In SelectCharacterScene, if custom character not loaded then select the first character ()

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GRL78 2021-07-19 17:06:36 +02:00 committed by GitHub
parent 9432c82386
commit 697f316780
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@ -1,25 +1,25 @@
import {gameManager} from "../Game/GameManager";
import { gameManager } from "../Game/GameManager";
import Rectangle = Phaser.GameObjects.Rectangle;
import {EnableCameraSceneName} from "./EnableCameraScene";
import {CustomizeSceneName} from "./CustomizeScene";
import {localUserStore} from "../../Connexion/LocalUserStore";
import {loadAllDefaultModels} from "../Entity/PlayerTexturesLoadingManager";
import {addLoader} from "../Components/Loader";
import type {BodyResourceDescriptionInterface} from "../Entity/PlayerTextures";
import {AbstractCharacterScene} from "./AbstractCharacterScene";
import {areCharacterLayersValid} from "../../Connexion/LocalUser";
import {touchScreenManager} from "../../Touch/TouchScreenManager";
import {PinchManager} from "../UserInput/PinchManager";
import {selectCharacterSceneVisibleStore} from "../../Stores/SelectCharacterStore";
import {waScaleManager} from "../Services/WaScaleManager";
import {isMobile} from "../../Enum/EnvironmentVariable";
import { EnableCameraSceneName } from "./EnableCameraScene";
import { CustomizeSceneName } from "./CustomizeScene";
import { localUserStore } from "../../Connexion/LocalUserStore";
import { loadAllDefaultModels } from "../Entity/PlayerTexturesLoadingManager";
import { addLoader } from "../Components/Loader";
import type { BodyResourceDescriptionInterface } from "../Entity/PlayerTextures";
import { AbstractCharacterScene } from "./AbstractCharacterScene";
import { areCharacterLayersValid } from "../../Connexion/LocalUser";
import { touchScreenManager } from "../../Touch/TouchScreenManager";
import { PinchManager } from "../UserInput/PinchManager";
import { selectCharacterSceneVisibleStore } from "../../Stores/SelectCharacterStore";
import { waScaleManager } from "../Services/WaScaleManager";
import { isMobile } from "../../Enum/EnvironmentVariable";
//todo: put this constants in a dedicated file
export const SelectCharacterSceneName = "SelectCharacterScene";
export class SelectCharacterScene extends AbstractCharacterScene {
protected readonly nbCharactersPerRow = 6;
protected selectedPlayer!: Phaser.Physics.Arcade.Sprite|null; // null if we are selecting the "customize" option
protected selectedPlayer!: Phaser.Physics.Arcade.Sprite | null; // null if we are selecting the "customize" option
protected players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
protected playerModels!: BodyResourceDescriptionInterface[];
@ -38,7 +38,6 @@ export class SelectCharacterScene extends AbstractCharacterScene {
}
preload() {
this.loadSelectSceneCharacters().then((bodyResourceDescriptions) => {
bodyResourceDescriptions.forEach((bodyResourceDescription) => {
this.playerModels.push(bodyResourceDescription);
@ -54,7 +53,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
create() {
selectCharacterSceneVisibleStore.set(true);
this.events.addListener('wake', () => {
this.events.addListener("wake", () => {
waScaleManager.saveZoom();
waScaleManager.zoomModifier = isMobile() ? 2 : 1;
selectCharacterSceneVisibleStore.set(true);
@ -68,26 +67,26 @@ export class SelectCharacterScene extends AbstractCharacterScene {
waScaleManager.zoomModifier = isMobile() ? 2 : 1;
const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xFFFFFF);
this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xffffff);
this.selectedRectangle.setDepth(2);
/*create user*/
this.createCurrentPlayer();
this.input.keyboard.on('keyup-ENTER', () => {
this.input.keyboard.on("keyup-ENTER", () => {
return this.nextSceneToCameraScene();
});
this.input.keyboard.on('keydown-RIGHT', () => {
this.input.keyboard.on("keydown-RIGHT", () => {
this.moveToRight();
});
this.input.keyboard.on('keydown-LEFT', () => {
this.input.keyboard.on("keydown-LEFT", () => {
this.moveToLeft();
});
this.input.keyboard.on('keydown-UP', () => {
this.input.keyboard.on("keydown-UP", () => {
this.moveToUp();
});
this.input.keyboard.on('keydown-DOWN', () => {
this.input.keyboard.on("keydown-DOWN", () => {
this.moveToDown();
});
}
@ -96,7 +95,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
if (this.selectedPlayer !== null && !areCharacterLayersValid([this.selectedPlayer.texture.key])) {
return;
}
if(!this.selectedPlayer){
if (!this.selectedPlayer) {
return;
}
this.scene.stop(SelectCharacterSceneName);
@ -105,7 +104,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
gameManager.tryResumingGame(this, EnableCameraSceneName);
this.players = [];
selectCharacterSceneVisibleStore.set(false);
this.events.removeListener('wake');
this.events.removeListener("wake");
}
public nextSceneToCustomizeScene(): void {
@ -119,11 +118,11 @@ export class SelectCharacterScene extends AbstractCharacterScene {
}
createCurrentPlayer(): void {
for (let i = 0; i <this.playerModels.length; i++) {
for (let i = 0; i < this.playerModels.length; i++) {
const playerResource = this.playerModels[i];
//check already exist texture
if(this.players.find((c) => c.texture.key === playerResource.name)){
if (this.players.find((c) => c.texture.key === playerResource.name)) {
continue;
}
@ -132,9 +131,9 @@ export class SelectCharacterScene extends AbstractCharacterScene {
this.setUpPlayer(player, i);
this.anims.create({
key: playerResource.name,
frames: this.anims.generateFrameNumbers(playerResource.name, {start: 0, end: 11}),
frames: this.anims.generateFrameNumbers(playerResource.name, { start: 0, end: 11 }),
frameRate: 8,
repeat: -1
repeat: -1,
});
player.setInteractive().on("pointerdown", () => {
if (this.pointerClicked) {
@ -153,77 +152,79 @@ export class SelectCharacterScene extends AbstractCharacterScene {
});
this.players.push(player);
}
if (this.currentSelectUser >= this.players.length) {
this.currentSelectUser = 0;
}
this.selectedPlayer = this.players[this.currentSelectUser];
this.selectedPlayer.play(this.playerModels[this.currentSelectUser].name);
}
protected moveUser(){
for(let i = 0; i < this.players.length; i++){
protected moveUser() {
for (let i = 0; i < this.players.length; i++) {
const player = this.players[i];
this.setUpPlayer(player, i);
}
this.updateSelectedPlayer();
}
public moveToLeft(){
if(this.currentSelectUser === 0){
public moveToLeft() {
if (this.currentSelectUser === 0) {
return;
}
this.currentSelectUser -= 1;
this.moveUser();
}
public moveToRight(){
if(this.currentSelectUser === (this.players.length - 1)){
public moveToRight() {
if (this.currentSelectUser === this.players.length - 1) {
return;
}
this.currentSelectUser += 1;
this.moveUser();
}
protected moveToUp(){
if(this.currentSelectUser < this.nbCharactersPerRow){
protected moveToUp() {
if (this.currentSelectUser < this.nbCharactersPerRow) {
return;
}
this.currentSelectUser -= this.nbCharactersPerRow;
this.moveUser();
}
protected moveToDown(){
if((this.currentSelectUser + this.nbCharactersPerRow) > (this.players.length - 1)){
protected moveToDown() {
if (this.currentSelectUser + this.nbCharactersPerRow > this.players.length - 1) {
return;
}
this.currentSelectUser += this.nbCharactersPerRow;
this.moveUser();
}
protected defineSetupPlayer(num: number){
protected defineSetupPlayer(num: number) {
const deltaX = 32;
const deltaY = 32;
let [playerX, playerY] = this.getCharacterPosition(); // player X and player y are middle of the
playerX = ( (playerX - (deltaX * 2.5)) + ((deltaX) * (num % this.nbCharactersPerRow)) ); // calcul position on line users
playerY = ( (playerY - (deltaY * 2)) + ((deltaY) * ( Math.floor(num / this.nbCharactersPerRow) )) ); // calcul position on column users
playerX = playerX - deltaX * 2.5 + deltaX * (num % this.nbCharactersPerRow); // calcul position on line users
playerY = playerY - deltaY * 2 + deltaY * Math.floor(num / this.nbCharactersPerRow); // calcul position on column users
const playerVisible = true;
const playerScale = 1;
const playerOpacity = 1;
// if selected
if( num === this.currentSelectUser ){
if (num === this.currentSelectUser) {
this.selectedRectangle.setX(playerX);
this.selectedRectangle.setY(playerY);
}
return {playerX, playerY, playerScale, playerOpacity, playerVisible}
return { playerX, playerY, playerScale, playerOpacity, playerVisible };
}
protected setUpPlayer(player: Phaser.Physics.Arcade.Sprite, num: number){
const {playerX, playerY, playerScale, playerOpacity, playerVisible} = this.defineSetupPlayer(num);
protected setUpPlayer(player: Phaser.Physics.Arcade.Sprite, num: number) {
const { playerX, playerY, playerScale, playerOpacity, playerVisible } = this.defineSetupPlayer(num);
player.setBounce(0.2);
player.setCollideWorldBounds(false);
player.setVisible( playerVisible );
player.setVisible(playerVisible);
player.setScale(playerScale, playerScale);
player.setAlpha(playerOpacity);
player.setX(playerX);
@ -234,10 +235,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
* Returns pixel position by on column and row number
*/
protected getCharacterPosition(): [number, number] {
return [
this.game.renderer.width / 2,
this.game.renderer.height / 2.5
];
return [this.game.renderer.width / 2, this.game.renderer.height / 2.5];
}
protected updateSelectedPlayer(): void {
@ -256,7 +254,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
this.pointerClicked = false;
}
if(this.lazyloadingAttempt){
if (this.lazyloadingAttempt) {
//re-render players list
this.createCurrentPlayer();
this.moveUser();