Merge pull request #506 from thecodingmachine/fixreconnect
Fixing reconnection
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commit
4940e7db98
@ -155,9 +155,9 @@ export class GameScene extends ResizableScene implements CenterListener {
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private playerName!: string;
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private playerName!: string;
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private characterLayers!: string[];
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private characterLayers!: string[];
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constructor(private room: Room, MapUrlFile: string) {
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constructor(private room: Room, MapUrlFile: string, customKey?: string|undefined) {
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super({
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super({
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key: room.id
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key: customKey ?? room.id
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});
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});
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this.Terrains = [];
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this.Terrains = [];
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this.groups = new Map<number, Sprite>();
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this.groups = new Map<number, Sprite>();
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@ -517,7 +517,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.simplePeer.unregister();
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this.simplePeer.unregister();
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const gameSceneKey = 'somekey' + Math.round(Math.random() * 10000);
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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);
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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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this.scene.add(gameSceneKey, game, true,
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{
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{
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initPosition: {
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initPosition: {
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@ -580,7 +580,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.scene.wake();
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this.scene.wake();
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this.scene.sleep(ReconnectingSceneName);
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this.scene.stop(ReconnectingSceneName);
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//init user position and play trigger to check layers properties
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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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this.gameMap.setPosition(this.CurrentPlayer.x, this.CurrentPlayer.y);
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