Finish select character scene and custom character scene
This commit is contained in:
@@ -12,6 +12,8 @@ import {addLoader} from "../Components/Loader";
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import {BodyResourceDescriptionInterface} from "../Entity/PlayerTextures";
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import {AbstractCharacterScene} from "./AbstractCharacterScene";
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import {areCharacterLayersValid} from "../../Connexion/LocalUser";
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import { MenuScene } from "../Menu/MenuScene";
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import { SelectCharacterSceneName } from "./SelectCharacterScene";
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export const CustomizeSceneName = "CustomizeScene";
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@@ -22,11 +24,10 @@ enum CustomizeTextures{
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arrowUp = "arrow_up",
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}
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export const CustomizeSceneKey = "CustomizeScene";
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const customizeSceneKey = 'customizeScene';
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export class CustomizeScene extends AbstractCharacterScene {
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private textField!: TextField;
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private enterField!: TextField;
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private arrowRight!: Image;
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private arrowLeft!: Image;
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@@ -49,6 +50,8 @@ export class CustomizeScene extends AbstractCharacterScene {
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private activeRow:number = 0;
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private layers: BodyResourceDescriptionInterface[][] = [];
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private customizeSceneElement!: Phaser.GameObjects.DOMElement;
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constructor() {
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super({
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key: CustomizeSceneName
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@@ -58,6 +61,8 @@ export class CustomizeScene extends AbstractCharacterScene {
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preload() {
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addLoader(this);
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this.load.html(customizeSceneKey, 'resources/html/CustomCharacterScene.html');
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this.layers = loadAllLayers(this.load);
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this.loadCustomSceneSelectCharacters().then((bodyResourceDescriptions) => {
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bodyResourceDescriptions.forEach((bodyResourceDescription) => {
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@@ -67,106 +72,34 @@ export class CustomizeScene extends AbstractCharacterScene {
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this.layers[bodyResourceDescription.level].unshift(bodyResourceDescription);
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});
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});
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this.load.image(CustomizeTextures.arrowRight, "resources/objects/arrow_right.png");
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this.load.image(CustomizeTextures.icon, "resources/logos/tcm_full.png");
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this.load.image(CustomizeTextures.arrowUp, "resources/objects/arrow_up.png");
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this.load.bitmapFont(CustomizeTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
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}
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create() {
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this.textField = new TextField(this, this.game.renderer.width / 2, 30, 'Customize your own Avatar!');
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const middleX = this.getMiddleX();
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this.customizeSceneElement = this.add.dom(middleX, 0).createFromCache(customizeSceneKey);
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MenuScene.revealMenusAfterInit(this.customizeSceneElement, customizeSceneKey);
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this.enterField = new TextField(this, this.game.renderer.width / 2, 60, 'Start the game by pressing ENTER\n\n or touching the center rectangle');
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this.customizeSceneElement.addListener('click');
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this.customizeSceneElement.on('click', (event:MouseEvent) => {
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event.preventDefault();
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if((event?.target as HTMLInputElement).id === 'customizeSceneButtonLeft') {
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this.moveCursorHorizontally(-1);
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}else if((event?.target as HTMLInputElement).id === 'customizeSceneButtonRight') {
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this.moveCursorHorizontally(1);
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}else if((event?.target as HTMLInputElement).id === 'customizeSceneButtonDown') {
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this.moveCursorVertically(1);
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}else if((event?.target as HTMLInputElement).id === 'customizeSceneButtonUp') {
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this.moveCursorVertically(-1);
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}else if((event?.target as HTMLInputElement).id === 'customizeSceneFormBack') {
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this.backToPreviousScene();
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}else if((event?.target as HTMLInputElement).id === 'customizeSceneFormSubmit') {
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this.nextSceneToCamera();
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}
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});
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this.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, CustomizeTextures.icon);
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this.add.existing(this.logo);
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this.arrowRight = new Image(this, this.game.renderer.width*0.9, this.game.renderer.height/2, CustomizeTextures.arrowRight);
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this.add.existing(this.arrowRight);
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this.mobileTapRIGHT = this.add
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.rectangle(
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this.game.renderer.width*0.9,
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this.game.renderer.height/2,
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32,
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32,
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)
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.setInteractive()
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.on("pointerdown", () => {
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this.moveCursorHorizontally(1);
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});
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this.arrowLeft = new Image(this, this.game.renderer.width/9, this.game.renderer.height/2, CustomizeTextures.arrowRight);
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this.arrowLeft.flipX = true;
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this.add.existing(this.arrowLeft);
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this.mobileTapLEFT = this.add
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.rectangle(
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this.game.renderer.width/9,
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this.game.renderer.height/2,
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32,
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32,
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)
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.setInteractive()
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.on("pointerdown", () => {
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this.moveCursorHorizontally(-1);
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});
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this.Rectangle = this.add.rectangle(this.cameras.main.worldView.x + this.cameras.main.width / 2, this.cameras.main.worldView.y + this.cameras.main.height / 2, 32, 33)
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this.Rectangle = this.add.rectangle(this.cameras.main.worldView.x + this.cameras.main.width / 2, this.cameras.main.worldView.y + this.cameras.main.height / 3, 32, 33)
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this.Rectangle.setStrokeStyle(2, 0xFFFFFF);
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this.add.existing(this.Rectangle);
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this.mobileTapENTER = this.add
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.rectangle(
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this.cameras.main.worldView.x + this.cameras.main.width / 2,
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this.cameras.main.worldView.y + this.cameras.main.height / 2,
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32,
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32,
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)
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.setInteractive()
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.on("pointerdown", () => {
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const layers: string[] = [];
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let i = 0;
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for (const layerItem of this.selectedLayers) {
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if (layerItem !== undefined) {
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layers.push(this.layers[i][layerItem].name);
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}
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i++;
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}
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gameManager.setCharacterLayers(layers);
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this.scene.sleep(CustomizeSceneName);
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gameManager.tryResumingGame(this, EnableCameraSceneName);
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});
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this.arrowDown = new Image(this, this.game.renderer.width - 30, 100, CustomizeTextures.arrowUp);
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this.arrowDown.flipY = true;
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this.add.existing(this.arrowDown);
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this.mobileTapDOWN = this.add
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.rectangle(
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this.game.renderer.width - 30,
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100,
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32,
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32,
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)
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.setInteractive()
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.on("pointerdown", () => {
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this.moveCursorVertically(1);
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});
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this.arrowUp = new Image(this, this.game.renderer.width - 30, 60, CustomizeTextures.arrowUp);
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this.add.existing(this.arrowUp);
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this.mobileTapUP = this.add
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.rectangle(
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this.game.renderer.width - 30,
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60,
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32,
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32,
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)
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.setInteractive()
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.on("pointerdown", () => {
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this.moveCursorVertically(-1);
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});
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this.createCustomizeLayer(0, 0, 0);
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this.createCustomizeLayer(0, 0, 1);
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@@ -177,22 +110,10 @@ export class CustomizeScene extends AbstractCharacterScene {
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this.moveLayers();
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this.input.keyboard.on('keyup-ENTER', () => {
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const layers: string[] = [];
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let i = 0;
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for (const layerItem of this.selectedLayers) {
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if (layerItem !== undefined) {
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layers.push(this.layers[i][layerItem].name);
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}
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i++;
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}
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if (!areCharacterLayersValid(layers)) {
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return;
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}
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gameManager.setCharacterLayers(layers);
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this.scene.sleep(CustomizeSceneName);
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gameManager.tryResumingGame(this, EnableCameraSceneName);
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this.nextSceneToCamera();
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});
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this.input.keyboard.on('keyup-BACKSPACE', () => {
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this.backToPreviousScene();
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});
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this.input.keyboard.on('keyup-RIGHT', () => this.moveCursorHorizontally(1));
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@@ -236,11 +157,6 @@ export class CustomizeScene extends AbstractCharacterScene {
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localUserStore.setCustomCursorPosition(this.activeRow, this.selectedLayers);
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}
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update(time: number, delta: number): void {
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super.update(time, delta);
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this.enterField.setVisible(!!(Math.floor(time / 500) % 2));
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}
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/**
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* @param x, the layer's vertical position
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* @param y, the layer's horizontal position
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@@ -298,7 +214,7 @@ export class CustomizeScene extends AbstractCharacterScene {
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*/
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private moveLayers(): void {
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const screenCenterX = this.cameras.main.worldView.x + this.cameras.main.width / 2;
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const screenCenterY = this.cameras.main.worldView.y + this.cameras.main.height / 2;
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const screenCenterY = this.cameras.main.worldView.y + this.cameras.main.height / 3;
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const screenWidth = this.game.renderer.width;
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const screenHeight = this.game.renderer.height;
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for (let i = 0; i < this.containersRow.length; i++) {
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@@ -337,39 +253,63 @@ export class CustomizeScene extends AbstractCharacterScene {
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}
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}
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update(time: number, delta: number): void {
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const middleX = this.getMiddleX();
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this.tweens.add({
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targets: this.customizeSceneElement,
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x: middleX,
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duration: 1000,
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ease: 'Power3'
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});
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}
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public onResize(): void {
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this.moveLayers();
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this.Rectangle.x = this.cameras.main.worldView.x + this.cameras.main.width / 2;
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this.mobileTapENTER.x = this.cameras.main.worldView.x + this.cameras.main.width / 2;
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this.Rectangle.y = this.cameras.main.worldView.y + this.cameras.main.height / 2;
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this.mobileTapENTER.y = this.cameras.main.worldView.y + this.cameras.main.height / 2;
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this.textField.x = this.game.renderer.width/2;
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this.logo.x = this.game.renderer.width - 30;
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this.logo.y = this.game.renderer.height - 20;
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this.arrowUp.x = this.game.renderer.width - 30;
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this.mobileTapUP.x = this.game.renderer.width - 30;
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this.arrowUp.y = 60;
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this.mobileTapUP.y = 60;
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this.arrowDown.x = this.game.renderer.width - 30;
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this.mobileTapDOWN.x = this.game.renderer.width - 30;
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this.arrowDown.y = 100;
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this.mobileTapDOWN.y = 100;
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this.arrowLeft.x = this.game.renderer.width/9;
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this.mobileTapLEFT.x = this.game.renderer.width/9;
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this.arrowLeft.y = this.game.renderer.height/2;
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this.mobileTapLEFT.y = this.game.renderer.height/2;
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this.arrowRight.x = this.game.renderer.width*0.9;
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this.mobileTapRIGHT.x = this.game.renderer.width*0.9;
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this.arrowRight.y = this.game.renderer.height/2;
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this.mobileTapRIGHT.y = this.game.renderer.height/2;
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this.Rectangle.y = this.cameras.main.worldView.y + this.cameras.main.height / 3;
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const middleX = this.getMiddleX();
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this.tweens.add({
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targets: this.customizeSceneElement,
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x: middleX,
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duration: 1000,
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ease: 'Power3'
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});
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}
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private getMiddleX() : number{
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return (this.game.renderer.width / 2) -
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(
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this.customizeSceneElement
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&& this.customizeSceneElement.node
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&& this.customizeSceneElement.node.getBoundingClientRect().width > 0
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? (this.customizeSceneElement.node.getBoundingClientRect().width / 4)
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: 150
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);
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}
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private nextSceneToCamera(){
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const layers: string[] = [];
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let i = 0;
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for (const layerItem of this.selectedLayers) {
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if (layerItem !== undefined) {
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layers.push(this.layers[i][layerItem].name);
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}
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i++;
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}
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if (!areCharacterLayersValid(layers)) {
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return;
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}
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gameManager.setCharacterLayers(layers);
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this.scene.sleep(CustomizeSceneName);
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this.scene.remove(SelectCharacterSceneName);
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gameManager.tryResumingGame(this, EnableCameraSceneName);
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}
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private backToPreviousScene(){
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this.scene.sleep(CustomizeSceneName);
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this.scene.run(SelectCharacterSceneName);
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}
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}
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