FIX: use phaser Zones instead of rectangles objects to create tap zones
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@@ -12,6 +12,7 @@ import {AbstractCharacterScene} from "./AbstractCharacterScene";
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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 Zone = Phaser.GameObjects.Zone;
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//todo: put this constants in a dedicated file
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@@ -37,7 +38,7 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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private selectedRectangleYPos = 0; // Number of the character selected in the columns
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private selectedPlayer!: Phaser.Physics.Arcade.Sprite|null; // null if we are selecting the "customize" option
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private players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
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private mobileTapRectangle!: Rectangle;
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private mobileTapZone!: Zone;
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private playerModels!: BodyResourceDescriptionInterface[];
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constructor() {
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@@ -77,15 +78,8 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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90 + 32 * Math.ceil( this.playerModels.length / this.nbCharactersPerRow) + 60,
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'Touch here\n\n or \n\nPress enter to start');
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// For mobile purposes - we need a big enough touchable area.
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this.mobileTapRectangle = this.add
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.rectangle(
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this.game.renderer.width / 2,
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275,
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this.game.renderer.width / 2,
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50,
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)
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.setInteractive()
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.on("pointerdown", () => {
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this.mobileTapZone = this.add.zone(this.game.renderer.width / 2, 275, this.game.renderer.width / 2, 50)
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.setInteractive().on("pointerdown", () => {
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this.nextScene();
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});
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