Merge pull request #1381 from thecodingmachine/samePlaceAfterEditProfile
Player return a the same position when after editing his profile
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41c31d3d2f
@ -108,7 +108,7 @@ export class GameManager {
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if (this.currentGameSceneName === null) throw "No current scene id set!";
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const gameScene: GameScene = this.scenePlugin.get(this.currentGameSceneName) as GameScene;
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gameScene.cleanupClosingScene();
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this.scenePlugin.stop(this.currentGameSceneName);
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gameScene.createSuccessorGameScene(false, false);
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this.scenePlugin.sleep(MenuSceneName);
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if (!this.scenePlugin.get(targetSceneName)) {
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this.scenePlugin.add(targetSceneName, sceneClass, false);
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@ -92,9 +92,7 @@ import { PropertyUtils } from "../Map/PropertyUtils";
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import Tileset = Phaser.Tilemaps.Tileset;
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import { userIsAdminStore } from "../../Stores/GameStore";
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import { layoutManagerActionStore } from "../../Stores/LayoutManagerStore";
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import { get } from "svelte/store";
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import { EmbeddedWebsiteManager } from "./EmbeddedWebsiteManager";
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import { helpCameraSettingsVisibleStore } from "../../Stores/HelpCameraSettingsStore";
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export interface GameSceneInitInterface {
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initPosition: PointInterface | null;
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@ -686,19 +684,7 @@ export class GameScene extends DirtyScene {
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this.connection.onServerDisconnected(() => {
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console.log("Player disconnected from server. Reloading scene.");
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this.cleanupClosingScene();
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const gameSceneKey = "somekey" + Math.round(Math.random() * 10000);
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const game: Phaser.Scene = new GameScene(this.room, this.MapUrlFile, gameSceneKey);
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this.scene.add(gameSceneKey, game, true, {
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initPosition: {
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x: this.CurrentPlayer.x,
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y: this.CurrentPlayer.y,
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},
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reconnecting: true,
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});
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this.scene.stop(this.scene.key);
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this.scene.remove(this.scene.key);
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this.createSuccessorGameScene(true, true);
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});
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this.connection.onActionableEvent((message) => {
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@ -760,8 +746,10 @@ export class GameScene extends DirtyScene {
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this.connectionAnswerPromiseResolve(onConnect.room);
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// Analyze tags to find if we are admin. If yes, show console.
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this.scene.wake();
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this.scene.stop(ReconnectingSceneName);
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if (this.scene.isSleeping()) {
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this.scene.wake();
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this.scene.stop(ReconnectingSceneName);
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}
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//init user position and play trigger to check layers properties
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this.gameMap.setPosition(this.CurrentPlayer.x, this.CurrentPlayer.y);
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@ -1928,4 +1916,24 @@ ${escapedMessage}
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waScaleManager.zoomModifier *= zoomFactor;
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biggestAvailableAreaStore.recompute();
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}
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public createSuccessorGameScene(autostart: boolean, reconnecting: boolean) {
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const gameSceneKey = "somekey" + Math.round(Math.random() * 10000);
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const game = new GameScene(this.room, this.MapUrlFile, gameSceneKey);
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this.scene.add(gameSceneKey, game, autostart, {
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initPosition: {
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x: this.CurrentPlayer.x,
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y: this.CurrentPlayer.y,
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},
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reconnecting: reconnecting,
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});
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//If new gameScene doesn't start automatically then we change the gameScene in gameManager so that it can start the new gameScene
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if (!autostart) {
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gameManager.gameSceneIsCreated(game);
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}
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this.scene.stop(this.scene.key);
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this.scene.remove(this.scene.key);
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}
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}
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