Finishing removing any reference to "any" in the front.

This commit is contained in:
David Négrier
2020-06-19 16:36:40 +02:00
parent 39928b46f9
commit e2be99490b
10 changed files with 89 additions and 47 deletions
+11 -10
View File
@@ -3,8 +3,9 @@ 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/Character";
import {PLAYER_RESOURCES, PlayerResourceDescriptionInterface} from "../Entity/Character";
import {GameSceneInitInterface} from "../Game/GameScene";
import {StartMapInterface} from "../../Connection";
//todo: put this constants in a dedicated file
export const SelectCharacterSceneName = "SelectCharacterScene";
@@ -47,7 +48,7 @@ export class SelectCharacterScene extends Phaser.Scene {
// Note: arcade.png from the Phaser 3 examples at: https://github.com/photonstorm/phaser3-examples/tree/master/public/assets/fonts/bitmap
this.load.bitmapFont(LoginTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
//add player png
PLAYER_RESOURCES.forEach((playerResource: any) => {
PLAYER_RESOURCES.forEach((playerResource: PlayerResourceDescriptionInterface) => {
this.load.spritesheet(
playerResource.name,
playerResource.img,
@@ -115,7 +116,7 @@ export class SelectCharacterScene extends Phaser.Scene {
this.pressReturnField.setVisible(!!(Math.floor(time / 500) % 2));
}
private async login(name: string) {
private async login(name: string): Promise<StartMapInterface> {
return gameManager.connect(name, this.selectedPlayer.texture.key).then(() => {
// Do we have a start URL in the address bar? If so, let's redirect to this address
const instanceAndMapUrl = this.findMapUrl();
@@ -125,16 +126,16 @@ export class SelectCharacterScene extends Phaser.Scene {
this.scene.start(key, {
startLayerName: window.location.hash ? window.location.hash.substr(1) : undefined
} as GameSceneInitInterface);
return mapUrl;
return {
mapUrlStart: mapUrl,
startInstance: instance
};
} else {
// If we do not have a map address in the URL, let's ask the server for a start map.
return gameManager.loadStartMap().then((scene : any) => {
if (!scene) {
return;
}
const key = gameManager.loadMap(window.location.protocol + "//" + scene.mapUrlStart, this.scene, scene.startInstance);
return gameManager.loadStartMap().then((startMap: StartMapInterface) => {
const key = gameManager.loadMap(window.location.protocol + "//" + startMap.mapUrlStart, this.scene, startMap.startInstance);
this.scene.start(key);
return scene;
return startMap;
}).catch((err) => {
console.error(err);
throw err;