Merge pull request #425 from thecodingmachine/fix/teleportExit
FIX: creating an exit to the current map should not cause a crash anymore
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commit
ff8ebc3912
@ -342,46 +342,11 @@ export class GameScene extends ResizableScene implements CenterListener {
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throw new Error('Your map MUST contain a layer of type "objectgroup" whose name is "floorLayer" that represents the layer characters are drawn at.');
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}
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// If there is an init position passed
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if (this.initPosition !== null) {
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this.startX = this.initPosition.x;
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this.startY = this.initPosition.y;
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} else {
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// Now, let's find the start layer
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if (this.room.hash) {
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for (const layer of this.mapFile.layers) {
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if (this.room.hash === layer.name && layer.type === 'tilelayer' && this.isStartLayer(layer)) {
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const startPosition = this.startUser(layer);
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this.startX = startPosition.x;
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this.startY = startPosition.y;
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}
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}
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}
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if (this.startX === undefined) {
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// If we have no start layer specified or if the hash passed does not exist, let's go with the default start position.
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for (const layer of this.mapFile.layers) {
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if (layer.type === 'tilelayer' && layer.name === "start") {
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const startPosition = this.startUser(layer);
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this.startX = startPosition.x;
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this.startY = startPosition.y;
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}
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}
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}
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}
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// Still no start position? Something is wrong with the map, we need a "start" layer.
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if (this.startX === undefined) {
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console.warn('This map is missing a layer named "start" that contains the available default start positions.');
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// Let's start in the middle of the map
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this.startX = this.mapFile.width * 16;
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this.startY = this.mapFile.height * 16;
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}
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this.initStartXAndStartY();
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//add entities
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this.Objects = new Array<Phaser.Physics.Arcade.Sprite>();
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//init event click
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this.EventToClickOnTile();
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//initialise list of other player
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this.MapPlayers = this.physics.add.group({immovable: true});
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@ -648,6 +613,40 @@ export class GameScene extends ResizableScene implements CenterListener {
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}
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}
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private initStartXAndStartY() {
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// If there is an init position passed
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if (this.initPosition !== null) {
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this.startX = this.initPosition.x;
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this.startY = this.initPosition.y;
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} else {
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// Now, let's find the start layer
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if (this.room.hash) {
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this.initPositionFromLayerName(this.room.hash);
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}
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if (this.startX === undefined) {
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// If we have no start layer specified or if the hash passed does not exist, let's go with the default start position.
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this.initPositionFromLayerName("start");
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}
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}
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// Still no start position? Something is wrong with the map, we need a "start" layer.
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if (this.startX === undefined) {
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console.warn('This map is missing a layer named "start" that contains the available default start positions.');
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// Let's start in the middle of the map
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this.startX = this.mapFile.width * 16;
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this.startY = this.mapFile.height * 16;
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}
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}
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private initPositionFromLayerName(layerName: string) {
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for (const layer of this.mapFile.layers) {
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if (layerName === layer.name && layer.type === 'tilelayer' && (layerName === "start" || this.isStartLayer(layer))) {
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const startPosition = this.startUser(layer);
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this.startX = startPosition.x;
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this.startY = startPosition.y;
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}
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}
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}
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private getExitUrl(layer: ITiledMapLayer): string|undefined {
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return this.getProperty(layer, "exitUrl") as string|undefined;
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}
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@ -686,9 +685,6 @@ export class GameScene extends ResizableScene implements CenterListener {
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instance = this.instance;
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}
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//console.log('existSceneUrl', exitSceneUrl);
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//console.log('existSceneInstance', instance);
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const absoluteExitSceneUrl = new URL(exitSceneUrl, this.MapUrlFile).href;
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const absoluteExitSceneUrlWithoutProtocol = absoluteExitSceneUrl.toString().substr(absoluteExitSceneUrl.toString().indexOf('://')+3);
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const roomId = '_/'+instance+'/'+absoluteExitSceneUrlWithoutProtocol;
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@ -706,11 +702,6 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.loadNextGame(layer, mapWidth, fullPath);
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}
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/**
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*
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* @param layer
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* @param mapWidth
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*/
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//todo: push that into the gameManager
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private loadNextGame(layer: ITiledMapLayer, mapWidth: number, roomId: string){
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const room = new Room(roomId);
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@ -745,9 +736,6 @@ export class GameScene extends ResizableScene implements CenterListener {
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}
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}
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/**
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* @param layer
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*/
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private startUser(layer: ITiledMapLayer): PositionInterface {
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const tiles = layer.data;
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if (typeof(tiles) === 'string') {
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@ -903,17 +891,6 @@ export class GameScene extends ResizableScene implements CenterListener {
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});
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}
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EventToClickOnTile(){
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// debug code to get a tile properties by clicking on it
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/*this.input.on("pointerdown", (pointer: Phaser.Input.Pointer)=>{
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//pixel position toz tile position
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const tile = this.Map.getTileAt(this.Map.worldToTileX(pointer.worldX), this.Map.worldToTileY(pointer.worldY));
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if(tile){
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this.CurrentPlayer.say("Your touch " + tile.layer.name);
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}
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});*/
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}
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/**
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* @param time
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* @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
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@ -958,13 +935,19 @@ export class GameScene extends ResizableScene implements CenterListener {
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});
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const nextSceneKey = this.checkToExit();
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if (nextSceneKey) {
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if (!nextSceneKey) return;
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if (nextSceneKey.key !== this.scene.key) {
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// We are completely destroying the current scene to avoid using a half-backed instance when coming back to the same map.
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this.connection.closeConnection();
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this.simplePeer.unregister();
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this.scene.stop();
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this.scene.remove(this.scene.key);
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this.scene.start(nextSceneKey.key);
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} else {
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//if the exit points to the current map, we simply teleport the user back to the startLayer
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this.initPositionFromLayerName(this.room.hash || 'start');
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this.CurrentPlayer.x = this.startX;
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this.CurrentPlayer.y = this.startY;
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}
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}
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@ -1066,11 +1049,6 @@ export class GameScene extends ResizableScene implements CenterListener {
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await Promise.all(loadPromises);
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player.addTextures(characterLayerList, 1);
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//init collision
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/*this.physics.add.collider(this.CurrentPlayer, player, (CurrentPlayer: CurrentGamerInterface, MapPlayer: GamerInterface) => {
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CurrentPlayer.say("Hello, how are you ? ");
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});*/
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}
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/**
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@ -1113,7 +1091,6 @@ export class GameScene extends ResizableScene implements CenterListener {
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// We do not update the player position directly (because it is sent only every 200ms).
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// Instead we use the PlayersPositionInterpolator that will do a smooth animation over the next 200ms.
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const playerMovement = new PlayerMovement({ x: player.x, y: player.y }, this.currentTick, message.position, this.currentTick + POSITION_DELAY);
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//console.log('Target position: ', player.x, player.y);
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this.playersPositionInterpolator.updatePlayerPosition(player.userId, playerMovement);
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}
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@ -1162,11 +1139,6 @@ export class GameScene extends ResizableScene implements CenterListener {
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/**
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* Sends to the server an event emitted by one of the ActionableItems.
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*
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* @param itemId
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* @param eventName
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* @param state
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* @param parameters
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*/
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emitActionableEvent(itemId: number, eventName: string, state: unknown, parameters: unknown) {
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this.connection.emitActionableEvent(itemId, eventName, state, parameters);
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