Merge branch 'master' of github.com:thecodingmachine/workadventure into map-v1

# Conflicts:
#	back/src/Assets/Maps/Floor0/floor0.json
This commit is contained in:
David Négrier 2020-05-12 00:24:05 +02:00
commit cf49f7de00
7 changed files with 1335 additions and 670 deletions

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@ -47,7 +47,7 @@ A few things to notice:
In order to place an on your scene that leads to another scene:
- You must create an "exit" layer. The layer name MUST be "exit".
- You must create an specific layer. When a character reaches ANY tile of that layer, it will exit the scene.
- In layer properties, you must add "exitSceneUrl" property. It represents the map URL of the next scene. For example : `/<map folder>/<map>.json`. Be careful, if you want the next map to be correctly loaded, you must check that the map files are in folder `back/src/Assets/Maps/<your map folder>`. The files will be accessible by url `<HOST>/map/files/<your map folder>/...`.
- If you want to have multiple exits, you can create many layers with name "exit". Each layer has a different key `exitSceneUrl` and have tiles that represent exits to another scene.

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@ -88,7 +88,7 @@
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@ -111,10 +111,10 @@
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View File

@ -109,7 +109,7 @@ export class IoSocketController {
this.saveUserInformation(Client, messageUserPosition);
//add function to refresh position user in real time.
this.refreshUserPosition();
this.refreshUserPosition(Client);
socket.to(messageUserPosition.roomId).emit(SockerIoEvent.JOIN_ROOM, messageUserPosition.toString());
});
@ -120,11 +120,13 @@ export class IoSocketController {
return socket.emit(SockerIoEvent.MESSAGE_ERROR, JSON.stringify({message: messageUserPosition.message}));
}
let Client = (socket as ExSocketInterface);
// sending to all clients in room except sender
this.saveUserInformation((socket as ExSocketInterface), messageUserPosition);
this.saveUserInformation(Client, messageUserPosition);
//refresh position of all user in all rooms in real time
this.refreshUserPosition();
this.refreshUserPosition(Client);
});
socket.on(SockerIoEvent.WEBRTC_SIGNAL, (message: string) => {
@ -155,7 +157,7 @@ export class IoSocketController {
this.sendDisconnectedEvent(Client);
//refresh position of all user in all rooms in real time
this.refreshUserPosition();
this.refreshUserPosition(Client);
//leave room
this.leaveRoom(Client);
@ -299,13 +301,29 @@ export class IoSocketController {
socket.character = message.character;
}
refreshUserPosition() {
refreshUserPosition(Client : ExSocketInterface) {
//refresh position of all user in all rooms in real time
let rooms = (this.Io.sockets.adapter.rooms as ExtRoomsInterface);
if (!rooms.refreshUserPosition) {
rooms.refreshUserPosition = RefreshUserPositionFunction;
}
rooms.refreshUserPosition(rooms, this.Io, this.Worlds);
rooms.refreshUserPosition(rooms, this.Io);
// update position in the worl
let data = {
userId: Client.userId,
roomId: Client.roomId,
position: Client.position,
name: Client.name,
character: Client.character,
};
let messageUserPosition = new MessageUserPosition(data);
let world = this.Worlds.get(messageUserPosition.roomId);
if (!world) {
return;
}
world.updatePosition(messageUserPosition);
this.Worlds.set(messageUserPosition.roomId, world);
}
//Hydrate and manage error

View File

@ -1,8 +1,6 @@
import {ExtRoomsInterface} from "./ExtRoomsInterface";
import socketIO = require('socket.io');
import {ExSocketInterface} from "./ExSocketInterface";
import {MessageUserPosition} from "./MessageUserPosition";
import {World} from "_Model/World";
export class ExtRooms implements ExtRoomsInterface{
userPositionMapByRoom: any;
@ -12,7 +10,7 @@ export class ExtRooms implements ExtRoomsInterface{
[room: string]: SocketIO.Room;
}
let RefreshUserPositionFunction = function(rooms : ExtRooms, Io: socketIO.Server, Worlds: Map<string, World>) {
let RefreshUserPositionFunction = function(rooms : ExtRooms, Io: socketIO.Server) {
let clients = Io.clients();
let socketsKey = Object.keys(Io.clients().sockets);
@ -38,22 +36,10 @@ let RefreshUserPositionFunction = function(rooms : ExtRooms, Io: socketIO.Server
dataArray = [data];
}
mapPositionUserByRoom.set(data.roomId, dataArray);
// update position in the worl
if (!Worlds) {
return;
}
let messageUserPosition = new MessageUserPosition(data);
let world = Worlds.get(messageUserPosition.roomId);
if (!world) {
return;
}
world.updatePosition(messageUserPosition);
Worlds.set(messageUserPosition.roomId, world);
}
rooms.userPositionMapByRoom = Array.from(mapPositionUserByRoom);
}
};
export {
RefreshUserPositionFunction
}
};

View File

@ -107,7 +107,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat
if (layer.type === 'tilelayer') {
this.addLayer(this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
}
if (layer.type === 'tilelayer' && layer.name === "exit") {
if (layer.type === 'tilelayer' && this.getExitSceneUrl(layer) !== undefined) {
this.loadNextGame(layer, this.map.width, this.map.tilewidth, this.map.tileheight);
}
if (layer.type === 'tilelayer' && layer.name === "start") {
@ -153,6 +153,18 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat
this.circleTexture.refresh();
}
private getExitSceneUrl(layer: ITiledMapLayer): string|undefined {
let properties : any = layer.properties;
if (!properties) {
return undefined;
}
let obj = properties.find((property:any) => property.name === "exitSceneUrl");
if (obj === undefined) {
return undefined;
}
return obj.value;
}
/**
*
* @param layer
@ -161,15 +173,14 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat
* @param tileHeight
*/
private loadNextGame(layer: ITiledMapLayer, mapWidth: number, tileWidth: number, tileHeight: number){
let properties : any = layer.properties;
let exitSceneUrl = properties.find((property:any) => property.name === "exitSceneUrl");
let exitSceneUrl = this.getExitSceneUrl(layer);
let exitSceneKey = getMapKeyByUrl(exitSceneUrl.value);
let exitSceneKey = getMapKeyByUrl(exitSceneUrl);
let gameIndex = this.scene.getIndex(exitSceneKey);
let game : Phaser.Scene = null;
if(gameIndex === -1){
game = new GameScene(exitSceneKey, `${MAP_FILE_URL}${exitSceneUrl.value}`);
game = new GameScene(exitSceneKey, `${MAP_FILE_URL}${exitSceneUrl}`);
this.scene.add(exitSceneKey, game, false);
}else{
game = this.scene.get(exitSceneKey);
@ -186,6 +197,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat
let y : number = parseInt(((key + 1) / mapWidth).toString());
let x : number = key - (y * mapWidth);
//push and save switching case
// TODO: this is not efficient. We should refactor that to enable a search by key. For instance: this.PositionNextScene[y][x] = exitSceneKey
this.PositionNextScene.push({
xStart: (x * tileWidth),
yStart: (y * tileWidth),
@ -205,9 +217,8 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat
if(objectKey === 0){
return;
}
let y = (key / 45);
y = parseInt(`${y}`);
let x = key - (y * 46);
let y = Math.floor(key / layer.width);
let x = key % layer.width;
this.startX = (x * 32);
this.startY = (y * 32);
@ -411,6 +422,9 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat
}
deleteGroup(groupId: string): void {
if(!this.groups.get(groupId)){
return;
}
this.groups.get(groupId).destroy();
this.groups.delete(groupId);
}