Merge branch 'develop' into notifOutSound
This commit is contained in:
commit
2d4193a917
2
front/dist/resources/html/gameMenuIcon.html
vendored
2
front/dist/resources/html/gameMenuIcon.html
vendored
@ -18,7 +18,7 @@
|
||||
margin: 10px;
|
||||
}
|
||||
</style>
|
||||
<main id="menuIcon">
|
||||
<main id="menuIcon" hidden>
|
||||
<section>
|
||||
<button id="openMenuButton">
|
||||
<img src="/static/images/menu.svg">
|
||||
|
@ -1,7 +1,7 @@
|
||||
import {GameScene} from "./GameScene";
|
||||
import {connectionManager} from "../../Connexion/ConnectionManager";
|
||||
import {Room} from "../../Connexion/Room";
|
||||
import {MenuSceneName} from "../Menu/MenuScene";
|
||||
import {MenuScene, MenuSceneName} from "../Menu/MenuScene";
|
||||
import {LoginSceneName} from "../Login/LoginScene";
|
||||
import {SelectCharacterSceneName} from "../Login/SelectCharacterScene";
|
||||
import {EnableCameraSceneName} from "../Login/EnableCameraScene";
|
||||
@ -74,20 +74,28 @@ export class GameManager {
|
||||
public goToStartingMap(scenePlugin: Phaser.Scenes.ScenePlugin): void {
|
||||
console.log('starting '+ (this.currentGameSceneName || this.startRoom.id))
|
||||
scenePlugin.start(this.currentGameSceneName || this.startRoom.id);
|
||||
//the menu scene launches faster than the gameScene, so we delay it to not have menu buttons on a black screen
|
||||
setTimeout(() => scenePlugin.launch(MenuSceneName), 1000);
|
||||
scenePlugin.launch(MenuSceneName);
|
||||
}
|
||||
|
||||
public gameSceneIsCreated(scene: GameScene) {
|
||||
this.currentGameSceneName = scene.scene.key;
|
||||
const menuScene: MenuScene = scene.scene.get(MenuSceneName) as MenuScene;
|
||||
menuScene.revealMenuIcon();
|
||||
}
|
||||
|
||||
/**
|
||||
* Temporary leave a gameScene to go back to the loginScene for example.
|
||||
* This will close the socket connections and stop the gameScene, but won't remove it.
|
||||
*/
|
||||
leaveGame(scene: Phaser.Scene, targetSceneName: string): void {
|
||||
leaveGame(scene: Phaser.Scene, targetSceneName: string, sceneClass: Phaser.Scene): void {
|
||||
if (this.currentGameSceneName === null) throw 'No current scene id set!';
|
||||
const gameScene: GameScene = scene.scene.get(this.currentGameSceneName) as GameScene;
|
||||
gameScene.cleanupClosingScene();
|
||||
scene.scene.stop(this.currentGameSceneName);
|
||||
scene.scene.stop(MenuSceneName);
|
||||
scene.scene.sleep(MenuSceneName);
|
||||
if (!scene.scene.get(targetSceneName)) {
|
||||
scene.scene.add(targetSceneName, sceneClass, false);
|
||||
}
|
||||
scene.scene.run(targetSceneName);
|
||||
}
|
||||
|
||||
@ -97,8 +105,7 @@ export class GameManager {
|
||||
tryResumingGame(scene: Phaser.Scene, fallbackSceneName: string) {
|
||||
if (this.currentGameSceneName) {
|
||||
scene.scene.start(this.currentGameSceneName);
|
||||
//the menu scene launches faster than the gameScene, so we delay it to not have menu buttons on a black screen
|
||||
setTimeout(() => scene.scene.launch(MenuSceneName), 1000);
|
||||
scene.scene.wake(MenuSceneName);
|
||||
} else {
|
||||
scene.scene.run(fallbackSceneName)
|
||||
}
|
||||
|
@ -311,7 +311,7 @@ export class GameScene extends ResizableScene implements CenterListener {
|
||||
|
||||
//hook create scene
|
||||
create(): void {
|
||||
gameManager.currentGameSceneName = this.scene.key;
|
||||
gameManager.gameSceneIsCreated(this);
|
||||
urlManager.pushRoomIdToUrl(this.room);
|
||||
this.startLayerName = urlManager.getStartLayerNameFromUrl();
|
||||
|
||||
|
@ -84,8 +84,9 @@ export class LoginScene extends ResizableScene {
|
||||
private login(name: string): void {
|
||||
gameManager.setPlayerName(name);
|
||||
|
||||
this.scene.sleep(LoginSceneName)
|
||||
this.scene.stop(LoginSceneName)
|
||||
gameManager.tryResumingGame(this, SelectCharacterSceneName);
|
||||
this.scene.remove(LoginSceneName)
|
||||
}
|
||||
|
||||
public onResize(ev: UIEvent): void {
|
||||
|
@ -116,13 +116,14 @@ export class SelectCharacterScene extends ResizableScene {
|
||||
}
|
||||
|
||||
private nextScene(): void {
|
||||
this.scene.sleep(SelectCharacterSceneName);
|
||||
this.scene.stop(SelectCharacterSceneName);
|
||||
if (this.selectedPlayer !== null) {
|
||||
gameManager.setCharacterLayers([this.selectedPlayer.texture.key]);
|
||||
gameManager.tryResumingGame(this, EnableCameraSceneName);
|
||||
} else {
|
||||
this.scene.run(CustomizeSceneName);
|
||||
}
|
||||
this.scene.remove(SelectCharacterSceneName);
|
||||
}
|
||||
|
||||
createCurrentPlayer(): void {
|
||||
|
@ -1,5 +1,5 @@
|
||||
import {LoginSceneName} from "../Login/LoginScene";
|
||||
import {SelectCharacterSceneName} from "../Login/SelectCharacterScene";
|
||||
import {LoginScene, LoginSceneName} from "../Login/LoginScene";
|
||||
import {SelectCharacterScene, SelectCharacterSceneName} from "../Login/SelectCharacterScene";
|
||||
import {gameManager} from "../Game/GameManager";
|
||||
import {localUserStore} from "../../Connexion/LocalUserStore";
|
||||
import {mediaManager} from "../../WebRtc/MediaManager";
|
||||
@ -40,22 +40,22 @@ export class MenuScene extends Phaser.Scene {
|
||||
create() {
|
||||
this.menuElement = this.add.dom(closedSideMenuX, 30).createFromCache(gameMenuKey);
|
||||
this.menuElement.setOrigin(0);
|
||||
this.revealAfterInit(this.menuElement, 'gameMenu');
|
||||
this.revealMenusAfterInit(this.menuElement, 'gameMenu');
|
||||
|
||||
this.gameQualityMenuElement = this.add.dom(300, -400).createFromCache(gameSettingsMenuKey);
|
||||
this.revealAfterInit(this.gameQualityMenuElement, 'gameQuality');
|
||||
this.revealMenusAfterInit(this.gameQualityMenuElement, 'gameQuality');
|
||||
|
||||
this.input.keyboard.on('keyup-TAB', () => {
|
||||
this.sideMenuOpened ? this.closeSideMenu() : this.openSideMenu();
|
||||
});
|
||||
this.menuButton = this.add.dom(35, 20).createFromCache(gameMenuIconKey);
|
||||
this.menuButton = this.add.dom(0, 0).createFromCache(gameMenuIconKey);
|
||||
this.menuButton.addListener('click');
|
||||
this.menuButton.on('click', () => {
|
||||
this.sideMenuOpened ? this.closeSideMenu() : this.openSideMenu();
|
||||
});
|
||||
}
|
||||
|
||||
private revealAfterInit(menuElement: Phaser.GameObjects.DOMElement, rootDomId: string) {
|
||||
private revealMenusAfterInit(menuElement: Phaser.GameObjects.DOMElement, rootDomId: string) {
|
||||
//Dom elements will appear inside the viewer screen when creating before being moved out of it, which create a flicker effect.
|
||||
//To prevent this, we put a 'hidden' attribute on the root element, we remove it only after the init is done.
|
||||
setTimeout(() => {
|
||||
@ -63,6 +63,10 @@ export class MenuScene extends Phaser.Scene {
|
||||
}, 250);
|
||||
}
|
||||
|
||||
public revealMenuIcon(): void {
|
||||
(this.menuButton.getChildByID('menuIcon') as HTMLElement).hidden = false
|
||||
}
|
||||
|
||||
openSideMenu() {
|
||||
if (this.sideMenuOpened) return;
|
||||
this.sideMenuOpened = true;
|
||||
@ -148,15 +152,14 @@ export class MenuScene extends Phaser.Scene {
|
||||
switch ((event?.target as HTMLInputElement).id) {
|
||||
case 'changeNameButton':
|
||||
this.closeSideMenu();
|
||||
this.closeGameQualityMenu();
|
||||
gameManager.leaveGame(this, LoginSceneName);
|
||||
gameManager.leaveGame(this, LoginSceneName, new LoginScene());
|
||||
break;
|
||||
case 'sparkButton':
|
||||
this.goToSpark();
|
||||
break;
|
||||
case 'changeSkinButton':
|
||||
this.closeSideMenu();
|
||||
gameManager.leaveGame(this, SelectCharacterSceneName);
|
||||
gameManager.leaveGame(this, SelectCharacterSceneName, new SelectCharacterScene());
|
||||
break;
|
||||
case 'closeButton':
|
||||
this.closeSideMenu();
|
||||
@ -194,6 +197,6 @@ export class MenuScene extends Phaser.Scene {
|
||||
|
||||
private goToSpark() {
|
||||
const sparkHost = 'https://'+window.location.host.replace('play.', 'admin.')+'/register';
|
||||
window.location.assign(sparkHost);
|
||||
window.open(sparkHost, '_blank');
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user