Adding exitUrl property
The exitUrl property can be applied on a layer to link to any kind of room (private or public)
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@ -29,7 +29,7 @@ class ConnectionManager {
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const roomSlug = data.roomSlug;
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urlManager.editUrlForRoom(roomSlug, organizationSlug, worldSlug);
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const room = new Room(window.location.pathname);
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const room = new Room(window.location.pathname + window.location.hash);
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return Promise.resolve(room);
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} else if (connexionType === GameConnexionTypes.anonymous || connexionType === GameConnexionTypes.empty) {
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const localUser = localUserStore.getLocalUser();
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@ -46,7 +46,7 @@ class ConnectionManager {
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const defaultMapUrl = window.location.host.replace('play.', 'maps.') + URL_ROOM_STARTED;
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roomId = urlManager.editUrlForRoom(defaultMapUrl, null, null);
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} else {
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roomId = window.location.pathname;
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roomId = window.location.pathname + window.location.hash;
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}
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const room = new Room(roomId);
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return Promise.resolve(room);
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@ -55,7 +55,7 @@ class ConnectionManager {
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if (localUser) {
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this.localUser = localUser
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const room = new Room(window.location.pathname);
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const room = new Room(window.location.pathname + window.location.hash);
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return Promise.resolve(room);
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} else {
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//todo: find some kind of fallback?
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@ -6,8 +6,10 @@ export class Room {
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public readonly isPublic: boolean;
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private mapUrl: string|undefined;
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private instance: string|undefined;
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public readonly hash: string;
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constructor(id: string) {
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this.hash = '';
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if (id.startsWith('/')) {
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id = id.substr(1);
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}
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@ -19,6 +21,13 @@ export class Room {
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} else {
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throw new Error('Invalid room ID');
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}
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const indexOfHash = this.id.indexOf('#');
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if (indexOfHash !== -1) {
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const idWithHash = this.id;
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this.id = this.id.substr(0, indexOfHash);
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this.hash = idWithHash.substr(indexOfHash + 1);
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}
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}
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public async getMapUrl(): Promise<string> {
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@ -54,8 +54,7 @@ export enum Textures {
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}
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export interface GameSceneInitInterface {
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initPosition: PointInterface|null,
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startLayerName: string|undefined
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initPosition: PointInterface|null
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}
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interface InitUserPositionEventInterface {
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@ -130,7 +129,6 @@ export class GameScene extends ResizableScene implements CenterListener {
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}
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private PositionNextScene: Array<Array<{ key: string, hash: string }>> = new Array<Array<{ key: string, hash: string }>>();
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private startLayerName: string|undefined;
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private presentationModeSprite!: Sprite;
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private chatModeSprite!: Sprite;
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private gameMap!: GameMap;
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@ -315,8 +313,6 @@ export class GameScene extends ResizableScene implements CenterListener {
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init(initData : GameSceneInitInterface) {
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if (initData.initPosition !== undefined) {
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this.initPosition = initData.initPosition;
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} else if (initData.startLayerName !== undefined) {
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this.startLayerName = initData.startLayerName;
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}
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}
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@ -341,7 +337,10 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.addLayer(this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
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}
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if (layer.type === 'tilelayer' && this.getExitSceneUrl(layer) !== undefined) {
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this.loadNextGame(layer, this.mapFile.width, this.mapFile.tilewidth, this.mapFile.tileheight);
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this.loadNextGameFromExitSceneUrl(layer, this.mapFile.width);
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} else if (layer.type === 'tilelayer' && this.getExitUrl(layer) !== undefined) {
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console.log('Loading exitUrl ', this.getExitUrl(layer))
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this.loadNextGameFromExitUrl(layer, this.mapFile.width);
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}
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if (layer.type === 'objectgroup' && layer.name === 'floorLayer') {
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depth = 10000;
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@ -357,9 +356,9 @@ export class GameScene extends ResizableScene implements CenterListener {
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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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if (this.room.hash) {
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for (const layer of this.mapFile.layers) {
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if (this.startLayerName === layer.name && layer.type === 'tilelayer' && this.isStartLayer(layer)) {
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if (this.room.hash === layer.name && layer.type === 'tilelayer' && this.isStartLayer(layer)) {
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const startPosition = this.startUser(layer);
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this.startX = startPosition.x;
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this.startY = startPosition.y;
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@ -419,8 +418,8 @@ export class GameScene extends ResizableScene implements CenterListener {
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// Let's alter browser history
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let path = this.room.id;
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if (this.startLayerName) {
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path += '#'+this.startLayerName;
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if (this.room.hash) {
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path += '#'+this.room.hash;
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}
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window.history.pushState({}, 'WorkAdventure', path);
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@ -656,6 +655,10 @@ export class GameScene extends ResizableScene implements CenterListener {
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}
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}
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private getExitUrl(layer: ITiledMapLayer): string|undefined {
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return this.getProperty(layer, "exitUrl") as string|undefined;
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}
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private getExitSceneUrl(layer: ITiledMapLayer): string|undefined {
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return this.getProperty(layer, "exitSceneUrl") as string|undefined;
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}
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@ -680,15 +683,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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return obj.value;
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}
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/**
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*
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* @param layer
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* @param mapWidth
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* @param tileWidth
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* @param tileHeight
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*/
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//todo: push that into the gameManager
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private loadNextGame(layer: ITiledMapLayer, mapWidth: number, tileWidth: number, tileHeight: number){
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private loadNextGameFromExitSceneUrl(layer: ITiledMapLayer, mapWidth: number) {
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const exitSceneUrl = this.getExitSceneUrl(layer);
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if (exitSceneUrl === undefined) {
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throw new Error('Layer is not an exit scene layer.');
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@ -698,17 +693,33 @@ export class GameScene extends ResizableScene implements CenterListener {
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instance = this.instance;
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}
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console.log('existSceneUrl', exitSceneUrl);
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console.log('existSceneInstance', instance);
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// TODO: eventually compute a relative URL
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// TODO: handle /@/ URL CASES!
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//console.log('existSceneUrl', exitSceneUrl);
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//console.log('existSceneInstance', instance);
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const absoluteExitSceneUrl = new URL(exitSceneUrl, this.MapUrlFile).href;
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const absoluteExitSceneUrlWithoutProtocol = absoluteExitSceneUrl.toString().substr(absoluteExitSceneUrl.toString().indexOf('://')+3);
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const roomId = '_/'+instance+'/'+absoluteExitSceneUrlWithoutProtocol;
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console.log("Foo", instance, absoluteExitSceneUrlWithoutProtocol);
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this.loadNextGame(layer, mapWidth, roomId);
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}
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private loadNextGameFromExitUrl(layer: ITiledMapLayer, mapWidth: number) {
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const exitUrl = this.getExitUrl(layer);
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if (exitUrl === undefined) {
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throw new Error('Layer is not an exit layer.');
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}
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const fullPath = new URL(exitUrl, window.location.toString()).pathname;
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this.loadNextGame(layer, mapWidth, fullPath);
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}
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/**
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*
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* @param layer
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* @param mapWidth
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*/
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//todo: push that into the gameManager
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private loadNextGame(layer: ITiledMapLayer, mapWidth: number, roomId: string){
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const room = new Room(roomId);
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gameManager.loadMap(room, this.scene);
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const exitSceneKey = roomId;
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@ -723,7 +734,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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const y : number = parseInt(((key + 1) / mapWidth).toString());
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const x : number = key - (y * mapWidth);
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let hash = new URL(exitSceneUrl, this.MapUrlFile).hash;
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let hash = new URL(roomId, this.MapUrlFile).hash;
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if (hash) {
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hash = hash.substr(1);
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}
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@ -960,9 +971,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.simplePeer.unregister();
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this.scene.stop();
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this.scene.remove(this.scene.key);
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this.scene.start(nextSceneKey.key, {
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startLayerName: nextSceneKey.hash
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});
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this.scene.start(nextSceneKey.key);
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}
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}
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@ -123,30 +123,6 @@ export class SelectCharacterScene extends ResizableScene {
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} else {
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this.scene.start(CustomizeSceneName);
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}
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// Do we have a start URL in the address bar? If so, let's redirect to this address
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/*const instanceAndMapUrl = this.findMapUrl();
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if (instanceAndMapUrl !== null) {
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const [mapUrl, instance] = instanceAndMapUrl;
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const key = gameManager.loadMap(mapUrl, this.scene, instance);
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this.scene.start(key, {
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startLayerName: window.location.hash ? window.location.hash.substr(1) : undefined
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} as GameSceneInitInterface);
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return {
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mapUrlStart: mapUrl,
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startInstance: instance
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};
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} else {
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// If we do not have a map address in the URL, let's ask the server for a start map.
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return gameManager.loadStartMap().then((startMap: StartMapInterface) => {
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const key = gameManager.loadMap(window.location.protocol + "//" + startMap.mapUrlStart, this.scene, startMap.startInstance);
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this.scene.start(key);
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return startMap;
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}).catch((err) => {
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console.error(err);
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throw err;
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});
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}*/
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}
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/**
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@ -191,7 +191,7 @@
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"opacity":1,
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"properties":[
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{
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"name":"exitSceneUrl",
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"name":"exitUrl",
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"type":"string",
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"value":"..\/Floor1\/floor1.json"
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}],
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19
website/dist/create-map.html
vendored
19
website/dist/create-map.html
vendored
@ -44,7 +44,7 @@
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</div>
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</div>
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<div class="row">
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<div class="col">
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< class="col">
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<h2 id="tools-you-will-need" class="pixel-title">Tools you will need</h2>
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<p>In order to build your own map for WorkAdventure, you need:</p>
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<ul>
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@ -131,11 +131,22 @@
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<p>In order to place an exit on your scene that leads to another scene:</p>
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<ul>
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<li>You must create a specific layer. When a character reaches ANY tile of that layer, it will exit the scene.</li>
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<li>In layer properties, you MUST add "exitSceneUrl" property. It represents the map URL of the next scene. For example : <code>/<map folder>/<map>.json</code>. Be careful, if you want the next map to be correctly loaded, you must check that the map files are in folder <code>back/src/Assets/Maps/<your map folder></code>. The files will be accessible by url <code><HOST>/map/files/<your map folder>/...</code>.</li>
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<li>In layer properties, you CAN add an "exitInstance" property. If set, you will join the map of the specified instance. Otherwise, you will stay on the same instance.</li>
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<li>In layer properties, you MUST add "exitUrl" property. It represents the URL of the next scene. You can put relative or absolute URLs.</li>
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<li>If you want to have multiple exits, you can create many layers with name "exit". Each layer has a different key <code>exitSceneUrl</code> and have tiles that represent exits to another scene.</li>
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</ul>
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<p>
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<strong>Understanding map URLs in WorkAdventure:</strong><br/>
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There are 2 kinds of URLs in WorkAdventure:
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<ul>
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<li>Public URLs are in the form https://play.workadventu.re/_/[instance]/[server]/[path to map]</li>
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<li>Private URLs (used in paid accounts) are in the form https://play.workadventu.re/@/[organization]/[world]/[map]</li>
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</ul>
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Assuming your JSON map is hosted at "https://example.com/my/map.json", then you can browse your map at "https://play.workadventu.re/_/global/example.com/my/map.json".
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Here, "global" is a name of an "instance" of your map. You can put anything instead of "global" here. People on the same instance of the map can see each others.
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If 2 users use 2 different instances, they are on the same map, but in 2 parallel universes. They cannot see each other.
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</p>
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<p class="text-center"><img src="docs/exit_layer_map.png" alt="" style="width: 90%"></p>
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<p>Note: in older releases of WorkAdventure, you could link to a map file directly using properties "exitSceneUrl" and "exitInstance". Those properties are now deprecated. Use "exitUrl" instead.</p>
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<h3 id="defining-several-entry-points" class="pixel-title">Defining several entry points</h3>
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<p>Often your map will have several exits, and therefore, several entry points. For instance, if there
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is an exit by a door that leads to the garden map, when you come back from the garden you expect to
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@ -146,7 +157,7 @@
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<li>You must create a specific layer. When a character enters the map by this entry point, it will enter the map randomly on ANY tile of that layer.</li>
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<li>In layer properties, you MUST add a boolean "startLayer" property. It should be set to true.</li>
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<li>The name of the entry point is the name of the layer</li>
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<li>To enter via this entry point, simply add a hash with the entry point name to the URL ("#[<em>startLayerName</em>]"). For instance: "<a href="https://workadventu.re/_/global/mymap.com/path/map.json#my-entry-point">https://workadventu.re/_/global/mymap.com/path/map.json#my-entry-point</a>".</li>
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<li>To enter via this entry point, simply add a hash with the entry point name to the URL ("#[<em>startLayerName</em>]"). For instance: "https://workadventu.re/_/global/mymap.com/path/map.json#my-entry-point".</li>
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<li>You can of course use the "#" notation in an exit scene URL (so an exit scene URL will point to a given entry scene URL)</li>
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</ul>
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