout(() => scenePlugin.launch(MenuSceneName), 1000);
}
/**
* Temporary leave a gameScene to go back to the loginScene for example.
* This will close the socket connections and stop the gameScene, but won't remove it.
*/
leaveGame(scene: Phaser.Scene, targetSceneName: string): void {
if (this.currentGameSceneName === null) throw 'No current scene id set!';
const gameScene: GameScene = scene.scene.get(this.currentGameSceneName) as GameScene;
gameScene.cleanupClosingScene();
scene.scene.stop(this.currentGameSceneName);
scene.scene.stop(MenuSceneName);
scene.scene.run(targetSceneName);
}
/**
* follow up to leaveGame()
*/
tryResumingGame(scene: Phaser.Scene, fallbackSceneName: string) {
if (this.currentGameSceneName) {
scene.scene.start(this.currentGameSceneName);
//the menu scene launches faster than the gameScene, so we delay it to not have menu buttons on a black screen
setTimeout(() => scene.scene.launch(MenuSceneName), 1000);
} else {
scene.scene.run(fallbackSceneName)
}
}
public getCurrentGameScene(scene: Phaser.Scene): GameScene {
if (this.currentGameSceneName === null) throw 'No current scene id set!';
return scene.scene.get(this.currentGameSceneName) as GameScene
}
}
export const gameManager = new GameManager();