Merge branch 'develop' of github.com:thecodingmachine/workadventure
This commit is contained in:
@@ -271,8 +271,10 @@ export class GameScene extends DirtyScene {
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// 127.0.0.1, localhost and *.localhost are considered secure, even on HTTP.
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// So if we are in https, we can still try to load a HTTP local resource (can be useful for testing purposes)
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// See https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts#when_is_a_context_considered_secure
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const url = new URL(file.src);
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const host = url.host.split(":")[ 0 ];
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const base = new URL(window.location.href);
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base.pathname = "";
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const url = new URL(file.src, base.toString());
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const host = url.host.split(":")[0];
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if (
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window.location.protocol === "https:" &&
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file.src === this.MapUrlFile &&
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@@ -324,12 +326,11 @@ export class GameScene extends DirtyScene {
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this.onMapLoad(data);
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}
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this.load.bitmapFont("main_font", "resources/fonts/arcade.png", "resources/fonts/arcade.xml");
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//eslint-disable-next-line @typescript-eslint/no-explicit-any
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(this.load as any).rexWebFont({
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custom: {
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families: [ "Press Start 2P" ],
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urls: [ "/resources/fonts/fonts.css" ],
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families: ["Press Start 2P"],
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urls: ["/resources/fonts/fonts.css"],
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testString: "abcdefg",
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},
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});
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@@ -375,7 +376,7 @@ export class GameScene extends DirtyScene {
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}
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}
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for (const [ itemType, objectsOfType ] of this.objectsByType) {
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for (const [itemType, objectsOfType] of this.objectsByType) {
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// FIXME: we would ideally need for the loader to WAIT for the import to be performed, which means writing our own loader plugin.
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let itemFactory: ItemFactoryInterface;
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@@ -406,7 +407,7 @@ export class GameScene extends DirtyScene {
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// TODO: we should pass here a factory to create sprites (maybe?)
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// Do we have a state for this object?
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const state = roomJoinedAnswer.items[ object.id ];
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const state = roomJoinedAnswer.items[object.id];
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const actionableItem = itemFactory.factory(this, object, state);
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this.actionableItems.set(actionableItem.getId(), actionableItem);
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@@ -636,7 +637,7 @@ export class GameScene extends DirtyScene {
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}
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});
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Promise.all([ this.connectionAnswerPromise as Promise<unknown>, ...scriptPromises ]).then(() => {
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Promise.all([this.connectionAnswerPromise as Promise<unknown>, ...scriptPromises]).then(() => {
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this.scene.wake();
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});
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}
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@@ -724,8 +725,8 @@ export class GameScene extends DirtyScene {
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if (item === undefined) {
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console.warn(
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'Received an event about object "' +
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message.itemId +
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'" but cannot find this item on the map.'
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message.itemId +
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'" but cannot find this item on the map.'
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);
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return;
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}
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@@ -933,8 +934,8 @@ export class GameScene extends DirtyScene {
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} else {
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console.error(
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"Error while opening a popup. Cannot find an object on the map with name '" +
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openPopupEvent.targetObject +
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"'. The first parameter of WA.openPopup() must be the name of a rectangle object in your map."
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openPopupEvent.targetObject +
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"'. The first parameter of WA.openPopup() must be the name of a rectangle object in your map."
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);
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return;
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}
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@@ -1198,7 +1199,7 @@ export class GameScene extends DirtyScene {
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const jsonTilesetDir = eventTileset.url.substr(0, eventTileset.url.lastIndexOf("/"));
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//Initialise the firstgid to 1 because if there is no tileset in the tilemap, the firstgid will be 1
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let newFirstgid = 1;
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const lastTileset = this.mapFile.tilesets[ this.mapFile.tilesets.length - 1 ];
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const lastTileset = this.mapFile.tilesets[this.mapFile.tilesets.length - 1];
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if (lastTileset) {
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//If there is at least one tileset in the tilemap then calculate the firstgid of the new tileset
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newFirstgid = lastTileset.firstgid + lastTileset.tilecount;
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@@ -1298,14 +1299,14 @@ export class GameScene extends DirtyScene {
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if (phaserLayers === []) {
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console.warn(
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'Could not find layer with name that contains "' +
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layerName +
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'" when calling WA.hideLayer / WA.showLayer'
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layerName +
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'" when calling WA.hideLayer / WA.showLayer'
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);
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return;
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}
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for (let i = 0; i < phaserLayers.length; i++) {
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phaserLayers[ i ].setVisible(visible);
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phaserLayers[ i ].setCollisionByProperty({ collides: true }, visible);
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phaserLayers[i].setVisible(visible);
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phaserLayers[i].setCollisionByProperty({ collides: true }, visible);
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}
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}
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this.markDirty();
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