update nes.css style
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@@ -1,3 +1,4 @@
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import {isMobile} from "../../Enum/EnvironmentVariable";
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import {gameManager} from "../Game/GameManager";
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import Image = Phaser.GameObjects.Image;
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import Rectangle = Phaser.GameObjects.Rectangle;
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@@ -12,7 +13,6 @@ import {areCharacterLayersValid} from "../../Connexion/LocalUser";
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import {touchScreenManager} from "../../Touch/TouchScreenManager";
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import {PinchManager} from "../UserInput/PinchManager";
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import {MenuScene} from "../Menu/MenuScene";
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import { SelectCharacterMobileScene } from "./SelectCharacterMobileScene";
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//todo: put this constants in a dedicated file
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export const SelectCharacterSceneName = "SelectCharacterScene";
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@@ -98,6 +98,10 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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this.input.keyboard.on('keydown-DOWN', () => {
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this.moveToDown();
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});
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if (isMobile()) {
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this.selectedRectangle.destroy();
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}
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}
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protected nextSceneToCameraScene(): void {
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@@ -189,21 +193,56 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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}
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protected defineSetupPlayer(numero: number){
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const deltaX = 32;
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const deltaY = 32;
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const deltaX = isMobile() ? 30 : 32;
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const deltaY = isMobile() ? 2 : 32;
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let [playerX, playerY] = this.getCharacterPosition(); // player X and player y are middle of the
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playerX = ( (playerX - (deltaX * 2.5)) + ((deltaX) * (numero % this.nbCharactersPerRow)) ); // calcul position on line users
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playerY = ( (playerY - (deltaY * 2)) + ((deltaY) * ( Math.floor(numero / this.nbCharactersPerRow) )) ); // calcul position on column users
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let playerVisible = true;
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let playerScale = 1;
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let playserOpactity = 1;
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const playerVisible = true;
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const playerScale = 1;
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const playserOpactity = 1;
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if (!isMobile()) {
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playerX = ( (playerX - (deltaX * 2.5)) + ((deltaX) * (numero % this.nbCharactersPerRow)) ); // calcul position on line users
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playerY = ( (playerY - (deltaY * 2)) + ((deltaY) * ( Math.floor(numero / this.nbCharactersPerRow) )) ); // calcul position on column users
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// if selected
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if( numero === this.currentSelectUser ){
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this.selectedRectangle.setX(playerX);
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this.selectedRectangle.setY(playerY);
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// if selected
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if( numero === this.currentSelectUser ){
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this.selectedRectangle.setX(playerX);
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this.selectedRectangle.setY(playerY);
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}
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} else {
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playerScale = 1.5;
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if( this.currentSelectUser !== numero ){
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playerVisible = false;
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}
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if( numero === (this.currentSelectUser + 1) ){
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playerY -= deltaY;
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playerX += deltaX;
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playerScale = 0.8;
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playserOpactity = 0.6;
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playerVisible = true;
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}
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if( numero === (this.currentSelectUser + 2) ){
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playerY -= deltaY;
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playerX += (deltaX * 2);
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playerScale = 0.8;
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playserOpactity = 0.6;
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playerVisible = true;
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}
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if( numero === (this.currentSelectUser - 1) ){
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playerY -= deltaY;
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playerX -= deltaX;
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playerScale = 0.8;
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playserOpactity = 0.6;
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playerVisible = true;
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}
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if( numero === (this.currentSelectUser - 2) ){
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playerY -= deltaY;
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playerX -= (deltaX * 2);
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playerScale = 0.8;
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playserOpactity = 0.6;
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playerVisible = true;
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}
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}
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return {playerX, playerY, playerScale, playserOpactity, playerVisible}
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@@ -227,7 +266,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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protected getCharacterPosition(): [number, number] {
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return [
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this.game.renderer.width / 2,
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this.game.renderer.height / 2.5
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this.game.renderer.height / (isMobile() ? 3 : 2.5)
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];
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}
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