Fixing use const instead of let
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@@ -63,7 +63,7 @@ export class SelectCharacterScene extends Phaser.Scene {
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, 230, 'Press enter to start');
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this.pressReturnField.setOrigin(0.5).setCenterAlign()
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let rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
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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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@@ -103,8 +103,8 @@ export class SelectCharacterScene extends Phaser.Scene {
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this.createCurrentPlayer();
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if (window.localStorage) {
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let playerNumberStr: string = window.localStorage.getItem('selectedPlayer') ?? '0';
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let playerNumber: number = Number(playerNumberStr);
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const playerNumberStr: string = window.localStorage.getItem('selectedPlayer') ?? '0';
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const playerNumber: number = Number(playerNumberStr);
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this.selectedRectangleXPos = playerNumber % this.nbCharactersPerRow;
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this.selectedRectangleYPos = Math.floor(playerNumber / this.nbCharactersPerRow);
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this.updateSelectedPlayer();
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@@ -118,10 +118,10 @@ export class SelectCharacterScene extends Phaser.Scene {
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private async login(name: string) {
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return gameManager.connect(name, this.selectedPlayer.texture.key).then(() => {
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// Do we have a start URL in the address bar? If so, let's redirect to this address
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let instanceAndMapUrl = this.findMapUrl();
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const instanceAndMapUrl = this.findMapUrl();
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if (instanceAndMapUrl !== null) {
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let [mapUrl, instance] = instanceAndMapUrl;
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let key = gameManager.loadMap(mapUrl, this.scene, instance);
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const [mapUrl, instance] = instanceAndMapUrl;
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const key = gameManager.loadMap(mapUrl, this.scene, instance);
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this.scene.start(key, {
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startLayerName: window.location.hash ? window.location.hash.substr(1) : undefined
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} as GameSceneInitInterface);
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@@ -132,7 +132,7 @@ export class SelectCharacterScene extends Phaser.Scene {
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if (!scene) {
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return;
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}
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let key = gameManager.loadMap(window.location.protocol + "//" + scene.mapUrlStart, this.scene, scene.startInstance);
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const key = gameManager.loadMap(window.location.protocol + "//" + scene.mapUrlStart, this.scene, scene.startInstance);
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this.scene.start(key);
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return scene;
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}).catch((err) => {
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@@ -150,28 +150,28 @@ export class SelectCharacterScene extends Phaser.Scene {
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* Returns the map URL and the instance from the current URL
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*/
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private findMapUrl(): [string, string]|null {
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let path = window.location.pathname;
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const path = window.location.pathname;
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if (!path.startsWith('/_/')) {
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return null;
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}
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let instanceAndMap = path.substr(3);
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let firstSlash = instanceAndMap.indexOf('/');
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const instanceAndMap = path.substr(3);
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const firstSlash = instanceAndMap.indexOf('/');
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if (firstSlash === -1) {
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return null;
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}
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let instance = instanceAndMap.substr(0, firstSlash);
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const instance = instanceAndMap.substr(0, firstSlash);
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return [window.location.protocol+'//'+instanceAndMap.substr(firstSlash+1), instance];
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}
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createCurrentPlayer(): void {
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for (let i = 0; i <PLAYER_RESOURCES.length; i++) {
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let playerResource = PLAYER_RESOURCES[i];
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const playerResource = PLAYER_RESOURCES[i];
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let col = i % this.nbCharactersPerRow;
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let row = Math.floor(i / this.nbCharactersPerRow);
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const col = i % this.nbCharactersPerRow;
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const row = Math.floor(i / this.nbCharactersPerRow);
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let [x, y] = this.getCharacterPosition(col, row);
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let player = this.physics.add.sprite(x, y, playerResource.name, 0);
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const [x, y] = this.getCharacterPosition(col, row);
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const player = this.physics.add.sprite(x, y, playerResource.name, 0);
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player.setBounce(0.2);
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player.setCollideWorldBounds(true);
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this.anims.create({
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@@ -203,11 +203,11 @@ export class SelectCharacterScene extends Phaser.Scene {
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private updateSelectedPlayer(): void {
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this.selectedPlayer.anims.pause();
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let [x, y] = this.getCharacterPosition(this.selectedRectangleXPos, this.selectedRectangleYPos);
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const [x, y] = this.getCharacterPosition(this.selectedRectangleXPos, this.selectedRectangleYPos);
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this.selectedRectangle.setX(x);
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this.selectedRectangle.setY(y);
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let playerNumber = this.selectedRectangleXPos + this.selectedRectangleYPos * this.nbCharactersPerRow;
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let player = this.players[playerNumber];
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const playerNumber = this.selectedRectangleXPos + this.selectedRectangleYPos * this.nbCharactersPerRow;
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const player = this.players[playerNumber];
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player.play(PLAYER_RESOURCES[playerNumber].name);
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this.selectedPlayer = player;
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if (window.localStorage) {
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