Merge branch 'develop' of github.com:thecodingmachine/workadventure into gameSizeFix
This commit is contained in:
commit
b04016f30f
@ -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);
|
||||
|
20
front/src/Phaser/Entity/CustomizedCharacter.ts
Normal file
20
front/src/Phaser/Entity/CustomizedCharacter.ts
Normal file
@ -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));
|
||||
}
|
||||
}
|
||||
}
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -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());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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',
|
||||
|
Loading…
Reference in New Issue
Block a user