Initialise iframeListener in preload
Add documentation and CHANGELOG
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@ -1,4 +1,11 @@
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## Version 1.4.x-dev
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## Version develop
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### Updates
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- New scripting API features :
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- Use `WA.room.loadTileset(url: string) : Promise<number>` to load a tileset from a JSON file.
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## Version 1.4.10
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### Updates
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@ -23,7 +23,7 @@ async function startOneUser(): Promise<void> {
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bottom: 200,
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left: 500,
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right: 800
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});
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}, null);
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const connection = onConnect.connection;
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@ -163,3 +163,17 @@ WA.room.setTiles([
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{x: 9, y: 4, tile: 'blue', layer: 'setTiles'}
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]);
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```
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### Loading a tileset
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```
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WA.room.loadTileset(url: string): Promise<number>
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```
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Load a tileset in JSON format from an url and return the id of the first tile of the loaded tileset.
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You can create a tileset file in Tile Editor.
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```javascript
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WA.room.loadTileset("Assets/Tileset.json").then((firstId) => {
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WA.room.setTiles([{x: 4, y: 4, tile: firstId, layer: 'bottom'}]);
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})
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```
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@ -220,6 +220,9 @@ export class GameScene extends DirtyScene {
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//hook preload scene
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preload(): void {
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//initialize frame event of scripting API
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this.listenToIframeEvents();
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const localUser = localUserStore.getLocalUser();
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const textures = localUser?.textures;
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if (textures) {
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@ -548,7 +551,6 @@ export class GameScene extends DirtyScene {
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);
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this.triggerOnMapLayerPropertyChange();
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this.listenToIframeEvents();
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if (!this.room.isDisconnected()) {
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this.connect();
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@ -1084,64 +1086,70 @@ ${escapedMessage}
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})
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);
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iframeListener.registerAnswerer("loadTileset", (eventTileset) => {
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const jsonTilesetDir = eventTileset.url.substr(0, eventTileset.url.lastIndexOf("/"));
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//Initialise the firstgid to 1 because if there is no tileset in the tilemap, the firstgid will be 1
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let newFirstgid = 1;
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const lastTileset = this.mapFile.tilesets[this.mapFile.tilesets.length - 1];
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if (lastTileset) {
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//If there is at least one tileset in the tilemap then calculate the firstgid of the new tileset
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newFirstgid = lastTileset.firstgid + lastTileset.tilecount;
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}
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return new Promise((resolve, reject) => {
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this.load.on("filecomplete-json-" + eventTileset.url, () => {
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let jsonTileset = this.cache.json.get(eventTileset.url);
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this.load.on("filecomplete-image-" + jsonTilesetDir + "/" + jsonTileset.image, () => {
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//Add the firstgid of the tileset to the json file
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jsonTileset = { ...jsonTileset, firstgid: newFirstgid };
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this.mapFile.tilesets.push(jsonTileset);
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this.Map.tilesets.push(
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new Tileset(
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jsonTileset.name,
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jsonTileset.firstgid,
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jsonTileset.tileWidth,
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jsonTileset.tileHeight,
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jsonTileset.margin,
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jsonTileset.spacing,
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jsonTileset.tiles
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)
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return this.connectionAnswerPromise.then(() => {
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const jsonTilesetDir = eventTileset.url.substr(0, eventTileset.url.lastIndexOf("/"));
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//Initialise the firstgid to 1 because if there is no tileset in the tilemap, the firstgid will be 1
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let newFirstgid = 1;
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const lastTileset = this.mapFile.tilesets[this.mapFile.tilesets.length - 1];
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if (lastTileset) {
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//If there is at least one tileset in the tilemap then calculate the firstgid of the new tileset
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newFirstgid = lastTileset.firstgid + lastTileset.tilecount;
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}
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return new Promise((resolve, reject) => {
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this.load.on("filecomplete-json-" + eventTileset.url, () => {
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let jsonTileset = this.cache.json.get(eventTileset.url);
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this.load.image(
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jsonTilesetDir + "/" + jsonTileset.image,
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jsonTilesetDir + "/" + jsonTileset.image
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);
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this.Terrains.push(
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this.Map.addTilesetImage(
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jsonTileset.name,
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jsonTilesetDir + "/" + jsonTileset.image,
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jsonTileset.tilewidth,
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jsonTileset.tileheight,
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jsonTileset.margin,
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jsonTileset.spacing
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)
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);
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//destroy the tilemapayer because they are unique and we need to reuse their key and layerdData
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for (const layer of this.Map.layers) {
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layer.tilemapLayer.destroy(false);
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}
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//Create a new GameMap with the changed file
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this.gameMap = new GameMap(this.mapFile, this.Map, this.Terrains);
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//Destroy the colliders of the old tilemapLayer
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this.physics.add.world.colliders.destroy();
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//Create new colliders with the new GameMap
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this.createCollisionWithPlayer();
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//Create new trigger with the new GameMap
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this.triggerOnMapLayerPropertyChange();
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resolve(newFirstgid);
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this.load.on("filecomplete-image-" + jsonTilesetDir + "/" + jsonTileset.image, () => {
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//Add the firstgid of the tileset to the json file
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jsonTileset = { ...jsonTileset, firstgid: newFirstgid };
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this.mapFile.tilesets.push(jsonTileset);
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this.Map.tilesets.push(
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new Tileset(
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jsonTileset.name,
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jsonTileset.firstgid,
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jsonTileset.tileWidth,
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jsonTileset.tileHeight,
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jsonTileset.margin,
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jsonTileset.spacing,
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jsonTileset.tiles
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)
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);
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this.Terrains.push(
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this.Map.addTilesetImage(
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jsonTileset.name,
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jsonTilesetDir + "/" + jsonTileset.image,
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jsonTileset.tilewidth,
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jsonTileset.tileheight,
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jsonTileset.margin,
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jsonTileset.spacing
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)
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);
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//destroy the tilemapayer because they are unique and we need to reuse their key and layerdData
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for (const layer of this.Map.layers) {
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layer.tilemapLayer.destroy(false);
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}
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//Create a new GameMap with the changed file
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this.gameMap = new GameMap(this.mapFile, this.Map, this.Terrains);
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//Destroy the colliders of the old tilemapLayer
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this.physics.add.world.colliders.destroy();
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//Create new colliders with the new GameMap
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this.createCollisionWithPlayer();
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//Create new trigger with the new GameMap
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this.triggerOnMapLayerPropertyChange();
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resolve(newFirstgid);
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});
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});
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this.load.image(jsonTilesetDir + "/" + jsonTileset.image, jsonTilesetDir + "/" + jsonTileset.image);
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this.load.on("loaderror", () => {
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console.error("Error while loading " + eventTileset.url + ".");
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reject(-1);
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});
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this.load.json(eventTileset.url, eventTileset.url);
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this.load.start();
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});
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this.load.on("loaderror", () => {
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console.error("Error while loading " + eventTileset.url + ".");
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reject(-1);
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});
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this.load.json(eventTileset.url, eventTileset.url);
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this.load.start();
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});
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});
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}
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