Merge branch 'develop' of github.com:thecodingmachine/workadventure into main
This commit is contained in:
commit
bcab6ae1f1
@ -10,12 +10,12 @@
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- New scripting API features :
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- Use `WA.room.showLayer(): void` to show a layer
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- Use `WA.room.hideLayer(): void` to hide a layer
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- Use `WA.room.setProperty() : void` to add or change existing property of a layer
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- Use `WA.room.setProperty() : void` to add, delete or change existing property of a layer
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- Use `WA.player.onPlayerMove(): void` to track the movement of the current player
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- Use `WA.room.getCurrentUser(): Promise<User>` to get the ID, name and tags of the current player
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- Use `WA.room.getCurrentRoom(): Promise<Room>` to get the ID, JSON map file, url of the map of the current room and the layer where the current player started
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- Use `WA.ui.registerMenuCommand(): void` to add a custom menu
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- Use `WA.room.setTiles(): void` to change an array of tiles
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- Use `WA.room.setTiles(): void` to add, delete or change an array of tiles
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- Users blocking now relies on UUID rather than ID. A blocked user that leaves a room and comes back will stay blocked.
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## Version 1.4.3 - 1.4.4 - 1.4.5
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@ -54,6 +54,7 @@ WA.room.showLayer(layerName : string): void
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WA.room.hideLayer(layerName : string) : void
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```
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These 2 methods can be used to show and hide a layer.
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if `layerName` is the name of a group layer, show/hide all the layer in that group layer.
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Example :
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```javascript
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@ -70,6 +71,9 @@ WA.room.setProperty(layerName : string, propertyName : string, propertyValue : s
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Set the value of the `propertyName` property of the layer `layerName` at `propertyValue`. If the property doesn't exist, create the property `propertyName` and set the value of the property at `propertyValue`.
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Note :
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To unset a property from a layer, use `setProperty` with `propertyValue` set to `undefined`.
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Example :
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```javascript
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WA.room.setProperty('wikiLayer', 'openWebsite', 'https://www.wikipedia.org/');
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@ -134,6 +138,7 @@ If `tile` is a string, it's not the id of the tile but the value of the property
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**Important !** : If you use `tile` as a number, be sure to add the `firstgid` of the tileset of the tile that you want to the id of the tile in Tiled Editor.
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Note: If you want to unset a tile, use `setTiles` with `tile` set to `null`.
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Example :
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```javascript
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@ -5,7 +5,7 @@ export const isSetTilesEvent = tg.isArray(
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.withProperties({
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x: tg.isNumber,
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y: tg.isNumber,
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tile: tg.isUnion(tg.isNumber, tg.isString),
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tile: tg.isUnion(tg.isUnion(tg.isNumber, tg.isString), tg.isNull),
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layer: tg.isString,
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})
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.get()
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@ -34,7 +34,7 @@ interface User {
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interface TileDescriptor {
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x: number;
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y: number;
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tile: number | string;
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tile: number | string | null;
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layer: string;
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}
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@ -152,7 +152,10 @@ export class GameMap {
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}
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private getTileProperty(index: number): Array<ITiledMapLayerProperty> {
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return this.tileSetPropertyMap[index] || [];
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if (this.tileSetPropertyMap[index]) {
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return this.tileSetPropertyMap[index];
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}
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return [];
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}
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private trigger(
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@ -189,6 +192,10 @@ export class GameMap {
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return this.phaserLayers.find((layer) => layer.layer.name === layerName);
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}
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public findPhaserLayers(groupName: string): TilemapLayer[] {
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return this.phaserLayers.filter((l) => l.layer.name.includes(groupName));
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}
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public addTerrain(terrain: Phaser.Tilemaps.Tileset): void {
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for (const phaserLayer of this.phaserLayers) {
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phaserLayer.tileset.push(terrain);
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@ -198,23 +205,31 @@ export class GameMap {
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private putTileInFlatLayer(index: number, x: number, y: number, layer: string): void {
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const fLayer = this.findLayer(layer);
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if (fLayer == undefined) {
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console.error("The layer that you want to change doesn't exist.");
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console.error("The layer '" + layer + "' that you want to change doesn't exist.");
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return;
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}
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if (fLayer.type !== "tilelayer") {
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console.error("The layer that you want to change is not a tilelayer. Tile can only be put in tilelayer.");
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console.error(
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"The layer '" +
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layer +
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"' that you want to change is not a tilelayer. Tile can only be put in tilelayer."
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);
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return;
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}
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if (typeof fLayer.data === "string") {
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console.error("Data of the layer that you want to change is only readable.");
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console.error("Data of the layer '" + layer + "' that you want to change is only readable.");
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return;
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}
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fLayer.data[x + y * fLayer.height] = index;
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fLayer.data[x + y * fLayer.width] = index;
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}
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public putTile(tile: string | number, x: number, y: number, layer: string): void {
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public putTile(tile: string | number | null, x: number, y: number, layer: string): void {
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const phaserLayer = this.findPhaserLayer(layer);
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if (phaserLayer) {
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if (tile === null) {
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phaserLayer.putTileAt(-1, x, y);
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return;
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}
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const tileIndex = this.getIndexForTileType(tile);
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if (tileIndex !== undefined) {
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this.putTileInFlatLayer(tileIndex, x, y, layer);
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@ -225,10 +240,10 @@ export class GameMap {
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}
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}
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} else {
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console.error("The tile that you want to place doesn't exist.");
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console.error("The tile '" + tile + "' that you want to place doesn't exist.");
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}
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} else {
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console.error("The layer that you want to change is not a tilelayer. Tile can only be put in tilelayer.");
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console.error("The layer '" + layer + "' does not exist (or is not a tilelaye).");
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}
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}
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@ -1110,25 +1110,48 @@ export class GameScene extends DirtyScene {
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console.warn('Could not find layer "' + layerName + '" when calling setProperty');
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return;
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}
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if (propertyName === "exitUrl" && typeof propertyValue === "string") {
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this.loadNextGame(propertyValue);
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}
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if (layer.properties === undefined) {
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layer.properties = [];
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}
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const property = layer.properties.find((property) => property.name === propertyName);
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if (property === undefined) {
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if (propertyValue === undefined) {
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return;
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}
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layer.properties.push({ name: propertyName, type: typeof propertyValue, value: propertyValue });
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return;
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}
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if (propertyValue === undefined) {
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const index = layer.properties.indexOf(property);
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layer.properties.splice(index, 1);
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}
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property.value = propertyValue;
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}
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private setLayerVisibility(layerName: string, visible: boolean): void {
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const phaserLayer = this.gameMap.findPhaserLayer(layerName);
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if (phaserLayer === undefined) {
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console.warn('Could not find layer "' + layerName + '" when calling WA.hideLayer / WA.showLayer');
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if (phaserLayer != undefined) {
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phaserLayer.setVisible(visible);
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phaserLayer.setCollisionByProperty({ collides: true }, visible);
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} else {
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const phaserLayers = this.gameMap.findPhaserLayers(layerName + "/");
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if (phaserLayers === []) {
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console.warn(
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'Could not find layer with name that contains "' +
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layerName +
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'" when calling WA.hideLayer / WA.showLayer'
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);
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return;
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}
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phaserLayer.setVisible(visible);
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this.dirty = true;
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for (let i = 0; i < phaserLayers.length; i++) {
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phaserLayers[i].setVisible(visible);
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phaserLayers[i].setCollisionByProperty({ collides: true }, visible);
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}
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}
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this.markDirty();
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}
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private getMapDirUrl(): string {
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@ -25,7 +25,7 @@ export class HtmlUtils {
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}
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public static escapeHtml(html: string): string {
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const text = document.createTextNode(html);
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const text = document.createTextNode(html.replace(/(\r\n|\r|\n)/g,'<br/>'));
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const p = document.createElement('p');
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p.appendChild(text);
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return p.innerHTML;
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