In SelectCharacterScene, if custom character not loaded then select the first character (#1284)
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@ -1,25 +1,25 @@
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import {gameManager} from "../Game/GameManager";
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import { gameManager } from "../Game/GameManager";
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import Rectangle = Phaser.GameObjects.Rectangle;
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import {EnableCameraSceneName} from "./EnableCameraScene";
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import {CustomizeSceneName} from "./CustomizeScene";
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import {localUserStore} from "../../Connexion/LocalUserStore";
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import {loadAllDefaultModels} from "../Entity/PlayerTexturesLoadingManager";
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import {addLoader} from "../Components/Loader";
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import type {BodyResourceDescriptionInterface} from "../Entity/PlayerTextures";
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import {AbstractCharacterScene} from "./AbstractCharacterScene";
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import {areCharacterLayersValid} from "../../Connexion/LocalUser";
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import {touchScreenManager} from "../../Touch/TouchScreenManager";
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import {PinchManager} from "../UserInput/PinchManager";
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import {selectCharacterSceneVisibleStore} from "../../Stores/SelectCharacterStore";
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import {waScaleManager} from "../Services/WaScaleManager";
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import {isMobile} from "../../Enum/EnvironmentVariable";
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import { EnableCameraSceneName } from "./EnableCameraScene";
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import { CustomizeSceneName } from "./CustomizeScene";
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import { localUserStore } from "../../Connexion/LocalUserStore";
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import { loadAllDefaultModels } from "../Entity/PlayerTexturesLoadingManager";
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import { addLoader } from "../Components/Loader";
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import type { BodyResourceDescriptionInterface } from "../Entity/PlayerTextures";
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import { AbstractCharacterScene } from "./AbstractCharacterScene";
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import { areCharacterLayersValid } from "../../Connexion/LocalUser";
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import { touchScreenManager } from "../../Touch/TouchScreenManager";
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import { PinchManager } from "../UserInput/PinchManager";
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import { selectCharacterSceneVisibleStore } from "../../Stores/SelectCharacterStore";
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import { waScaleManager } from "../Services/WaScaleManager";
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import { isMobile } from "../../Enum/EnvironmentVariable";
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//todo: put this constants in a dedicated file
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export const SelectCharacterSceneName = "SelectCharacterScene";
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export class SelectCharacterScene extends AbstractCharacterScene {
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protected readonly nbCharactersPerRow = 6;
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protected selectedPlayer!: Phaser.Physics.Arcade.Sprite|null; // null if we are selecting the "customize" option
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protected selectedPlayer!: Phaser.Physics.Arcade.Sprite | null; // null if we are selecting the "customize" option
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protected players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
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protected playerModels!: BodyResourceDescriptionInterface[];
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@ -38,7 +38,6 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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}
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preload() {
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this.loadSelectSceneCharacters().then((bodyResourceDescriptions) => {
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bodyResourceDescriptions.forEach((bodyResourceDescription) => {
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this.playerModels.push(bodyResourceDescription);
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@ -54,7 +53,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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create() {
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selectCharacterSceneVisibleStore.set(true);
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this.events.addListener('wake', () => {
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this.events.addListener("wake", () => {
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waScaleManager.saveZoom();
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waScaleManager.zoomModifier = isMobile() ? 2 : 1;
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selectCharacterSceneVisibleStore.set(true);
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@ -68,26 +67,26 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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waScaleManager.zoomModifier = isMobile() ? 2 : 1;
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const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
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this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xFFFFFF);
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this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xffffff);
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this.selectedRectangle.setDepth(2);
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/*create user*/
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this.createCurrentPlayer();
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this.input.keyboard.on('keyup-ENTER', () => {
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this.input.keyboard.on("keyup-ENTER", () => {
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return this.nextSceneToCameraScene();
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});
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this.input.keyboard.on('keydown-RIGHT', () => {
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this.input.keyboard.on("keydown-RIGHT", () => {
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this.moveToRight();
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});
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this.input.keyboard.on('keydown-LEFT', () => {
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this.input.keyboard.on("keydown-LEFT", () => {
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this.moveToLeft();
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});
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this.input.keyboard.on('keydown-UP', () => {
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this.input.keyboard.on("keydown-UP", () => {
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this.moveToUp();
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});
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this.input.keyboard.on('keydown-DOWN', () => {
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this.input.keyboard.on("keydown-DOWN", () => {
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this.moveToDown();
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});
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}
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@ -96,7 +95,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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if (this.selectedPlayer !== null && !areCharacterLayersValid([this.selectedPlayer.texture.key])) {
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return;
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}
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if(!this.selectedPlayer){
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if (!this.selectedPlayer) {
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return;
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}
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this.scene.stop(SelectCharacterSceneName);
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@ -105,7 +104,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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gameManager.tryResumingGame(this, EnableCameraSceneName);
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this.players = [];
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selectCharacterSceneVisibleStore.set(false);
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this.events.removeListener('wake');
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this.events.removeListener("wake");
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}
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public nextSceneToCustomizeScene(): void {
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@ -119,11 +118,11 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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}
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createCurrentPlayer(): void {
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for (let i = 0; i <this.playerModels.length; i++) {
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for (let i = 0; i < this.playerModels.length; i++) {
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const playerResource = this.playerModels[i];
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//check already exist texture
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if(this.players.find((c) => c.texture.key === playerResource.name)){
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if (this.players.find((c) => c.texture.key === playerResource.name)) {
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continue;
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}
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@ -132,9 +131,9 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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this.setUpPlayer(player, i);
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this.anims.create({
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key: playerResource.name,
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frames: this.anims.generateFrameNumbers(playerResource.name, {start: 0, end: 11}),
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frames: this.anims.generateFrameNumbers(playerResource.name, { start: 0, end: 11 }),
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frameRate: 8,
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repeat: -1
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repeat: -1,
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});
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player.setInteractive().on("pointerdown", () => {
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if (this.pointerClicked) {
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@ -153,77 +152,79 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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});
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this.players.push(player);
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}
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if (this.currentSelectUser >= this.players.length) {
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this.currentSelectUser = 0;
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}
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this.selectedPlayer = this.players[this.currentSelectUser];
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this.selectedPlayer.play(this.playerModels[this.currentSelectUser].name);
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}
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protected moveUser(){
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for(let i = 0; i < this.players.length; i++){
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protected moveUser() {
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for (let i = 0; i < this.players.length; i++) {
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const player = this.players[i];
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this.setUpPlayer(player, i);
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}
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this.updateSelectedPlayer();
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}
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public moveToLeft(){
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if(this.currentSelectUser === 0){
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public moveToLeft() {
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if (this.currentSelectUser === 0) {
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return;
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}
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this.currentSelectUser -= 1;
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this.moveUser();
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}
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public moveToRight(){
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if(this.currentSelectUser === (this.players.length - 1)){
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public moveToRight() {
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if (this.currentSelectUser === this.players.length - 1) {
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return;
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}
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this.currentSelectUser += 1;
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this.moveUser();
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}
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protected moveToUp(){
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if(this.currentSelectUser < this.nbCharactersPerRow){
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protected moveToUp() {
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if (this.currentSelectUser < this.nbCharactersPerRow) {
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return;
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}
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this.currentSelectUser -= this.nbCharactersPerRow;
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this.moveUser();
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}
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protected moveToDown(){
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if((this.currentSelectUser + this.nbCharactersPerRow) > (this.players.length - 1)){
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protected moveToDown() {
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if (this.currentSelectUser + this.nbCharactersPerRow > this.players.length - 1) {
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return;
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}
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this.currentSelectUser += this.nbCharactersPerRow;
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this.moveUser();
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}
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protected defineSetupPlayer(num: number){
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protected defineSetupPlayer(num: number) {
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const deltaX = 32;
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const deltaY = 32;
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let [playerX, playerY] = this.getCharacterPosition(); // player X and player y are middle of the
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playerX = ( (playerX - (deltaX * 2.5)) + ((deltaX) * (num % this.nbCharactersPerRow)) ); // calcul position on line users
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playerY = ( (playerY - (deltaY * 2)) + ((deltaY) * ( Math.floor(num / this.nbCharactersPerRow) )) ); // calcul position on column users
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playerX = playerX - deltaX * 2.5 + deltaX * (num % this.nbCharactersPerRow); // calcul position on line users
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playerY = playerY - deltaY * 2 + deltaY * Math.floor(num / this.nbCharactersPerRow); // calcul position on column users
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const playerVisible = true;
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const playerScale = 1;
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const playerOpacity = 1;
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// if selected
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if( num === this.currentSelectUser ){
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if (num === this.currentSelectUser) {
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this.selectedRectangle.setX(playerX);
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this.selectedRectangle.setY(playerY);
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}
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return {playerX, playerY, playerScale, playerOpacity, playerVisible}
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return { playerX, playerY, playerScale, playerOpacity, playerVisible };
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}
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protected setUpPlayer(player: Phaser.Physics.Arcade.Sprite, num: number){
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const {playerX, playerY, playerScale, playerOpacity, playerVisible} = this.defineSetupPlayer(num);
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protected setUpPlayer(player: Phaser.Physics.Arcade.Sprite, num: number) {
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const { playerX, playerY, playerScale, playerOpacity, playerVisible } = this.defineSetupPlayer(num);
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player.setBounce(0.2);
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player.setCollideWorldBounds(false);
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player.setVisible( playerVisible );
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player.setVisible(playerVisible);
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player.setScale(playerScale, playerScale);
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player.setAlpha(playerOpacity);
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player.setX(playerX);
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@ -234,10 +235,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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* Returns pixel position by on column and row number
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*/
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protected getCharacterPosition(): [number, number] {
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return [
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this.game.renderer.width / 2,
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this.game.renderer.height / 2.5
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];
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return [this.game.renderer.width / 2, this.game.renderer.height / 2.5];
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}
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protected updateSelectedPlayer(): void {
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@ -256,7 +254,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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this.pointerClicked = false;
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}
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if(this.lazyloadingAttempt){
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if (this.lazyloadingAttempt) {
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//re-render players list
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this.createCurrentPlayer();
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this.moveUser();
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