Renaming biggestAvailableArray to biggestAvailableArea + removing duplicated code.
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@@ -94,7 +94,7 @@ import {waScaleManager} from "../Services/WaScaleManager";
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import {peerStore, screenSharingPeerStore} from "../../Stores/PeerStore";
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import {EmoteManager} from "./EmoteManager";
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import {videoFocusStore} from "../../Stores/VideoFocusStore";
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import {biggestAvailableArrayStore} from "../../Stores/BiggestAvailableArrayStore";
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import {biggestAvailableAreaStore} from "../../Stores/BiggestAvailableAreaStore";
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export interface GameSceneInitInterface {
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initPosition: PointInterface|null,
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@@ -508,8 +508,7 @@ export class GameScene extends DirtyScene {
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this.reposition();
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// From now, this game scene will be notified of reposition events
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//layoutManager.setListener(this);
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biggestAvailableArrayStore.subscribe((box) => this.updateCameraOffset(box));
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biggestAvailableAreaStore.subscribe((box) => this.updateCameraOffset(box));
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this.triggerOnMapLayerPropertyChange();
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this.listenToIframeEvents();
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@@ -1115,7 +1114,7 @@ ${escapedMessage}
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initCamera() {
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this.cameras.main.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels);
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this.cameras.main.startFollow(this.CurrentPlayer, true);
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biggestAvailableArrayStore.recompute();
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biggestAvailableAreaStore.recompute();
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}
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addLayer(Layer : Phaser.Tilemaps.TilemapLayer){
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@@ -1495,7 +1494,7 @@ ${escapedMessage}
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this.openChatIcon.setY(this.game.renderer.height - 2);
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// Recompute camera offset if needed
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biggestAvailableArrayStore.recompute();
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biggestAvailableAreaStore.recompute();
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}
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/**
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@@ -1571,6 +1570,6 @@ ${escapedMessage}
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zoomByFactor(zoomFactor: number) {
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waScaleManager.zoomModifier *= zoomFactor;
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biggestAvailableArrayStore.recompute();
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biggestAvailableAreaStore.recompute();
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}
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}
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@@ -101,10 +101,6 @@ export class MenuScene extends Phaser.Scene {
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worldFullWarningStream.stream.subscribe(() => this.showWorldCapacityWarning());
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}
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public openReport(userId: number, userName: string): void {
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this.gameReportElement.open(userId, userName);
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}
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//todo put this method in a parent menuElement class
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static revealMenusAfterInit(menuElement: Phaser.GameObjects.DOMElement, rootDomId: string) {
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//Dom elements will appear inside the viewer screen when creating before being moved out of it, which create a flicker effect.
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