David Négrier
b80e3e07d8
Sending player details (name + character selected) on connection
2020-05-15 22:49:50 +02:00
David Négrier
5a3668a12e
Refactoring messages
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Socket.io can stringify JSON messages itself, so there is no need to pass a string to "emit". You can pass a serializable object!
This commit removes all the useless toJson() methods, JSON.serialize and JSON.parse!
Woot!
2020-05-15 22:04:49 +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
David Négrier
34d3a292db
Removing log trace
2020-05-14 22:00:31 +02:00
gparant
182882fded
Fix border view
2020-05-14 20:54:34 +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
David Négrier
6e71d7f28a
Merge pull request #109 from thecodingmachine/Auto-reconnect
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Auto-reconnect
2020-05-13 22:03:56 +02:00
gparant
ec297e3912
Auto-reconnect
2020-05-13 20:22:42 +02:00
kharhamel
e2531343d1
fixed a game crash on firefox on http
2020-05-13 16:56:22 +02:00
David Négrier
dd5a0c9933
Fixing domain name
2020-05-13 16:17:58 +02:00
David Négrier
a2123c092c
Fixing htaccess redirect
2020-05-13 09:29:18 +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
b983fff076
Add map 1st floor
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Rename map to floor 0
2020-05-09 16:38:13 +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
gparant
a87cbe4470
Personalization of DAM office
2020-05-08 12:43:02 +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