Merge branch 'develop' of github.com:thecodingmachine/workadventure into gameSizeFix
This commit is contained in:
commit
b04016f30f
@ -56,7 +56,7 @@ export abstract class Character extends Container {
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this.addTextures(textures, frame);
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this.invisible = false
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})
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this.playerName = new Text(scene, 0, playerNameY, name, {fontFamily: '"Press Start 2P"', fontSize: '8px', strokeThickness: 2, stroke: "gray"});
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this.playerName.setOrigin(0.5).setDepth(DEPTH_INGAME_TEXT_INDEX);
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this.add(this.playerName);
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@ -80,7 +80,7 @@ export abstract class Character extends Container {
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this.setDepth(-1);
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this.playAnimation(direction, moving);
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if (typeof companion === 'string') {
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this.addCompanion(companion, companionTexturePromise);
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}
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@ -94,7 +94,7 @@ export abstract class Character extends Container {
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public addTextures(textures: string[], frame?: string | number): void {
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for (const texture of textures) {
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if(!this.scene.textures.exists(texture)){
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if(this.scene && !this.scene.textures.exists(texture)){
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throw new TextureError('texture not found');
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}
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const sprite = new Sprite(this.scene, 0, 0, texture, frame);
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@ -239,23 +239,23 @@ export abstract class Character extends Container {
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this.scene.sys.updateList.remove(sprite);
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}
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}
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this.list.forEach(objectContaining => objectContaining.destroy())
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this.list.forEach(objectContaining => objectContaining.destroy())
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super.destroy();
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}
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playEmote(emoteKey: string) {
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this.cancelPreviousEmote();
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const scalingFactor = waScaleManager.uiScalingFactor * 0.05;
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const emoteY = -30 - scalingFactor * 10;
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this.playerName.setVisible(false);
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this.emote = new Sprite(this.scene, 0, 0, emoteKey);
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this.emote.setAlpha(0);
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this.emote.setScale(0.1 * scalingFactor);
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this.add(this.emote);
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this.scene.sys.updateList.add(this.emote);
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this.createStartTransition(scalingFactor, emoteY);
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}
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20
front/src/Phaser/Entity/CustomizedCharacter.ts
Normal file
20
front/src/Phaser/Entity/CustomizedCharacter.ts
Normal file
@ -0,0 +1,20 @@
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import Container = Phaser.GameObjects.Container;
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import type {Scene} from "phaser";
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import Sprite = Phaser.GameObjects.Sprite;
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/**
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* A sprite of a customized character (used in the Customize Scene only)
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*/
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export class CustomizedCharacter extends Container {
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public constructor(scene: Scene, x: number, y: number, layers: string[]) {
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super(scene, x, y);
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this.updateSprites(layers);
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}
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public updateSprites(layers: string[]): void {
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this.removeAll(true);
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for (const layer of layers) {
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this.add(new Sprite(this.scene, 0, 0, layer));
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}
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}
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}
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@ -15,6 +15,7 @@ import {customCharacterSceneVisibleStore} from "../../Stores/CustomCharacterStor
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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 {CustomizedCharacter} from "../Entity/CustomizedCharacter";
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export const CustomizeSceneName = "CustomizeScene";
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@ -25,12 +26,15 @@ export class CustomizeScene extends AbstractCharacterScene {
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private Rectangle!: Rectangle;
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private selectedLayers: number[] = [0];
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private containersRow: Container[][] = [];
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private containersRow: CustomizedCharacter[][] = [];
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public activeRow:number = 0;
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private layers: BodyResourceDescriptionInterface[][] = [];
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protected lazyloadingAttempt = true; //permit to update texture loaded after renderer
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private moveHorizontally: number = 0;
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private moveVertically: number = 0;
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constructor() {
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super({
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key: CustomizeSceneName
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@ -88,10 +92,13 @@ export class CustomizeScene extends AbstractCharacterScene {
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this.backToPreviousScene();
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});
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this.input.keyboard.on('keyup-RIGHT', () => this.moveCursorHorizontally(1));
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this.input.keyboard.on('keyup-LEFT', () => this.moveCursorHorizontally(-1));
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this.input.keyboard.on('keyup-DOWN', () => this.moveCursorVertically(1));
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this.input.keyboard.on('keyup-UP', () => this.moveCursorVertically(-1));
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// Note: the key bindings are not directly put on the moveCursorVertically or moveCursorHorizontally methods
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// because if 2 such events are fired close to one another, it makes the whole application crawl to a halt (for a reason I cannot
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// explain, the list of sprites managed by the update list become immense
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this.input.keyboard.on('keyup-RIGHT', () => this.moveHorizontally = 1);
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this.input.keyboard.on('keyup-LEFT', () => this.moveHorizontally = -1);
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this.input.keyboard.on('keyup-DOWN', () => this.moveVertically = 1);
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this.input.keyboard.on('keyup-UP', () => this.moveVertically = -1);
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const customCursorPosition = localUserStore.getCustomCursorPosition();
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if (customCursorPosition) {
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@ -104,7 +111,7 @@ export class CustomizeScene extends AbstractCharacterScene {
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this.onResize();
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}
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public moveCursorHorizontally(index: number): void {
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public doMoveCursorHorizontally(index: number): void {
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this.selectedLayers[this.activeRow] += index;
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if (this.selectedLayers[this.activeRow] < 0) {
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this.selectedLayers[this.activeRow] = 0
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@ -116,7 +123,7 @@ export class CustomizeScene extends AbstractCharacterScene {
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this.saveInLocalStorage();
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}
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public moveCursorVertically(index:number): void {
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public doMoveCursorVertically(index:number): void {
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this.activeRow += index;
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if (this.activeRow < 0) {
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@ -165,20 +172,20 @@ export class CustomizeScene extends AbstractCharacterScene {
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* @param selectedItem, The number of the item select (0 for black body...)
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*/
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private generateCharacter(x: number, y: number, layerNumber: number, selectedItem: number) {
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return new Container(this, x, y,this.getContainerChildren(layerNumber,selectedItem));
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return new CustomizedCharacter(this, x, y, this.getContainerChildren(layerNumber,selectedItem));
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}
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private getContainerChildren(layerNumber: number, selectedItem: number): Array<Sprite> {
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const children: Array<Sprite> = new Array<Sprite>();
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private getContainerChildren(layerNumber: number, selectedItem: number): Array<string> {
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const children: Array<string> = new Array<string>();
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for (let j = 0; j <= layerNumber; j++) {
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if (j === layerNumber) {
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children.push(this.generateLayers(0, 0, this.layers[j][selectedItem].name));
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children.push(this.layers[j][selectedItem].name);
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} else {
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const layer = this.selectedLayers[j];
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if (layer === undefined) {
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continue;
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}
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children.push(this.generateLayers(0, 0, this.layers[j][layer].name));
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children.push(this.layers[j][layer].name);
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}
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}
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return children;
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@ -215,15 +222,15 @@ export class CustomizeScene extends AbstractCharacterScene {
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* @return a new sprite
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*/
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private generateLayers(x: number, y: number, name: string): Sprite {
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return new Sprite(this, x, y, name);
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//return new Sprite(this, x, y, name);
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return this.add.sprite(0, 0, name);
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}
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private updateSelectedLayer() {
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for(let i = 0; i < this.containersRow.length; i++){
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for(let j = 0; j < this.containersRow[i].length; j++){
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const children = this.getContainerChildren(i, j);
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this.containersRow[i][j].removeAll(true);
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this.containersRow[i][j].add(children);
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const children = this.getContainerChildren(i, j);
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this.containersRow[i][j].updateSprites(children);
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}
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}
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}
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@ -234,6 +241,15 @@ export class CustomizeScene extends AbstractCharacterScene {
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this.moveLayers();
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this.lazyloadingAttempt = false;
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}
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if (this.moveHorizontally !== 0) {
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this.doMoveCursorHorizontally(this.moveHorizontally);
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this.moveHorizontally = 0;
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}
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if (this.moveVertically !== 0) {
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this.doMoveCursorVertically(this.moveVertically);
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this.moveVertically = 0;
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}
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}
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@ -46,10 +46,11 @@ class WaScaleManager {
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gameStyle.width = style.width;
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gameStyle.height = style.height;
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// Note: onResize will be called twice (once here and once is Game.ts), but we have no better way.
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// Note: onResize will be called twice (once here and once in Game.ts), but we have no better way.
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for (const scene of this.game.scene.getScenes(true)) {
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if (scene instanceof ResizableScene) {
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scene.onResize();
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// We are delaying the call to the "render" event because otherwise, the "camera" coordinates are not correctly updated.
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scene.events.once(Phaser.Scenes.Events.RENDER, () => scene.onResize());
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}
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}
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@ -169,6 +169,7 @@ export const screenSharingLocalStreamStore = derived<Readable<MediaStreamConstra
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return;
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} catch (e) {
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currentStream = null;
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requestedScreenSharingState.disableScreenSharing();
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console.info("Error. Unable to share screen.", e);
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set({
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type: 'error',
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