Stopping sending literal errors

Errors now must be of "Error" type.
Rule added in eslint.
This commit is contained in:
David Négrier
2022-01-06 10:49:44 +01:00
parent 88509916a8
commit ab0f5e9837
19 changed files with 31 additions and 28 deletions
+3 -3
View File
@@ -66,7 +66,7 @@ export class GameManager {
getCharacterLayers(): string[] {
if (!this.characterLayers) {
throw "characterLayers are not set";
throw new Error("characterLayers are not set");
}
return this.characterLayers;
}
@@ -119,7 +119,7 @@ export class GameManager {
* This will close the socket connections and stop the gameScene, but won't remove it.
*/
leaveGame(targetSceneName: string, sceneClass: Phaser.Scene): void {
if (this.currentGameSceneName === null) throw "No current scene id set!";
if (this.currentGameSceneName === null) throw new Error("No current scene id set!");
const gameScene: GameScene = this.scenePlugin.get(this.currentGameSceneName) as GameScene;
gameScene.cleanupClosingScene();
gameScene.createSuccessorGameScene(false, false);
@@ -143,7 +143,7 @@ export class GameManager {
}
public getCurrentGameScene(): GameScene {
if (this.currentGameSceneName === null) throw "No current scene id set!";
if (this.currentGameSceneName === null) throw new Error("No current scene id set!");
return this.scenePlugin.get(this.currentGameSceneName) as GameScene;
}