Merge pull request #925 from thecodingmachine/touchZones
FIX: use phaser Zones instead of rectangles objects to create tap zones
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commit
1251cbdc76
@ -9,6 +9,7 @@ import {SoundMeterSprite} from "../Components/SoundMeterSprite";
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import {HtmlUtils} from "../../WebRtc/HtmlUtils";
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import {touchScreenManager} from "../../Touch/TouchScreenManager";
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import {PinchManager} from "../UserInput/PinchManager";
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import Zone = Phaser.GameObjects.Zone;
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export const EnableCameraSceneName = "EnableCameraScene";
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enum LoginTextures {
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@ -38,7 +39,7 @@ export class EnableCameraScene extends Phaser.Scene {
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private microphoneNameField!: TextField;
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private repositionCallback!: (this: Window, ev: UIEvent) => void;
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private mobileTapRectangle!: Rectangle;
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private mobileTapZone!: Zone;
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constructor() {
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super({
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key: EnableCameraSceneName
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@ -64,15 +65,8 @@ export class EnableCameraScene extends Phaser.Scene {
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, this.game.renderer.height - 30, 'Touch here\n\n or \n\nPress enter to start');
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// For mobile purposes - we need a big enough touchable area.
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this.mobileTapRectangle = this.add
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.rectangle(
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this.game.renderer.width / 2,
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this.game.renderer.height - 30,
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200,
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50,
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)
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.setInteractive()
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.on("pointerdown", () => {
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this.mobileTapZone = this.add.zone(this.game.renderer.width / 2,this.game.renderer.height - 30,200,50)
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.setInteractive().on("pointerdown", () => {
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this.login();
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});
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@ -215,7 +209,7 @@ export class EnableCameraScene extends Phaser.Scene {
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}
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this.textField.x = this.game.renderer.width / 2;
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this.mobileTapRectangle.x = this.game.renderer.width / 2;
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this.mobileTapZone.x = this.game.renderer.width / 2;
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this.cameraNameField.x = this.game.renderer.width / 2;
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this.microphoneNameField.x = this.game.renderer.width / 2;
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this.pressReturnField.x = this.game.renderer.width / 2;
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@ -24,7 +24,7 @@ export class LoginScene extends ResizableScene {
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private pressReturnField!: TextField;
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private logo!: Image;
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private name: string = '';
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private mobileTapRectangle!: Rectangle;
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private mobileTapZone!: Phaser.GameObjects.Zone;
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constructor() {
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super({
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@ -60,13 +60,8 @@ export class LoginScene extends ResizableScene {
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this.nameInput.focus();
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})
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// For mobile purposes - we need a big enough touchable area.
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this.mobileTapRectangle = this.add.rectangle(
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this.game.renderer.width / 2,
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130,
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this.game.renderer.width / 2,
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60,
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).setInteractive()
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.on('pointerdown', () => {
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this.mobileTapZone = this.add.zone(this.game.renderer.width / 2,130,this.game.renderer.width / 2,60,)
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.setInteractive().on('pointerdown', () => {
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this.login(this.name)
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})
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, 130, 'Touch here\n\n or \n\nPress enter to start')
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@ -105,7 +100,7 @@ export class LoginScene extends ResizableScene {
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this.textField.x = this.game.renderer.width / 2;
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this.nameInput.setX(this.game.renderer.width / 2 - 64);
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this.pressReturnField.x = this.game.renderer.width / 2;
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this.mobileTapRectangle.x = this.game.renderer.width / 2;
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this.mobileTapZone.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.infoTextField.y = this.game.renderer.height - 35;
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@ -12,6 +12,7 @@ import {AbstractCharacterScene} from "./AbstractCharacterScene";
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import {areCharacterLayersValid} from "../../Connexion/LocalUser";
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import {touchScreenManager} from "../../Touch/TouchScreenManager";
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import {PinchManager} from "../UserInput/PinchManager";
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import Zone = Phaser.GameObjects.Zone;
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//todo: put this constants in a dedicated file
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@ -37,7 +38,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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private selectedRectangleYPos = 0; // Number of the character selected in the columns
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private selectedPlayer!: Phaser.Physics.Arcade.Sprite|null; // null if we are selecting the "customize" option
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private players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
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private mobileTapRectangle!: Rectangle;
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private mobileTapZone!: Zone;
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private playerModels!: BodyResourceDescriptionInterface[];
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constructor() {
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@ -77,15 +78,8 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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90 + 32 * Math.ceil( this.playerModels.length / this.nbCharactersPerRow) + 60,
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'Touch here\n\n or \n\nPress enter to start');
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// For mobile purposes - we need a big enough touchable area.
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this.mobileTapRectangle = this.add
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.rectangle(
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this.game.renderer.width / 2,
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275,
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this.game.renderer.width / 2,
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50,
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)
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.setInteractive()
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.on("pointerdown", () => {
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this.mobileTapZone = this.add.zone(this.game.renderer.width / 2, 275, this.game.renderer.width / 2, 50)
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.setInteractive().on("pointerdown", () => {
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this.nextScene();
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});
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@ -10,6 +10,7 @@ import { CompanionResourceDescriptionInterface } from "../Companion/CompanionTex
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import { getAllCompanionResources } from "../Companion/CompanionTexturesLoadingManager";
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import {touchScreenManager} from "../../Touch/TouchScreenManager";
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import {PinchManager} from "../UserInput/PinchManager";
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import Zone = Phaser.GameObjects.Zone;
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export const SelectCompanionSceneName = "SelectCompanionScene";
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@ -31,7 +32,7 @@ export class SelectCompanionScene extends ResizableScene {
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private companions: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
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private companionModels: Array<CompanionResourceDescriptionInterface|null> = [null];
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private confirmTouchArea!: Rectangle;
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private confirmTouchArea!: Zone;
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constructor() {
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super({
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@ -69,10 +70,8 @@ export class SelectCompanionScene extends ResizableScene {
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confirmTouchAreaY,
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'Touch here\n\n or \n\n press enter to start'
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);
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this.confirmTouchArea = this.add
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.rectangle(this.game.renderer.width / 2, confirmTouchAreaY, 200, 50)
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.setInteractive()
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.on("pointerdown", this.nextScene.bind(this));
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this.confirmTouchArea = this.add.zone(this.game.renderer.width / 2, confirmTouchAreaY, 200, 50)
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.setInteractive().on("pointerdown", this.nextScene.bind(this));
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const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
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this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xFFFFFF);
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