Finalizing strict mode fixes

This commit is contained in:
David Négrier 2020-06-04 18:54:34 +02:00
parent 6f69a62d4d
commit b82b13e351
9 changed files with 139 additions and 110 deletions

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@ -24,14 +24,31 @@ export const PLAYER_RESOURCES: Array<any> = [
{name: "Female8", img: "resources/characters/pipoya/Female 16-4.png"/*, x: 128, y: 128*/}
];
export class PlayableCharacter extends Phaser.Physics.Arcade.Sprite {
interface AnimationData {
key: string;
frameRate: number;
repeat: number;
frameModel: string; //todo use an enum
frameStart: number;
frameEnd: number;
}
export abstract class Character extends Phaser.Physics.Arcade.Sprite {
private bubble: SpeechBubble|null = null;
private readonly playerName: BitmapText;
public PlayerValue: string;
public PlayerTexture: string;
constructor(scene: Phaser.Scene, x: number, y: number, texture: string, name: string, frame?: string | number) {
constructor(scene: Phaser.Scene,
x: number,
y: number,
texture: string,
name: string,
direction: string,
moving: boolean,
frame?: string | number
) {
super(scene, x, y, texture, frame);
this.PlayerValue = name;
@ -51,6 +68,64 @@ export class PlayableCharacter extends Phaser.Physics.Arcade.Sprite {
this.setDepth(-1);
this.scene.events.on('postupdate', this.postupdate.bind(this));
this.initAnimation();
this.playAnimation(direction, moving);
}
private initAnimation(): void {
this.getPlayerAnimations(this.PlayerTexture).forEach(d => {
this.scene.anims.create({
key: d.key,
frames: this.scene.anims.generateFrameNumbers(d.frameModel, {start: d.frameStart, end: d.frameEnd}),
frameRate: d.frameRate,
repeat: d.repeat
});
})
}
private getPlayerAnimations(name: string): AnimationData[] {
return [{
key: `${name}-${PlayerAnimationNames.WalkDown}`,
frameModel: name,
frameStart: 0,
frameEnd: 2,
frameRate: 10,
repeat: -1
}, {
key: `${name}-${PlayerAnimationNames.WalkLeft}`,
frameModel: name,
frameStart: 3,
frameEnd: 5,
frameRate: 10,
repeat: -1
}, {
key: `${name}-${PlayerAnimationNames.WalkRight}`,
frameModel: name,
frameStart: 6,
frameEnd: 8,
frameRate: 10,
repeat: -1
}, {
key: `${name}-${PlayerAnimationNames.WalkUp}`,
frameModel: name,
frameStart: 9,
frameEnd: 11,
frameRate: 10,
repeat: -1
}];
}
protected playAnimation(direction : string, moving: boolean): void {
if (moving && (!this.anims.currentAnim || this.anims.currentAnim.key !== direction)) {
this.play(this.PlayerTexture+'-'+direction, true);
} else if (!moving) {
/*if (this.anims.currentAnim) {
this.anims.stop();
}*/
this.play(this.PlayerTexture+'-'+direction, true);
this.stop();
}
}
move(x: number, y: number) {

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@ -0,0 +1,38 @@
import {GameScene} from "../Game/GameScene";
import {PointInterface} from "../../Connection";
import {Character} from "../Entity/Character";
/**
* Class representing the sprite of a remote player (a player that plays on another computer)
*/
export class RemotePlayer extends Character {
userId: string;
previousDirection: string;
wasMoving: boolean;
constructor(
userId: string,
Scene: GameScene,
x: number,
y: number,
name: string,
PlayerTexture: string,
direction: string,
moving: boolean
) {
super(Scene, x, y, PlayerTexture, name, direction, moving, 1);
//set data
this.userId = userId;
//the current player model should be push away by other players to prevent conflict
//this.setImmovable(false);
}
updatePosition(position: PointInterface): void {
this.playAnimation(position.direction, position.moving);
this.setX(position.x);
this.setY(position.y);
this.setDepth(position.y);
}
}

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@ -1,5 +1,5 @@
import Scene = Phaser.Scene;
import {PlayableCharacter} from "./PlayableCharacter";
import {Character} from "./Character";
export class SpeechBubble {
private bubble: Phaser.GameObjects.Graphics;
@ -11,7 +11,7 @@ export class SpeechBubble {
* @param player
* @param text
*/
constructor(scene: Scene, player: PlayableCharacter, text: string = "") {
constructor(scene: Scene, player: Character, text: string = "") {
let bubbleHeight = 50;
let bubblePadding = 10;

View File

@ -139,7 +139,7 @@ export class GameManager {
return this.playerName;
}
getPlayerId(): string {
getPlayerId(): string|null {
return this.ConnectionInstance.userId;
}

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@ -4,10 +4,10 @@ import {
MessageUserMovedInterface,
MessageUserPositionInterface, PointInterface, PositionInterface
} from "../../Connection";
import {CurrentGamerInterface, GamerInterface, hasMovedEventName, Player} from "../Player/Player";
import {CurrentGamerInterface, hasMovedEventName, Player} from "../Player/Player";
import { DEBUG_MODE, ZOOM_LEVEL, POSITION_DELAY } from "../../Enum/EnvironmentVariable";
import {ITiledMap, ITiledMapLayer, ITiledTileSet} from "../Map/ITiledMap";
import {PLAYER_RESOURCES} from "../Entity/PlayableCharacter";
import {PLAYER_RESOURCES} from "../Entity/Character";
import Texture = Phaser.Textures.Texture;
import Sprite = Phaser.GameObjects.Sprite;
import CanvasTexture = Phaser.Textures.CanvasTexture;
@ -15,6 +15,7 @@ import {AddPlayerInterface} from "./AddPlayerInterface";
import {PlayerAnimationNames} from "../Player/Animation";
import {PlayerMovement} from "./PlayerMovement";
import {PlayersPositionInterpolator} from "./PlayersPositionInterpolator";
import {RemotePlayer} from "../Entity/RemotePlayer";
export enum Textures {
Player = "male1"
@ -29,11 +30,11 @@ export class GameScene extends Phaser.Scene {
Terrains : Array<Phaser.Tilemaps.Tileset>;
CurrentPlayer: CurrentGamerInterface;
MapPlayers : Phaser.Physics.Arcade.Group;
MapPlayersByKey : Map<string, GamerInterface> = new Map<string, GamerInterface>();
MapPlayersByKey : Map<string, RemotePlayer> = new Map<string, RemotePlayer>();
Map: Phaser.Tilemaps.Tilemap;
Layers : Array<Phaser.Tilemaps.StaticTilemapLayer>;
Objects : Array<Phaser.Physics.Arcade.Sprite>;
mapFile: ITiledMap|null;
mapFile: ITiledMap;
groups: Map<string, Sprite>;
startX = 704;// 22 case
startY = 32; // 1 case
@ -198,7 +199,7 @@ export class GameScene extends Phaser.Scene {
// FIXME: entry should be dictated by a property passed to init()
path += '#'+url.hash;
}
window.history.pushState({}, null, path);
window.history.pushState({}, 'WorkAdventure', path);
}
private getExitSceneUrl(layer: ITiledMapLayer): string|undefined {
@ -234,6 +235,9 @@ export class GameScene extends Phaser.Scene {
*/
private loadNextGame(layer: ITiledMapLayer, mapWidth: number, tileWidth: number, tileHeight: number){
let exitSceneUrl = this.getExitSceneUrl(layer);
if (exitSceneUrl === undefined) {
throw new Error('Layer is not an exit scene layer.');
}
let instance = this.getExitSceneInstance(layer);
if (instance === undefined) {
instance = this.instance;
@ -340,7 +344,6 @@ export class GameScene extends Phaser.Scene {
//initialise player
//TODO create animation moving between exit and start
this.CurrentPlayer = new Player(
null, // The current player has no id (because the id can change if connection is lost and we should check that id using the GameManager.)
this,
this.startX,
this.startY,
@ -415,7 +418,7 @@ export class GameScene extends Phaser.Scene {
// Let's move all users
let updatedPlayersPositions = this.playersPositionInterpolator.getUpdatedPositions(time);
updatedPlayersPositions.forEach((moveEvent: HasMovedEvent, userId: string) => {
let player : GamerInterface | undefined = this.MapPlayersByKey.get(userId);
let player : RemotePlayer | undefined = this.MapPlayersByKey.get(userId);
if (player === undefined) {
throw new Error('Cannot find player with ID "' + userId +'"');
}
@ -452,11 +455,11 @@ export class GameScene extends Phaser.Scene {
let currentPlayerId = this.GameManager.getPlayerId();
// clean map
this.MapPlayersByKey.forEach((player: GamerInterface) => {
this.MapPlayersByKey.forEach((player: RemotePlayer) => {
player.destroy();
this.MapPlayers.remove(player);
});
this.MapPlayersByKey = new Map<string, GamerInterface>();
this.MapPlayersByKey = new Map<string, RemotePlayer>();
// load map
usersPosition.forEach((userPosition : MessageUserPositionInterface) => {
@ -480,7 +483,7 @@ export class GameScene extends Phaser.Scene {
return;
}
//initialise player
let player = new Player(
let player = new RemotePlayer(
addPlayerData.userId,
this,
addPlayerData.position.x,
@ -514,7 +517,7 @@ export class GameScene extends Phaser.Scene {
}
updatePlayerPosition(message: MessageUserMovedInterface): void {
let player : GamerInterface | undefined = this.MapPlayersByKey.get(message.userId);
let player : RemotePlayer | undefined = this.MapPlayersByKey.get(message.userId);
if (player === undefined) {
throw new Error('Cannot find player with ID "' + message.userId +'"');
}

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@ -4,7 +4,7 @@ import {TextInput} from "../Components/TextInput";
import {ClickButton} from "../Components/ClickButton";
import Image = Phaser.GameObjects.Image;
import Rectangle = Phaser.GameObjects.Rectangle;
import {PLAYER_RESOURCES} from "../Entity/PlayableCharacter";
import {PLAYER_RESOURCES} from "../Entity/Character";
import {cypressAsserter} from "../../Cypress/CypressAsserter";
import {SelectCharacterSceneInitDataInterface, SelectCharacterSceneName} from "./SelectCharacterScene";

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@ -3,7 +3,7 @@ import {TextField} from "../Components/TextField";
import {ClickButton} from "../Components/ClickButton";
import Image = Phaser.GameObjects.Image;
import Rectangle = Phaser.GameObjects.Rectangle;
import {PLAYER_RESOURCES} from "../Entity/PlayableCharacter";
import {PLAYER_RESOURCES} from "../Entity/Character";
//todo: put this constants in a dedicated file
export const SelectCharacterSceneName = "SelectCharacterScene";

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@ -2,39 +2,21 @@ import {PlayerAnimationNames} from "./Animation";
import {GameScene, Textures} from "../Game/GameScene";
import {MessageUserPositionInterface, PointInterface} from "../../Connection";
import {ActiveEventList, UserInputEvent, UserInputManager} from "../UserInput/UserInputManager";
import {PlayableCharacter} from "../Entity/PlayableCharacter";
import {Character} from "../Entity/Character";
export const hasMovedEventName = "hasMoved";
export interface CurrentGamerInterface extends PlayableCharacter{
export interface CurrentGamerInterface extends Character{
moveUser(delta: number) : void;
say(text : string) : void;
}
export interface GamerInterface extends PlayableCharacter{
userId : string;
updatePosition(position: PointInterface): void;
say(text : string) : void;
}
interface AnimationData {
key: string;
frameRate: number;
repeat: number;
frameModel: string; //todo use an enum
frameStart: number;
frameEnd: number;
}
export class Player extends PlayableCharacter implements CurrentGamerInterface, GamerInterface {
userId: string;
export class Player extends Character implements CurrentGamerInterface {
userInputManager: UserInputManager;
previousDirection: string;
wasMoving: boolean;
constructor(
userId: string,
Scene: GameScene,
x: number,
y: number,
@ -43,62 +25,13 @@ export class Player extends PlayableCharacter implements CurrentGamerInterface,
direction: string,
moving: boolean
) {
super(Scene, x, y, PlayerTexture, name, 1);
super(Scene, x, y, PlayerTexture, name, direction, moving, 1);
//create input to move
this.userInputManager = new UserInputManager(Scene);
//set data
this.userId = userId;
//the current player model should be push away by other players to prevent conflict
this.setImmovable(false);
this.initAnimation();
this.playAnimation(direction, moving);
}
private initAnimation(): void {
this.getPlayerAnimations(this.PlayerTexture).forEach(d => {
this.scene.anims.create({
key: d.key,
frames: this.scene.anims.generateFrameNumbers(d.frameModel, {start: d.frameStart, end: d.frameEnd}),
frameRate: d.frameRate,
repeat: d.repeat
});
})
}
private getPlayerAnimations(name: string): AnimationData[] {
return [{
key: `${name}-${PlayerAnimationNames.WalkDown}`,
frameModel: name,
frameStart: 0,
frameEnd: 2,
frameRate: 10,
repeat: -1
}, {
key: `${name}-${PlayerAnimationNames.WalkLeft}`,
frameModel: name,
frameStart: 3,
frameEnd: 5,
frameRate: 10,
repeat: -1
}, {
key: `${name}-${PlayerAnimationNames.WalkRight}`,
frameModel: name,
frameStart: 6,
frameEnd: 8,
frameRate: 10,
repeat: -1
}, {
key: `${name}-${PlayerAnimationNames.WalkUp}`,
frameModel: name,
frameStart: 9,
frameEnd: 11,
frameRate: 10,
repeat: -1
}];
}
moveUser(delta: number): void {
@ -146,24 +79,4 @@ export class Player extends PlayableCharacter implements CurrentGamerInterface,
}
this.wasMoving = moving;
}
//todo: put this method into the NonPlayer class instead
updatePosition(position: PointInterface): void {
this.playAnimation(position.direction, position.moving);
this.setX(position.x);
this.setY(position.y);
this.setDepth(position.y);
}
private playAnimation(direction : string, moving: boolean): void {
if (moving && (!this.anims.currentAnim || this.anims.currentAnim.key !== direction)) {
this.play(this.PlayerTexture+'-'+direction, true);
} else if (!moving) {
/*if (this.anims.currentAnim) {
this.anims.stop();
}*/
this.play(this.PlayerTexture+'-'+direction, true);
this.stop();
}
}
}

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@ -4,7 +4,7 @@ import {TextInput} from "../Components/TextInput";
import {ClickButton} from "../Components/ClickButton";
import Image = Phaser.GameObjects.Image;
import Rectangle = Phaser.GameObjects.Rectangle;
import {PLAYER_RESOURCES} from "../Entity/PlayableCharacter";
import {PLAYER_RESOURCES} from "../Entity/Character";
import {cypressAsserter} from "../../Cypress/CypressAsserter";
import Sprite = Phaser.GameObjects.Sprite;