Merge pull request #1680 from workadventure-xce/fix/follow-via-keyboard

Fix follow requests via keyboard
This commit is contained in:
David Négrier 2022-01-03 18:24:03 +01:00 committed by GitHub
commit 4eb2ebd034
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 22 additions and 28 deletions

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@ -14,14 +14,11 @@ vim: ft=typescript
} }
function sendFollowRequest() { function sendFollowRequest() {
gameScene.connection?.emitFollowRequest(); gameScene.CurrentPlayer.sendFollowRequest();
followRoleStore.set("leader");
followStateStore.set("active");
} }
function acceptFollowRequest() { function acceptFollowRequest() {
gameScene.CurrentPlayer.enableFollowing(); gameScene.CurrentPlayer.startFollowing();
gameScene.connection?.emitFollowConfirmation();
} }
function abortEnding() { function abortEnding() {
@ -42,23 +39,15 @@ vim: ft=typescript
<svelte:window on:keydown={onKeyDown} /> <svelte:window on:keydown={onKeyDown} />
{#if $followStateStore === "requesting"} {#if $followStateStore === "requesting" && $followRoleStore === "follower"}
<div class="interact-menu nes-container is-rounded"> <div class="interact-menu nes-container is-rounded">
{#if $followRoleStore === "follower"} <section class="interact-menu-title">
<section class="interact-menu-title"> <h2>Do you want to follow {name($followUsersStore[0])}?</h2>
<h2>Do you want to follow {name($followUsersStore[0])}?</h2> </section>
</section> <section class="interact-menu-action">
<section class="interact-menu-action"> <button type="button" class="nes-btn is-success" on:click|preventDefault={acceptFollowRequest}>Yes</button>
<button type="button" class="nes-btn is-success" on:click|preventDefault={acceptFollowRequest} <button type="button" class="nes-btn is-error" on:click|preventDefault={reset}>No</button>
>Yes</button </section>
>
<button type="button" class="nes-btn is-error" on:click|preventDefault={reset}>No</button>
</section>
{:else if $followRoleStore === "leader"}
<section class="interact-menu-question">
<p>Should never be displayed</p>
</section>
{/if}
</div> </div>
{/if} {/if}

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@ -100,10 +100,6 @@ export class Player extends Character {
return [xMovement, yMovement]; return [xMovement, yMovement];
} }
public enableFollowing() {
followStateStore.set("active");
}
public moveUser(delta: number): void { public moveUser(delta: number): void {
const activeEvents = this.userInputManager.getEventListForGameTick(); const activeEvents = this.userInputManager.getEventListForGameTick();
const state = get(followStateStore); const state = get(followStateStore);
@ -111,8 +107,7 @@ export class Player extends Character {
if (activeEvents.get(UserInputEvent.Follow)) { if (activeEvents.get(UserInputEvent.Follow)) {
if (state === "off" && this.scene.groups.size > 0) { if (state === "off" && this.scene.groups.size > 0) {
followStateStore.set("requesting"); this.sendFollowRequest();
followRoleStore.set("leader");
} else if (state === "active") { } else if (state === "active") {
followStateStore.set("ending"); followStateStore.set("ending");
} }
@ -125,4 +120,15 @@ export class Player extends Character {
} }
this.inputStep(activeEvents, x, y); this.inputStep(activeEvents, x, y);
} }
public sendFollowRequest() {
this.scene.connection?.emitFollowRequest();
followRoleStore.set("leader");
followStateStore.set("active");
}
public startFollowing() {
followStateStore.set("active");
this.scene.connection?.emitFollowConfirmation();
}
} }

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@ -58,7 +58,6 @@ export const followUsersStore = createFollowUsersStore();
export const followUsersColorStore = derived( export const followUsersColorStore = derived(
[followStateStore, followRoleStore, followUsersStore], [followStateStore, followRoleStore, followUsersStore],
([$followStateStore, $followRoleStore, $followUsersStore]) => { ([$followStateStore, $followRoleStore, $followUsersStore]) => {
console.log($followStateStore);
if ($followStateStore !== "active") { if ($followStateStore !== "active") {
return undefined; return undefined;
} }