FIX: going to loginScene or customizeScene and then clicking next bring you back directly to the gameScene
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5890e72dd5
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de9d6756b4
@ -21,7 +21,7 @@ export class GameManager {
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private playerName: string|null;
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private characterLayers: string[]|null;
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private startRoom!:Room;
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currentSceneName: string|null = null;
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currentGameSceneName: string|null = null;
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constructor() {
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this.playerName = localUserStore.getName();
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@ -72,8 +72,8 @@ export class GameManager {
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}
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public goToStartingMap(scenePlugin: Phaser.Scenes.ScenePlugin): void {
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console.log('starting '+ (this.currentSceneName || this.startRoom.id))
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scenePlugin.start(this.currentSceneName || this.startRoom.id);
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console.log('starting '+ (this.currentGameSceneName || this.startRoom.id))
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scenePlugin.start(this.currentGameSceneName || this.startRoom.id);
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//the menu scene launches faster than the gameScene, so we delay it to not have menu buttons on a black screen
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setTimeout(() => scenePlugin.launch(MenuSceneName), 1000);
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}
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@ -83,17 +83,30 @@ export class GameManager {
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* This will close the socket connections and stop the gameScene, but won't remove it.
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*/
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leaveGame(scene: Phaser.Scene, targetSceneName: string): void {
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if (this.currentSceneName === null) throw 'No current scene id set!';
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const gameScene: GameScene = scene.scene.get(this.currentSceneName) as GameScene;
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if (this.currentGameSceneName === null) throw 'No current scene id set!';
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const gameScene: GameScene = scene.scene.get(this.currentGameSceneName) as GameScene;
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gameScene.cleanupClosingScene();
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scene.scene.stop(this.currentSceneName);
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scene.scene.stop(this.currentGameSceneName);
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scene.scene.stop(MenuSceneName);
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scene.scene.run(targetSceneName);
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}
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/**
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* follow up to leaveGame()
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*/
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tryResumingGame(scene: Phaser.Scene, fallbackSceneName: string) {
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if (this.currentGameSceneName) {
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scene.scene.start(this.currentGameSceneName);
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//the menu scene launches faster than the gameScene, so we delay it to not have menu buttons on a black screen
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setTimeout(() => scene.scene.launch(MenuSceneName), 1000);
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} else {
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scene.scene.run(fallbackSceneName)
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}
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}
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public getCurrentGameScene(scene: Phaser.Scene): GameScene {
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if (this.currentSceneName === null) throw 'No current scene id set!';
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return scene.scene.get(this.currentSceneName) as GameScene
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if (this.currentGameSceneName === null) throw 'No current scene id set!';
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return scene.scene.get(this.currentGameSceneName) as GameScene
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}
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}
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@ -311,7 +311,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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//hook create scene
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create(): void {
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gameManager.currentSceneName = this.scene.key;
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gameManager.currentGameSceneName = this.scene.key;
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urlManager.pushRoomIdToUrl(this.room);
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this.startLayerName = urlManager.getStartLayerNameFromUrl();
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@ -437,7 +437,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.presentationModeSprite.on('pointerup', this.switchLayoutMode.bind(this));
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this.chatModeSprite = new ChatModeIcon(this, 70, this.game.renderer.height - 2);
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this.chatModeSprite.on('pointerup', this.switchLayoutMode.bind(this));
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this.openChatIcon = new OpenChatIcon(this, 2, this.game.renderer.height - 36)
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this.openChatIcon = new OpenChatIcon(this, 2, this.game.renderer.height - 2)
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// FIXME: change this to use the UserInputManager class for input
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this.input.keyboard.on('keyup-M', () => {
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@ -122,8 +122,8 @@ export class CustomizeScene extends ResizableScene {
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gameManager.setCharacterLayers(layers);
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this.scene.sleep(CustomizeSceneName)
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this.scene.run(EnableCameraSceneName);
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this.scene.sleep(CustomizeSceneName);
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gameManager.tryResumingGame(this, EnableCameraSceneName);
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});
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this.input.keyboard.on('keydown-RIGHT', () => this.moveCursorHorizontally(1));
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@ -6,6 +6,7 @@ import {PLAYER_RESOURCES, PlayerResourceDescriptionInterface} from "../Entity/Ch
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import {cypressAsserter} from "../../Cypress/CypressAsserter";
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import {SelectCharacterSceneName} from "./SelectCharacterScene";
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import {ResizableScene} from "./ResizableScene";
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import {EnableCameraSceneName} from "./EnableCameraScene";
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//todo: put this constants in a dedicated file
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export const LoginSceneName = "LoginScene";
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@ -84,7 +85,7 @@ export class LoginScene extends ResizableScene {
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gameManager.setPlayerName(name);
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this.scene.sleep(LoginSceneName)
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this.scene.run(SelectCharacterSceneName);
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gameManager.tryResumingGame(this, SelectCharacterSceneName);
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}
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public onResize(ev: UIEvent): void {
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@ -119,7 +119,7 @@ export class SelectCharacterScene extends ResizableScene {
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this.scene.sleep(SelectCharacterSceneName);
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if (this.selectedPlayer !== null) {
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gameManager.setCharacterLayers([this.selectedPlayer.texture.key]);
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this.scene.run(EnableCameraSceneName);
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gameManager.tryResumingGame(this, EnableCameraSceneName);
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} else {
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this.scene.run(CustomizeSceneName);
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}
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