Stopping sending literal errors
Errors now must be of "Error" type. Rule added in eslint.
This commit is contained in:
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user