Merge branch 'develop' of github.com:thecodingmachine/workadventure into gameSizeFix

This commit is contained in:
GRL 2021-06-15 09:06:47 +02:00
commit b04016f30f
5 changed files with 63 additions and 25 deletions

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@ -94,7 +94,7 @@ export abstract class Character extends Container {
public addTextures(textures: string[], frame?: string | number): void {
for (const texture of textures) {
if(!this.scene.textures.exists(texture)){
if(this.scene && !this.scene.textures.exists(texture)){
throw new TextureError('texture not found');
}
const sprite = new Sprite(this.scene, 0, 0, texture, frame);

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@ -0,0 +1,20 @@
import Container = Phaser.GameObjects.Container;
import type {Scene} from "phaser";
import Sprite = Phaser.GameObjects.Sprite;
/**
* A sprite of a customized character (used in the Customize Scene only)
*/
export class CustomizedCharacter extends Container {
public constructor(scene: Scene, x: number, y: number, layers: string[]) {
super(scene, x, y);
this.updateSprites(layers);
}
public updateSprites(layers: string[]): void {
this.removeAll(true);
for (const layer of layers) {
this.add(new Sprite(this.scene, 0, 0, layer));
}
}
}

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@ -15,6 +15,7 @@ import {customCharacterSceneVisibleStore} from "../../Stores/CustomCharacterStor
import {selectCharacterSceneVisibleStore} from "../../Stores/SelectCharacterStore";
import {waScaleManager} from "../Services/WaScaleManager";
import {isMobile} from "../../Enum/EnvironmentVariable";
import {CustomizedCharacter} from "../Entity/CustomizedCharacter";
export const CustomizeSceneName = "CustomizeScene";
@ -25,12 +26,15 @@ export class CustomizeScene extends AbstractCharacterScene {
private Rectangle!: Rectangle;
private selectedLayers: number[] = [0];
private containersRow: Container[][] = [];
private containersRow: CustomizedCharacter[][] = [];
public activeRow:number = 0;
private layers: BodyResourceDescriptionInterface[][] = [];
protected lazyloadingAttempt = true; //permit to update texture loaded after renderer
private moveHorizontally: number = 0;
private moveVertically: number = 0;
constructor() {
super({
key: CustomizeSceneName
@ -88,10 +92,13 @@ export class CustomizeScene extends AbstractCharacterScene {
this.backToPreviousScene();
});
this.input.keyboard.on('keyup-RIGHT', () => this.moveCursorHorizontally(1));
this.input.keyboard.on('keyup-LEFT', () => this.moveCursorHorizontally(-1));
this.input.keyboard.on('keyup-DOWN', () => this.moveCursorVertically(1));
this.input.keyboard.on('keyup-UP', () => this.moveCursorVertically(-1));
// Note: the key bindings are not directly put on the moveCursorVertically or moveCursorHorizontally methods
// 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
// explain, the list of sprites managed by the update list become immense
this.input.keyboard.on('keyup-RIGHT', () => this.moveHorizontally = 1);
this.input.keyboard.on('keyup-LEFT', () => this.moveHorizontally = -1);
this.input.keyboard.on('keyup-DOWN', () => this.moveVertically = 1);
this.input.keyboard.on('keyup-UP', () => this.moveVertically = -1);
const customCursorPosition = localUserStore.getCustomCursorPosition();
if (customCursorPosition) {
@ -104,7 +111,7 @@ export class CustomizeScene extends AbstractCharacterScene {
this.onResize();
}
public moveCursorHorizontally(index: number): void {
public doMoveCursorHorizontally(index: number): void {
this.selectedLayers[this.activeRow] += index;
if (this.selectedLayers[this.activeRow] < 0) {
this.selectedLayers[this.activeRow] = 0
@ -116,7 +123,7 @@ export class CustomizeScene extends AbstractCharacterScene {
this.saveInLocalStorage();
}
public moveCursorVertically(index:number): void {
public doMoveCursorVertically(index:number): void {
this.activeRow += index;
if (this.activeRow < 0) {
@ -165,20 +172,20 @@ export class CustomizeScene extends AbstractCharacterScene {
* @param selectedItem, The number of the item select (0 for black body...)
*/
private generateCharacter(x: number, y: number, layerNumber: number, selectedItem: number) {
return new Container(this, x, y,this.getContainerChildren(layerNumber,selectedItem));
return new CustomizedCharacter(this, x, y, this.getContainerChildren(layerNumber,selectedItem));
}
private getContainerChildren(layerNumber: number, selectedItem: number): Array<Sprite> {
const children: Array<Sprite> = new Array<Sprite>();
private getContainerChildren(layerNumber: number, selectedItem: number): Array<string> {
const children: Array<string> = new Array<string>();
for (let j = 0; j <= layerNumber; j++) {
if (j === layerNumber) {
children.push(this.generateLayers(0, 0, this.layers[j][selectedItem].name));
children.push(this.layers[j][selectedItem].name);
} else {
const layer = this.selectedLayers[j];
if (layer === undefined) {
continue;
}
children.push(this.generateLayers(0, 0, this.layers[j][layer].name));
children.push(this.layers[j][layer].name);
}
}
return children;
@ -215,15 +222,15 @@ export class CustomizeScene extends AbstractCharacterScene {
* @return a new sprite
*/
private generateLayers(x: number, y: number, name: string): Sprite {
return new Sprite(this, x, y, name);
//return new Sprite(this, x, y, name);
return this.add.sprite(0, 0, name);
}
private updateSelectedLayer() {
for(let i = 0; i < this.containersRow.length; i++){
for(let j = 0; j < this.containersRow[i].length; j++){
const children = this.getContainerChildren(i, j);
this.containersRow[i][j].removeAll(true);
this.containersRow[i][j].add(children);
this.containersRow[i][j].updateSprites(children);
}
}
}
@ -234,6 +241,15 @@ export class CustomizeScene extends AbstractCharacterScene {
this.moveLayers();
this.lazyloadingAttempt = false;
}
if (this.moveHorizontally !== 0) {
this.doMoveCursorHorizontally(this.moveHorizontally);
this.moveHorizontally = 0;
}
if (this.moveVertically !== 0) {
this.doMoveCursorVertically(this.moveVertically);
this.moveVertically = 0;
}
}

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@ -46,10 +46,11 @@ class WaScaleManager {
gameStyle.width = style.width;
gameStyle.height = style.height;
// Note: onResize will be called twice (once here and once is Game.ts), but we have no better way.
// Note: onResize will be called twice (once here and once in Game.ts), but we have no better way.
for (const scene of this.game.scene.getScenes(true)) {
if (scene instanceof ResizableScene) {
scene.onResize();
// We are delaying the call to the "render" event because otherwise, the "camera" coordinates are not correctly updated.
scene.events.once(Phaser.Scenes.Events.RENDER, () => scene.onResize());
}
}

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@ -169,6 +169,7 @@ export const screenSharingLocalStreamStore = derived<Readable<MediaStreamConstra
return;
} catch (e) {
currentStream = null;
requestedScreenSharingState.disableScreenSharing();
console.info("Error. Unable to share screen.", e);
set({
type: 'error',