Merge pull request #174 from thecodingmachine/fixstartpos
Fixing start position on disconnect
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commit
1e362a5eb9
@ -117,6 +117,10 @@ export abstract class Character extends Phaser.Physics.Arcade.Sprite {
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}
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protected playAnimation(direction : string, moving: boolean): void {
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if (!this.anims) {
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console.error('ANIMS IS NOT DEFINED!!!');
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return;
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}
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if (moving && (!this.anims.currentAnim || this.anims.currentAnim.key !== direction)) {
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this.play(this.PlayerTexture+'-'+direction, true);
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} else if (!moving) {
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@ -11,7 +11,9 @@ import {
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} from "../../Connection";
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import {SimplePeer} from "../../WebRtc/SimplePeer";
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import {AddPlayerInterface} from "./AddPlayerInterface";
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import {ReconnectingSceneName} from "../Reconnecting/ReconnectingScene";
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import {ReconnectingScene, ReconnectingSceneName} from "../Reconnecting/ReconnectingScene";
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import ScenePlugin = Phaser.Scenes.ScenePlugin;
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import {Scene} from "phaser";
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/*export enum StatusGameManagerEnum {
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IN_PROGRESS = 1,
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@ -33,7 +35,7 @@ export interface MapObject {
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export class GameManager {
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//status: number;
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private ConnectionInstance: Connection;
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private currentGameScene: GameScene;
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private currentGameScene: GameScene|null;
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private playerName: string;
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SimplePeer : SimplePeer;
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private characterUserSelected: string;
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@ -87,15 +89,15 @@ export class GameManager {
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name: message.name,
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position: message.position
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}
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this.currentGameScene.addPlayer(userMessage);
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this.getCurrentGameScene().addPlayer(userMessage);
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}
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onUserMoved(message: MessageUserMovedInterface): void {
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this.currentGameScene.updatePlayerPosition(message);
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this.getCurrentGameScene().updatePlayerPosition(message);
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}
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onUserLeft(userId: string): void {
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this.currentGameScene.removePlayer(userId);
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this.getCurrentGameScene().removePlayer(userId);
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}
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initUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
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@ -104,7 +106,7 @@ export class GameManager {
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return;
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}*/
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try {
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this.currentGameScene.initUsersPosition(usersPosition)
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this.getCurrentGameScene().initUsersPosition(usersPosition)
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} catch (e) {
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console.error(e);
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}
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@ -118,7 +120,7 @@ export class GameManager {
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return;
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}*/
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try {
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this.currentGameScene.shareGroupPosition(groupPositionMessage)
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this.getCurrentGameScene().shareGroupPosition(groupPositionMessage)
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} catch (e) {
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console.error(e);
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}
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@ -129,7 +131,7 @@ export class GameManager {
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return;
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}*/
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try {
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this.currentGameScene.deleteGroup(groupId)
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this.getCurrentGameScene().deleteGroup(groupId)
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} catch (e) {
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console.error(e);
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}
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@ -163,13 +165,36 @@ export class GameManager {
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}
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private oldSceneKey : string;
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private oldMapUrlFile : string;
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private oldInstance : string;
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private scenePlugin: ScenePlugin;
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private reconnectScene: Scene;
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switchToDisconnectedScene(): void {
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if (this.currentGameScene === null) {
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return;
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}
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console.log('Switching to disconnected scene');
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this.oldSceneKey = this.currentGameScene.scene.key;
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this.oldMapUrlFile = this.currentGameScene.MapUrlFile;
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this.oldInstance = this.currentGameScene.instance;
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this.currentGameScene.scene.start(ReconnectingSceneName);
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this.reconnectScene = this.currentGameScene.scene.get(ReconnectingSceneName);
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// Let's completely delete an purge the disconnected scene. We will start again from 0.
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this.currentGameScene.scene.remove(this.oldSceneKey);
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this.scenePlugin = this.currentGameScene.scene;
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this.currentGameScene = null;
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}
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reconnectToGameScene(lastPositionShared: PointInterface) {
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this.currentGameScene.scene.start(this.oldSceneKey, { initPosition: lastPositionShared });
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const game : Phaser.Scene = GameScene.createFromUrl(this.oldMapUrlFile, this.oldInstance);
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this.reconnectScene.scene.add(this.oldSceneKey, game, true, { initPosition: lastPositionShared });
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}
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private getCurrentGameScene(): GameScene {
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if (this.currentGameScene === null) {
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throw new Error('No current game scene enabled');
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}
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return this.currentGameScene;
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}
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}
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@ -160,23 +160,29 @@ export class GameScene extends Phaser.Scene {
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throw new Error('Your map MUST contain a layer of type "objectgroup" whose name is "floorLayer" that represents the layer characters are drawn at.');
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}
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// Now, let's find the start layer
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if (this.startLayerName) {
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for (let layer of this.mapFile.layers) {
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if (this.startLayerName === layer.name && layer.type === 'tilelayer' && this.isStartLayer(layer)) {
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let startPosition = this.startUser(layer);
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this.startX = startPosition.x;
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this.startY = startPosition.y;
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// If there is an init position passed
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if (this.initPosition !== null) {
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this.startX = this.initPosition.x;
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this.startY = this.initPosition.y;
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} else {
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// Now, let's find the start layer
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if (this.startLayerName) {
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for (let layer of this.mapFile.layers) {
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if (this.startLayerName === layer.name && layer.type === 'tilelayer' && this.isStartLayer(layer)) {
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let startPosition = this.startUser(layer);
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this.startX = startPosition.x;
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this.startY = startPosition.y;
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}
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}
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}
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}
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if (this.startX === undefined) {
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// If we have no start layer specified or if the hash passed does not exist, let's go with the default start position.
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for (let layer of this.mapFile.layers) {
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if (layer.type === 'tilelayer' && layer.name === "start") {
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let startPosition = this.startUser(layer);
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this.startX = startPosition.x;
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this.startY = startPosition.y;
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if (this.startX === undefined) {
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// If we have no start layer specified or if the hash passed does not exist, let's go with the default start position.
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for (let layer of this.mapFile.layers) {
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if (layer.type === 'tilelayer' && layer.name === "start") {
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let startPosition = this.startUser(layer);
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this.startX = startPosition.x;
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this.startY = startPosition.y;
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}
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}
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}
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}
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@ -304,15 +310,6 @@ export class GameScene extends Phaser.Scene {
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* @param layer
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*/
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private startUser(layer: ITiledMapLayer): PositionInterface {
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if (this.initPosition !== null) {
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this.startX = this.initPosition.x;
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this.startY = this.initPosition.y;
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return {
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x: this.initPosition.x,
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y: this.initPosition.y
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};
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}
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let tiles : any = layer.data;
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let possibleStartPositions : PositionInterface[] = [];
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tiles.forEach((objectKey : number, key: number) => {
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