Add touch input support to login scenes (thx @TabscoEye)
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@ -1,6 +1,7 @@
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import {gameManager} from "../Game/GameManager";
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import {TextField} from "../Components/TextField";
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import Image = Phaser.GameObjects.Image;
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import Rectangle = Phaser.GameObjects.Rectangle;
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import {mediaManager} from "../../WebRtc/MediaManager";
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import {RESOLUTION} from "../../Enum/EnvironmentVariable";
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import {SoundMeter} from "../Components/SoundMeter";
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@ -35,6 +36,7 @@ export class EnableCameraScene extends Phaser.Scene {
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private microphoneNameField!: TextField;
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private repositionCallback!: (this: Window, ev: UIEvent) => void;
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private mobileTapRectangle!: Rectangle;
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constructor() {
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super({
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key: EnableCameraSceneName
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@ -54,7 +56,19 @@ export class EnableCameraScene extends Phaser.Scene {
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create() {
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this.textField = new TextField(this, this.game.renderer.width / 2, 20, 'Turn on your camera and microphone');
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, this.game.renderer.height - 30, 'Press enter to start');
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, this.game.renderer.height - 30, '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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this.game.renderer.height - 30,
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200,
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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.login();
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});
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this.cameraNameField = new TextField(this, this.game.renderer.width / 2, this.game.renderer.height - 60, '');
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@ -195,6 +209,7 @@ export class EnableCameraScene extends Phaser.Scene {
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}
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this.textField.x = this.game.renderer.width / 2;
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this.mobileTapRectangle.x = this.game.renderer.width / 2;
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this.cameraNameField.x = this.game.renderer.width / 2;
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this.microphoneNameField.x = this.game.renderer.width / 2;
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this.pressReturnField.x = this.game.renderer.width / 2;
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@ -5,6 +5,8 @@ import Image = Phaser.GameObjects.Image;
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import {SelectCharacterSceneName} from "./SelectCharacterScene";
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import {ResizableScene} from "./ResizableScene";
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import {isUserNameValid, maxUserNameLength} from "../../Connexion/LocalUser";
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import { localUserStore } from "../../Connexion/LocalUserStore";
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import Rectangle = Phaser.GameObjects.Rectangle;
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//todo: put this constants in a dedicated file
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export const LoginSceneName = "LoginScene";
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@ -20,6 +22,7 @@ export class LoginScene extends ResizableScene {
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private pressReturnField!: TextField;
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private logo!: Image;
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private name: string = '';
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private mobileTapRectangle!: Rectangle;
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constructor() {
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super({
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@ -37,17 +40,36 @@ export class LoginScene extends ResizableScene {
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create() {
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this.textField = new TextField(this, this.game.renderer.width / 2, 50, 'Enter your name:');
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this.nameInput = new TextInput(this, this.game.renderer.width / 2, 70, maxUserNameLength, this.name,(text: string) => {
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this.name = text;
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});
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localUserStore.setName(text);
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})
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.setInteractive()
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.on('pointerdown', () => {
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this.nameInput.focus();
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})
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, 130, 'Press enter to start');
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this.textField = new TextField(this, this.game.renderer.width / 2, 50, 'Enter your name:')
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.setInteractive()
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.on('pointerdown', () => {
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this.nameInput.focus();
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})
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// For mobile purposes - we need a big enough touchable area.
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this.mobileTapRectangle = this.add.rectangle(
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this.game.renderer.width / 2,
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130,
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this.game.renderer.width / 2,
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60,
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).setInteractive()
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.on('pointerdown', () => {
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this.login(this.name)
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})
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, 130, 'Touch here\n\n or \n\nPress enter to start')
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this.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, LoginTextures.icon);
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this.add.existing(this.logo);
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const infoText = "Commands: \n - Arrows or Z,Q,S,D to move\n - SHIFT to run";
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const infoText = "Commands: \n - Arrows or W, A, S, D to move\n - SHIFT to run";
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this.infoTextField = new TextField(this, 10, this.game.renderer.height - 35, infoText, false);
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this.input.keyboard.on('keyup-ENTER', () => {
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@ -66,6 +88,7 @@ export class LoginScene extends ResizableScene {
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}
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private login(name: string): void {
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if (this.name === '') return
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gameManager.setPlayerName(name);
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this.scene.stop(LoginSceneName)
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@ -77,6 +100,7 @@ export class LoginScene extends ResizableScene {
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this.textField.x = this.game.renderer.width / 2;
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this.nameInput.setX(this.game.renderer.width / 2 - 64);
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this.pressReturnField.x = this.game.renderer.width / 2;
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this.mobileTapRectangle.x = this.game.renderer.width / 2;
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this.logo.x = this.game.renderer.width - 30;
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this.logo.y = this.game.renderer.height - 20;
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this.infoTextField.y = this.game.renderer.height - 35;
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@ -36,6 +36,7 @@ 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 playerModels!: BodyResourceDescriptionInterface[];
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constructor() {
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@ -69,8 +70,20 @@ export class SelectCharacterScene extends AbstractCharacterScene {
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this.pressReturnField = new TextField(
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this,
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this.game.renderer.width / 2,
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90 + 32 * Math.ceil( this.playerModels.length / this.nbCharactersPerRow) + 40,
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'Press enter to start');
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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.nextScene();
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});
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const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
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