Adding communication between LoginScene and SelectCharacterScene
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front/.gitignore
vendored
3
front/.gitignore
vendored
@ -1,3 +1,6 @@
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/node_modules/
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/dist/bundle.js
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/yarn-error.log
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/dist/webpack.config.js
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/dist/webpack.config.js.map
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/dist/src
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@ -6,12 +6,11 @@ import Image = Phaser.GameObjects.Image;
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import Rectangle = Phaser.GameObjects.Rectangle;
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import {PLAYER_RESOURCES} from "../Entity/PlayableCaracter";
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import {cypressAsserter} from "../../Cypress/CypressAsserter";
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import {GroupCreatedUpdatedMessageInterface, MessageUserJoined, MessageUserPositionInterface} from "../../Connection";
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import {SelectCharacterSceneInitDataInterface, SelectCharacterSceneName} from "./SelectCharacterScene";
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//todo: put this constants in a dedicated file
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export const LoginSceneName = "LoginScene";
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enum LoginTextures {
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//playButton = "play_button",
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icon = "icon",
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mainFont = "main_font"
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}
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@ -19,15 +18,10 @@ enum LoginTextures {
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export class LoginScene extends Phaser.Scene {
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private nameInput: TextInput;
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private textField: TextField;
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private playButton: ClickButton;
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private infoTextField: TextField;
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private pressReturnField: TextField;
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private logo: Image;
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private selectedRectangle: Rectangle;
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private selectedPlayer: Phaser.Physics.Arcade.Sprite;
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private players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
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constructor() {
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super({
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key: LoginSceneName
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@ -61,8 +55,6 @@ export class LoginScene extends Phaser.Scene {
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, 130, 'Press enter to start');
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this.pressReturnField.setOrigin(0.5).setCenterAlign()
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this.selectedRectangle = this.add.rectangle(32, 32, 32, 32).setStrokeStyle(2, 0xFFFFFF);
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this.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, LoginTextures.icon);
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this.add.existing(this.logo);
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@ -74,11 +66,9 @@ export class LoginScene extends Phaser.Scene {
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if (name === '') {
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return
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}
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return this.login(name);
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this.login(name);
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});
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/*create user*/
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this.createCurrentPlayer();
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cypressAsserter.initFinished();
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}
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@ -90,80 +80,7 @@ export class LoginScene extends Phaser.Scene {
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}
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}
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private async login(name: string) {
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return gameManager.connect(name, this.selectedPlayer.texture.key).then(() => {
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// Do we have a start URL in the address bar? If so, let's redirect to this address
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let instanceAndMapUrl = this.findMapUrl();
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if (instanceAndMapUrl !== null) {
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let [mapUrl, instance] = instanceAndMapUrl;
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let key = gameManager.loadMap(mapUrl, this.scene, instance);
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this.scene.start(key);
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return mapUrl;
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} else {
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// If we do not have a map address in the URL, let's ask the server for a start map.
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return gameManager.loadStartMap().then((scene : any) => {
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if (!scene) {
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return;
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}
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let key = gameManager.loadMap(window.location.protocol + "//" + scene.mapUrlStart, this.scene, scene.startInstance);
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this.scene.start(key);
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return scene;
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}).catch((err) => {
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console.error(err);
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throw err;
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});
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}
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}).catch((err) => {
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console.error(err);
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throw err;
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});
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}
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/**
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* Returns the map URL and the instance from the current URL
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*/
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private findMapUrl(): [string, string]|null {
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let path = window.location.pathname;
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if (!path.startsWith('/_/')) {
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return null;
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}
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let instanceAndMap = path.substr(3);
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let firstSlash = instanceAndMap.indexOf('/');
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if (firstSlash === -1) {
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return null;
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}
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let instance = instanceAndMap.substr(0, firstSlash);
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return [window.location.protocol+'//'+instanceAndMap.substr(firstSlash+1), instance];
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}
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Map: Phaser.Tilemaps.Tilemap;
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initAnimation(): void {
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throw new Error("Method not implemented.");
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}
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createCurrentPlayer(): void {
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for (let i = 0; i <PLAYER_RESOURCES.length; i++) {
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let playerResource = PLAYER_RESOURCES[i];
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let player = this.physics.add.sprite(playerResource.x, playerResource.y, playerResource.name, playerResource.name);
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player.setBounce(0.2);
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player.setCollideWorldBounds(true);
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this.anims.create({
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key: playerResource.name,
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frames: this.anims.generateFrameNumbers(playerResource.name, {start: 0, end: 2,}),
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frameRate: 10,
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repeat: -1
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});
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player.setInteractive().on("pointerdown", () => {
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this.selectedPlayer.anims.pause();
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this.selectedRectangle.setY(player.y);
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this.selectedRectangle.setX(player.x);
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player.play(playerResource.name);
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this.selectedPlayer = player;
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});
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this.players.push(player);
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}
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this.selectedPlayer = this.players[0];
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this.selectedPlayer.play(PLAYER_RESOURCES[0].name);
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private login(name: string): void {
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this.scene.start(SelectCharacterSceneName, { name } as SelectCharacterSceneInitDataInterface);
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}
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}
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@ -13,7 +13,7 @@ enum LoginTextures {
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mainFont = "main_font"
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}
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interface InitDataInterface {
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export interface SelectCharacterSceneInitDataInterface {
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name: string
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}
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@ -36,7 +36,7 @@ export class SelectCharacterScene extends Phaser.Scene {
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});
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}
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init({ name }: InitDataInterface) {
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init({ name }: SelectCharacterSceneInitDataInterface) {
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this.loginName = name;
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}
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@ -1,14 +1,5 @@
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import {Textures} from "../Game/GameScene";
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interface AnimationData {
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key: string;
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frameRate: number;
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repeat: number;
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frameModel: string; //todo use an enum
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frameStart: number;
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frameEnd: number;
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}
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export enum PlayerAnimationNames {
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WalkDown = 'down',
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WalkLeft = 'left',
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@ -16,34 +7,4 @@ export enum PlayerAnimationNames {
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WalkRight = 'right',
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}
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export const getPlayerAnimations = (name: string = Textures.Player): AnimationData[] => {
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return [{
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key: `${name}-${PlayerAnimationNames.WalkDown}`,
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frameModel: name,
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frameStart: 0,
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frameEnd: 2,
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frameRate: 10,
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repeat: -1
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}, {
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key: `${name}-${PlayerAnimationNames.WalkLeft}`,
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frameModel: name,
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frameStart: 3,
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frameEnd: 5,
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frameRate: 10,
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repeat: -1
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}, {
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key: `${name}-${PlayerAnimationNames.WalkRight}`,
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frameModel: name,
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frameStart: 6,
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frameEnd: 8,
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frameRate: 10,
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repeat: -1
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}, {
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key: `${name}-${PlayerAnimationNames.WalkUp}`,
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frameModel: name,
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frameStart: 9,
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frameEnd: 11,
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frameRate: 10,
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repeat: -1
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}];
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};
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@ -17,6 +17,16 @@ export interface GamerInterface extends PlayableCaracter{
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say(text : string) : void;
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}
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interface AnimationData {
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key: string;
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frameRate: number;
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repeat: number;
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frameModel: string; //todo use an enum
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frameStart: number;
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frameEnd: number;
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}
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export class Player extends PlayableCaracter implements CurrentGamerInterface, GamerInterface {
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userId: string;
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userInputManager: UserInputManager;
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@ -49,7 +59,7 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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}
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private initAnimation(): void {
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getPlayerAnimations(this.PlayerTexture).forEach(d => {
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this.getPlayerAnimations(this.PlayerTexture).forEach(d => {
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this.scene.anims.create({
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key: d.key,
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frames: this.scene.anims.generateFrameNumbers(d.frameModel, {start: d.frameStart, end: d.frameEnd}),
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@ -59,6 +69,38 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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})
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}
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private getPlayerAnimations(name: string): AnimationData[] {
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return [{
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key: `${name}-${PlayerAnimationNames.WalkDown}`,
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frameModel: name,
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frameStart: 0,
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frameEnd: 2,
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frameRate: 10,
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repeat: -1
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}, {
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key: `${name}-${PlayerAnimationNames.WalkLeft}`,
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frameModel: name,
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frameStart: 3,
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frameEnd: 5,
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frameRate: 10,
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repeat: -1
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}, {
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key: `${name}-${PlayerAnimationNames.WalkRight}`,
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frameModel: name,
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frameStart: 6,
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frameEnd: 8,
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frameRate: 10,
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repeat: -1
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}, {
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key: `${name}-${PlayerAnimationNames.WalkUp}`,
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frameModel: name,
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frameStart: 9,
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frameEnd: 11,
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frameRate: 10,
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repeat: -1
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}];
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};
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moveUser(delta: number): void {
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//if user client on shift, camera and player speed
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let direction = null;
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@ -12,7 +12,7 @@ const config: GameConfig = {
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width: window.innerWidth / RESOLUTION,
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height: window.innerHeight / RESOLUTION,
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parent: "game",
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scene: [SelectCharacterScene, LoginScene, ReconnectingScene],
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scene: [LoginScene, SelectCharacterScene, ReconnectingScene],
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zoom: RESOLUTION,
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physics: {
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default: "arcade",
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