David Négrier
044495cf05
Centering character in free space
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This commit adds the ability to put the character where there is free space when a discussion is hapening (either in presentation or chat mode)
2020-08-24 14:19:36 +02:00
David Négrier
2e61c2ef62
Getting back code in compilable fashion after huge rebase
2020-08-18 00:12:38 +02:00
David Négrier
6b970adc6c
Merge branch 'develop' of github.com:thecodingmachine/workadventure into outline
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# Conflicts:
# front/src/Phaser/Game/GameScene.ts
# front/src/Phaser/Player/Player.ts
# front/src/index.ts
# front/yarn.lock
2020-08-17 22:51:37 +02:00
David Négrier
6516e621b0
Adding display / hide of layout buttons when a meet start / ends
2020-08-17 16:12:53 +02:00
David Négrier
7fe2cc19c3
Adding buttons to switch mode
2020-08-17 15:20:03 +02:00
David Négrier
88c099fc13
Improving layout
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Fixing left-right switch on all cameras (except current player camera)
2020-08-16 23:19:04 +02:00
David Négrier
24fb605f50
Switching to definitely assigned parameters
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This allows us to go in "full strict mode" (yeah!)
See https://www.typescriptlang.org/docs/handbook/release-notes/typescript-2-7.html#strict-class-initialization
2020-08-07 23:39:06 +02:00
David Négrier
bc929615d1
Fixing problem when switching scenes with container
2020-07-29 11:42:18 +02:00
David Négrier
84529d6e99
Propagating customized sprites all over the game
2020-07-28 17:45:55 +02:00
David Négrier
6d0bccc0e1
Making a nice "customize" button
2020-07-28 15:53:44 +02:00
David Perez
866985326b
Fixing merge issue
2020-07-28 11:35:30 +02:00
David Perez
90c56ca683
merge
2020-07-28 11:29:21 +02:00
David Perez
21d2a7939b
custome characters
2020-07-28 11:24:34 +02:00
David Négrier
ee612f6585
Adding event support to items
2020-07-27 22:36:58 +02:00
David Négrier
d48d5b0285
Fix CS
2020-07-23 18:47:28 +02:00
David Négrier
2484e4f1df
Moving maps to their own container
2020-07-23 18:43:51 +02:00
David Négrier
ed146226cf
Adding Outline capabilities and a ActionableItem notion.
2020-07-23 18:09:24 +02:00
David Négrier
f7466994c5
Playing with pipeline to display outline
2020-07-15 23:44:01 +02:00
David Négrier
6879418098
Adding a 404 page when resources loading fails
2020-07-07 22:52:22 +02:00
David Négrier
55767f2c78
Fixing image tileset key
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If 2 maps share the same tileset name (even if they use 2 different URLs for the tileset), the tileset image will be reused wrongly.
This commit fixes the tileset key to make it equal to the image URL.
2020-07-07 18:22:10 +02:00
David Négrier
67e07c04f8
Fixing loading of tilesets with margin or padding
2020-07-05 17:10:08 +02:00
David Négrier
e3e7b92c6a
Fixing errors when arrows touched and no cam
2020-06-25 10:43:42 +02:00
David Négrier
371b4f0063
Fixing Firefox compatibility by remove references to InputDeviceInfo
2020-06-25 09:28:00 +02:00
David Négrier
a52b1f612b
Reorganizing on x axis too.
2020-06-24 18:09:59 +02:00
David Négrier
b3c18702bb
Adding borders, centering camera, fixing small bug on resize when no camera is enabled
2020-06-24 17:49:38 +02:00
David Négrier
253108eba0
- Making the EnableCameraScene responsive
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- Enabling click on arrows
2020-06-24 17:29:23 +02:00
David Négrier
3de37bafed
Adding a scene to configure the webcam
2020-06-24 15:35:07 +02:00
David Négrier
d78006e106
Fixing memory leak with listeners
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The listeners from MediaManager and SimplePeer were never removed, leading to a huge amount of listeners all over the applications when switching regularly of scene.
2020-06-23 15:02:35 +02:00
David Négrier
a5514ce78a
Code cleanup and removing exception in favor of console error
2020-06-22 18:42:54 +02:00
David Négrier
407c6db070
Fixing difference between MapKey and scene key (prevented proper caching of resources)
2020-06-22 17:18:24 +02:00
David Négrier
3f927280a6
Lint
2020-06-22 16:11:48 +02:00
David Négrier
9b174836cd
Making sure connection is established again EVEN if the tab is not displayed
2020-06-22 16:11:02 +02:00
David Négrier
1e4ffa20ab
Cleaning GameManager
2020-06-22 16:10:34 +02:00
David Négrier
f88f28db3f
Refactoring reconnection: putting it into the GameScene directly.
2020-06-22 15:00:23 +02:00
David Négrier
d785a8a1bf
Refactoring connection to be part of a GameScene
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Most of the refactoring issues we are seeing are probably due to the fact that we are trying to manipulate a ScenePlugin out of a Scene (the GameManager is not a Scene and holds a reference to a ScenePlugin coming from a Scene that might get invalidated by Phaser 3).
Furthermore, if we want in the future to be able to scale, scenes could be hosted on different servers. Therefore, it makes no sense to have one connexion for the whole application.
Instead, we should have one connexion for each scene.
2020-06-22 11:58:07 +02:00
David Négrier
4496c49621
Fix linting
2020-06-19 18:51:58 +02:00
David Négrier
2b820c7d56
Adding an event queue in the GameScene.
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Events are processed only in the 'update' method.
We hope this will solve a number of null pointer errors. See #194
2020-06-19 18:18:43 +02:00
David Négrier
e2be99490b
Finishing removing any reference to "any" in the front.
2020-06-19 16:36:40 +02:00
David Négrier
39928b46f9
Removing any in the front
2020-06-19 14:30:34 +02:00
David Négrier
8348d13bfe
Fixing use const instead of let
2020-06-19 14:30:34 +02:00
David Négrier
54f2518b5e
Enabling stricter lint on front
2020-06-19 14:29:29 +02:00
David Négrier
817b25b0be
Fixing reconnect issue
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In the case the reconnect event was triggered on "wake-up", the disconnect event was not sent. But because of a bug in the way we handle the setTimeout, the reconnection to the GameScene never happened after we forced the disconnect scene.
This fixes the issue.
2020-06-17 16:06:02 +02:00
David Négrier
b1d39c4690
More logs
2020-06-11 14:13:13 +02:00
David Négrier
ea30a02762
Fixing reconnect issues
2020-06-11 14:12:03 +02:00
David Négrier
473c5aa052
Fixing events fired multiple times
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Callbacks for socket.io events were registered each time a disconnect was called, leading to message being dispatched plenty of times if there was several disconnections.
2020-06-11 13:34:25 +02:00
David Négrier
e50a4fd88b
Fixing setTimeout being called several times
2020-06-11 11:34:22 +02:00
David Négrier
f7265c213e
Patch
2020-06-11 10:40:43 +02:00
David Négrier
43c7c9ad07
Fixing null initialization
2020-06-11 10:29:11 +02:00
David Négrier
ce7b4092a6
Fixing suspend/resume
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In case we suspend a laptop and resume it, the RECONNECT event is called by socket.io without any error being thrown (so without us being redirected to the Reconnect Scene).
This fix makes sure we go to the reconnect scene before going back to the main scene.
2020-06-11 09:37:33 +02:00
David Négrier
80fddb3c69
Removing dead code
2020-06-10 16:01:01 +02:00
David Négrier
f518830073
Minor change to make sure the scene starts even if in background (does this really work?)
2020-06-10 16:00:54 +02:00
David Négrier
500dc83a85
Completely resetting GameScene on disconnect
2020-06-10 15:43:22 +02:00
David Négrier
43e4489d4d
Fixing start position on disconnect
2020-06-10 14:57:32 +02:00
David Négrier
5042f2f82c
Lint
2020-06-07 23:00:05 +02:00
David Négrier
c0809e28db
Adding support for putting the hash in a map referenced in an exit scene.
2020-06-07 22:57:32 +02:00
David Négrier
db3ef81842
Adding the ability to add several entry points
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We can now have several start layers and choose an entry point using a # in the URL
2020-06-07 13:23:32 +02:00
David Négrier
b82b13e351
Finalizing strict mode fixes
2020-06-04 18:56:59 +02:00
David Négrier
6f69a62d4d
More strict fixes
2020-06-04 18:56:59 +02:00
David Négrier
082a11b0cd
Allowing ill defined initializers (because of the way Phaser 3 is designed)
2020-06-04 18:56:59 +02:00
David Négrier
111bfcfe8c
More strict typecheck fixes
2020-06-04 18:56:22 +02:00
David Négrier
a231024502
Fixing strict type checks
2020-06-04 18:56:22 +02:00
David Négrier
82e2c0d985
Merge pull request #149 from thecodingmachine/multiple_start_positions_in_layer
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Allowing several start positions in a given start layer
2020-06-03 11:20:57 +02:00
David Négrier
69d2fa6944
Allowing several start positions in a given start layer
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If more than one tile was set in the "start" layer, the last tile would be selected.
Now, the tile is selected at random among available tiles.
Also, a message is issued if no tiles have been put on the "start" layer.
2020-06-03 11:14:04 +02:00
David Négrier
9ddf22d36b
Removing GameScene from the list of known GameScene when leaving
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This is important because when we come back to the GameScene later, some properties of the GameScene object might be initialized with the values of the previous GameScene.
Like the position if the user previously disconnected.
Closes #146
2020-06-03 10:45:25 +02:00
David Négrier
2dc682ea72
Fixing warning on character selection
2020-06-02 15:57:11 +02:00
David Négrier
d72e60610e
Adding PlayersPositionInterpolator to interpolate/extrapolate players positions
2020-06-02 13:44:42 +02:00
David Négrier
d69ce8a6a6
Adding PlayerMovement class to interpolate/extrapolate position along tests (installing Jasmine)
2020-06-02 10:48:04 +02:00
David Négrier
077b29bfbd
Sending position only every 200ms while moving
2020-06-01 22:42:18 +02:00
Gregoire Parant
b931a8f117
Fix animation player
2020-06-01 13:20:45 +02:00
David Négrier
f69f99f449
Adding localStorage for selected user
2020-05-26 22:26:50 +02:00
David Négrier
52e3b47cc1
Storing user name in local storage
2020-05-26 22:17:00 +02:00
David Négrier
f36bd240a7
Fix lint
2020-05-26 17:43:25 +02:00
David Négrier
0492dfdf3a
Fixing import
2020-05-26 17:37:26 +02:00
David Négrier
04a1f90ed5
Adding communication between LoginScene and SelectCharacterScene
2020-05-26 17:25:29 +02:00
David Négrier
5806e379c8
Fixing selection on keyboard after selection using mouse
2020-05-26 17:02:04 +02:00
David Négrier
da0d9fed87
Adding a new SelectCharacterScene
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Taking what was done in the LoginScene regarding character selection and putting it in its own scene.
Also, making character selection possible via the keyboard.
2020-05-25 23:26:27 +02:00
David Négrier
21576946f0
Commenting out the notion of status in the GameManager
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It seems to be useless
2020-05-25 22:37:07 +02:00
David Négrier
17e7f1b37a
Removing dead code from previous messaging system
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Remvoing messages that were no more used in the new messaging system (the code used to handle the message that sent the position of all users on the front side)
2020-05-25 22:36:44 +02:00
David Négrier
1fa39b0781
Fixing typos.
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Replaced connexion with connection and LogincScene with LoginScene
2020-05-24 23:14:12 +02:00
David Négrier
cd586a9e0c
Renaming /maps to /start-map
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Closes #90
2020-05-24 22:53:10 +02:00
David Négrier
2448fef53a
Adding a notion of instances per mapAdding a notion of instances to room
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The URL signature becomes:
https://workadventu.re/_/[instance]/[path_to_map.json]
This allows us to create many instances of the same map (and therefore to create several different worlds for different people)
An exit on a map can target another "instance" by passing the "exitInstance" property.
2020-05-23 17:45:49 +02:00
David Négrier
080e08eeef
Merge pull request #122 from thecodingmachine/reconnecting_scene
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Adding a special scene to wait for server reconnection
2020-05-23 17:12:36 +02:00
Gregoire Parant
f4ed2e52bf
Fix CI
2020-05-23 16:50:17 +02:00
David Négrier
e41eda9979
Prettifying lost connection screen
2020-05-23 16:13:37 +02:00
David Négrier
36858f8747
Adding a special scene to wait for server reconnection
2020-05-23 15:43:26 +02:00
Gregoire Parant
ab32021fc0
Fix mediam stream manage and server back down
2020-05-23 14:00:36 +02:00
David Négrier
ab798b1c09
Changing the "Point" notion to add a notion of "moving" in addition to the notion of direction.
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Also, refactoring JOIN_ROOM event to add complete position.
2020-05-22 23:04:45 +02:00
David Négrier
f44a44c109
Removing logs
2020-05-20 12:30:17 +02:00
David Négrier
125a4d11af
Refactored and optimized messages
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Now, when a user moves, only his/her position is sent back to the other users. The position of all users is not sent each time.
The messages sent to the browser are now:
- the list of all users as a return to the join_room event (you can send responses to events in socket.io)
- a "join_room" event sent when a new user joins the room
- a "user_moved" event when a user moved
- a "user_left" event when a user left the room
The GameScene tracks all these events and reacts accordingly.
Also, I made a number of refactoring in the classes and removed the GameSceneInterface that was useless (it was implemented by the LogincScene for no reason at all)
2020-05-19 19:11:12 +02:00
David Négrier
4d1c3517ec
When sharing user position, only position is sent now!
2020-05-15 23:47:00 +02:00
David Négrier
b80e3e07d8
Sending player details (name + character selected) on connection
2020-05-15 22:49:50 +02:00
David Négrier
4de552437d
Completely getting rid of "userid"
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Previously, userid was generated by the "/login" route and passed along.
This commit completely removes the uuid "userid" (and disables the LoginController too and any Jwt check).
"userid" is replaced by the "socket id" of the connection.
So a user is now identified using a socket id, which is unique for a given connection.
2020-05-14 23:20:43 +02:00
gparant
787e1c463c
Media webrtcA
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- Update peerConnexion manage
- Add muted microphone logo
- Add icon user
- Sound when user enter in room webrtc
2020-05-14 20:39:30 +02:00
gparant
ec297e3912
Auto-reconnect
2020-05-13 20:22:42 +02:00
David Négrier
faadacddb6
Redirecting to the correct map after login screen based on URL provided
2020-05-13 00:06:58 +02:00
David Négrier
daa559738b
Adding history support
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Arriving on a new map now changes the URL.
All URLs starting with _ are automatically redirected to index.html by the web server
2020-05-12 22:38:44 +02:00
David Négrier
9417e4a4d2
Refactoring/centralizing map loading in GameManager
2020-05-12 22:38:44 +02:00
David Négrier
256fa51e24
Catching errors in socket callbacks
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Catching errors in socket callbacks to avoid having the server crashing when an error occurs.
2020-05-12 11:49:55 +02:00
gparant
d3ff717f9e
Minor Fix overflow css style
2020-05-12 00:22:55 +02:00
David Négrier
0daddb3669
Merge pull request #93 from thecodingmachine/fix-recette-grp
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Fix recette GRP
2020-05-11 22:59:22 +02:00
David Négrier
7ded674cc4
Merge pull request #95 from thecodingmachine/lyon_map
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Refactoring "exit" to allow multiple maps
2020-05-11 22:56:47 +02:00
David Négrier
d51462abd4
Fixing typo
2020-05-11 19:19:42 +02:00
David Négrier
39f1952f94
Putting player names depth at a high depth to have them always visible
2020-05-11 19:16:36 +02:00
David Négrier
98628957a4
Refactoring "exit" to allow multiple maps
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Adding several layers named "exit" causes issues with Phaser 3.
This PR makes any possible layer being an exit layer (it only depends on the exitUrl property)
Also, fixing start position (it takes into account the layer width now)
2020-05-11 18:49:20 +02:00
gparant
e35c188854
Fix update world back end and deleting group in front end
2020-05-11 13:17:02 +02:00
gparant
141280e691
Fix url to get the next map in GameScene
2020-05-11 00:25:06 +02:00
gparant
f4af824cf9
Fix error mapping refresh in back & the end of this feature development
2020-05-10 23:49:08 +02:00
gparant
58b65030bd
Fix feedback @moufmouf strategy of maps managing by back.
2020-05-10 18:34:55 +02:00
gparant
68ac145882
Fix feedback @moufmouf on circle texture
2020-05-10 17:55:30 +02:00
gparant
69777ad1cb
Remove middleware to secure access API.
2020-05-10 17:31:27 +02:00
gparant
029a7a9a64
Correct feedback @moufmouf
2020-05-10 14:49:49 +02:00
gparant
5f11b065e1
Permit to dissociate data by room
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- Update share room id.
- Join room when a scene is loaded.
- Add a room in constant variable.
2020-05-10 13:58:32 +02:00
gparant
27c6034661
Manage multi scene
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- Create position and check if user is in position to switch in the next scene.
- When scene is load, we load all scene in the layer of name "exit".
- Layer "exit" of map.json have a parametter "exitSceneKey" to identify next scene.
- Add layer "start", the player could start in the scene on the object present in the layer of name "start".
2020-05-09 21:28:50 +02:00
gparant
fb8d9bf9a8
Multi Scene in back end
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- Change maps url to get maps
- Change GameScene to create scene with file since back end
- Change LoginScene to upload scene and start game
2020-05-09 19:41:21 +02:00
gparant
4157a12f5d
Update name map
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- Change name in game scene and login scene
2020-05-09 16:47:55 +02:00
gparant
59127534ac
Fix User depth
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- Update strategy layers depth
- Add depth to manager layers positions between all users
2020-05-08 17:35:40 +02:00
David Négrier
c59d693f6e
Merge pull request #83 from thecodingmachine/cleanup_rename_frame
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Cleanup: renaming "frame" to "character"
2020-05-08 16:21:16 +02:00
David Négrier
e4824fe34d
Merge pull request #81 from thecodingmachine/display_groups
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Adding the display of a circle around the group
2020-05-08 16:20:56 +02:00
David Négrier
25b7fc5e36
Merge pull request #82 from thecodingmachine/fix/webrtc
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Fix webrtc
2020-05-08 16:14:49 +02:00
David Négrier
b2a5cb1720
Refactoring display of circle around group
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The circle is now a sprite and not generated on every frame using a giant "graphics" object
2020-05-08 16:09:50 +02:00
David Négrier
492196b333
Cleanup: renaming "frame" to "character"
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The "frame" variable actually contains a string pointing to the character selected.
It has nothing to do with a frame which is usually a particular image in an animation.
I'm renaming the variable accross the application to avoid confusion.
2020-05-08 15:18:22 +02:00
gparant
8991b6f817
Add layer override
2020-05-08 13:18:34 +02:00
David Négrier
02e6b50b16
Adding the display of a circle around the group
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This PR adds the display of a circle around groups. This is useful to view where you need to go to speak to someone but also to debug.
Note: implementation is suboptimal, relying on a "graphics" object that is known to be slow. In the future, we need to use a circle as a sprite instead.
2020-05-08 00:35:36 +02:00
David Négrier
05fbcad252
Fixing "none" animation does not exist log
2020-05-07 23:33:21 +02:00
gparant
3ec167ee44
Merge branch 'master' into feature/login-page
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# Conflicts:
# front/src/Phaser/Game/GameScene.ts
# front/src/Phaser/Login/LogincScene.ts
2020-05-06 02:20:28 +02:00
gparant
ebbe60f10f
Delete comment
2020-05-06 02:13:00 +02:00
gparant
b12d762ffe
Fix to add frame of player user
2020-05-06 02:12:37 +02:00
gparant
4e04357b71
Merge branch 'refactoring_messages' into feature/login-page
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# Conflicts:
# front/src/Phaser/Player/Player.ts
2020-05-06 01:58:04 +02:00
gparant
5a6415607d
Send event and play animation with user frame
2020-05-06 01:50:01 +02:00
David Négrier
86abdfe30b
Only sending move events if the player actually moved
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If the player did not move a pixel (and if it did not change direction), then do not send an event to save bandwidth and processing.
2020-05-04 23:11:59 +02:00
David Négrier
ad3484285b
Fixing Cypress tests
2020-05-04 18:38:04 +02:00
gparant
58a1a8a3c9
Add select player in login page
2020-05-04 01:48:14 +02:00
gparant
b65e37c468
Name of map users
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- Add name on user
- Delete NonPlayer class not used
2020-05-03 22:24:14 +02:00
David Négrier
b260dc32b5
Merge from master
2020-05-03 18:04:01 +02:00
gparant
fb255140e5
Add feature to mute or switch off cam
2020-05-03 17:19:42 +02:00
David Négrier
df5b183cba
Merge
2020-05-03 15:51:16 +02:00
David Négrier
c4f1aa1811
Removing comment
2020-05-03 15:31:20 +02:00
David Négrier
76b745ebea
Putting the name in GameManager rather than passing it from scene to scene.
2020-05-03 15:29:40 +02:00
David Négrier
5601e5e134
Adding login method back for future use in LogincScene
2020-05-03 15:18:15 +02:00
gparant
0d6ce5e6e9
Merge branch 'master' into webrtc
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# Conflicts:
# front/src/Phaser/Player/Player.ts
2020-05-02 20:51:49 +02:00
gparant
fdb40ec3e2
Fix webrtc multi
2020-05-02 20:46:02 +02:00
kharhamel
ad65de75fd
used the vent system to remove the dependency of Player on Connexion
2020-05-02 16:56:36 +02:00
gparant
aff77fe074
Merge remote-tracking branch 'github.com/master' into webrtc
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# Conflicts:
# back/src/Model/Group.ts
# back/src/Model/World.ts
2020-05-02 00:36:04 +02:00
David Négrier
d72741ce0c
Fixing linting
2020-05-01 23:48:30 +02:00
David Négrier
0c04d4305b
Displaying the name of a player above its head (names are not passed through the network yet)
2020-05-01 23:38:09 +02:00
David Négrier
42ddd8b858
Changed font from text
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Input name can only be 4 characters long
Passing name to next scene
2020-05-01 23:19:51 +02:00
David Négrier
85f84517f6
Adding logo in the bottom right corner and placing help text in function of height
2020-05-01 22:23:41 +02:00
gparant
e06b20fe96
Update video style and start peer connexion
2020-05-01 21:15:00 +02:00
kharhamel
dd0744387f
reenabled diagonal movement
2020-04-30 19:36:28 +02:00
kharhamel
62d2498e34
remove the GameSceneInterface from LoginScene
2020-04-30 19:18:35 +02:00