Commit Graph

633 Commits

Author SHA1 Message Date
David Négrier
9d6b597552 Starting working towards migrating the help camera popup 2021-06-01 09:08:02 +02:00
GRL
047337ae81 Merge branch 'resizeSelect' of github.com:thecodingmachine/workadventure into resizeSelect 2021-05-31 17:53:44 +02:00
GRL
4923ce8b83 selectCharacterScene and customCharacterScene in svelte 2021-05-31 17:50:14 +02:00
David Négrier
cb03580421 Partial migration of EnableCameraScene to Svelte 2021-05-31 17:49:41 +02:00
David Négrier
13d3227323 Migrating LoginScene to Svelte 2021-05-31 17:03:29 +02:00
GRL
b8873d1277 selectCompanionScene work with svelte 2021-05-31 12:06:11 +02:00
GRL
471ff2bb01 Merge branch 'develop' of github.com:thecodingmachine/workadventure into resizeSelect 2021-05-31 10:21:15 +02:00
GRL
1ac108a9b8 correction of resize select character and companion by David 2021-05-31 10:20:48 +02:00
kharhamel
679b5b6b79 FIX: better error text in LoginScene 2021-05-28 17:51:18 +02:00
kharhamel
12da6ddd6c FEATURE: improved the display of player names, with the font-family 'Press start 2P' and gray outlines 2021-05-28 15:33:10 +02:00
David Négrier
870f16f9c6 Merge branch 'develop' of github.com:thecodingmachine/workadventure into SoundInMapScript 2021-05-26 16:15:33 +02:00
David Négrier
fac6574cb5 Removing console.log and unused files 2021-05-26 16:08:43 +02:00
David Négrier
d32df13f1b Camera now show up when someone is moving and hides 5 seconds after we stop moving.
Also, added an animation to show/hide the webcam.
2021-05-26 12:12:46 +02:00
David Négrier
8af8ccd54b Migrating MediaManager game part to Svelte store 2021-05-26 12:12:18 +02:00
David Négrier
28d78a7988 Switching MediaManager to using a Svelte store
This allows cleaner and more expressive code, especially regarding whether the webcam should be on or off.
2021-05-26 12:11:16 +02:00
David Négrier
4f4d2532b7
Merge pull request #1082 from thecodingmachine/disabling_physics_optim
Moving Physics optim to DirtyScene
2021-05-26 12:08:57 +02:00
David Négrier
bc19cbd525 Moving Physics optim to DirtyScene
The Physics engine is now disabled only if no sprites are moving (if they have no velocity).
Also, if a sprite is moving (if it has a velocity), the dirty state is set.
2021-05-26 12:00:27 +02:00
kharhamel
595c5ca64d now use custom emotes with tweens instead of transistions 2021-05-25 16:37:24 +02:00
DESKTOP-FMM8UI0\CLV
0c3b9ccfbf Merge branch 'develop' of https://github.com/thecodingmachine/workadventure into SoundInMapScript
# Conflicts:
#	front/src/Api/IframeListener.ts
#	front/src/Phaser/Game/GameScene.ts
#	front/src/iframe_api.ts
#	maps/Tuto/scriptTuto.js
#	maps/Village/Village.json
2021-05-21 17:45:26 +02:00
kharhamel
d93b30f982 improved radial menu 2021-05-19 18:11:51 +02:00
kharhamel
35b37a6a88 Added a radial menu to run emotes 2021-05-19 15:17:50 +02:00
kharhamel
a1d52b4265 FEATURE: added the possibility toplay emotes 2021-05-19 15:17:03 +02:00
kharhamel
20ec609535 FIX: rejected map axios promises are now catched 2021-05-18 11:45:07 +02:00
David Négrier
2ea731beeb
Merge pull request #1057 from thecodingmachine/physics_flag
Making sure Physics is not enabled several times
2021-05-18 10:26:32 +02:00
David Négrier
c9eb5691b5
Merge pull request #1045 from thecodingmachine/svelte
Installing Svelte in front container
2021-05-18 10:25:54 +02:00
David Négrier
6128f1e431 Making sure Physics is not enabled several times
As part of an energy saving measure, we started disabling physics when the character is not moving and enabling physics again only when the character moves.
However, we enabled Physics on each frame the characeter was moving.
As a result, the Physics system would run several times, slowly slowing the computer down.

This fixes this issue by adding a flag to only enable Physics once.
2021-05-18 09:42:01 +02:00
David Négrier
24dfa2703d Set a global dirty flag on resize
This adds a global "Dirty" flag at the Game level and sets it each time the ScaleManager is modified.
This fixes a bug where the game was not redrawn when a CoWebsite was opening/closing.
2021-05-18 09:20:38 +02:00
David Négrier
1885ea42a4 First working example with Svelte (the menu icon shows up on entering the game) 2021-05-17 16:39:56 +02:00
kharhamel
a66d42e158 FEATURE: we now allow a global zoom level of 1.5 2021-05-17 16:11:38 +02:00
kharhamel
a23e72454d FEATURE: added the env variable DISABLE_DIRTY_CHECKS 2021-05-17 14:47:34 +02:00
David Négrier
fe573893a1
Merge pull request #1039 from thecodingmachine/importsNotUsedAsValues
Setting "importsNotUsedAsValues": "error"
2021-05-13 19:43:34 +02:00
David Négrier
8c1e01566a Upgrading all dependencies in front
Upgrading to Webpack 5, Typescript 4, ...
2021-05-12 10:35:14 +02:00
David Négrier
4d4f845b9e Setting "importsNotUsedAsValues": "error"
Turning the "importsNotUsedAsValues" TS config value to "error".
This will require us to use `import type` instead of `import` when we are importing a value that is only used as a type (and therefore that is dropped by the Typescript compiler).

Why this change?
This is a requirement to be able to use Svelte in the future. See https://github.com/sveltejs/svelte-preprocess/issues/206#issuecomment-663193798
2021-05-12 09:13:25 +02:00
David Négrier
d2b122efe5
Merge pull request #1035 from thecodingmachine/improveDirtyScene
FIX: trackDirtyAnims now listen to more generic events
2021-05-11 17:08:29 +02:00
kharhamel
4ec5ad9e33 FIX: trackDirtyAnims now listen to more generic events 2021-05-11 16:44:31 +02:00
David Négrier
0c279750be Merge branch 'master' of github.com:thecodingmachine/workadventure into develop
# Conflicts:
#	front/src/Phaser/Game/GameScene.ts
2021-05-11 16:43:34 +02:00
David Négrier
ad39b43df3 Closing game webcame in Jitsi
When stepping in Jitsi, the game webcam (from mediaManager) was not shut down.
And when enabling/disabling the webcam in Jitsi, the webcam in mediaManager was also
enabled/disabled. This PR fixes those issues.

It also fixes a race condition when closing a Jitsi where the mic/cam would be enabled at the same time.
2021-05-11 14:52:51 +02:00
Kharhamel
78d4985d10
Merge pull request #1028 from thecodingmachine/fixOnMapExit
FIX: triggering a map transition now ignores other map transitions for 500ms
2021-05-11 14:21:06 +02:00
kharhamel
f044b3d249 FIX: triggering a map transition now ignores other map transitions for 500ms 2021-05-11 11:05:05 +02:00
David Négrier
23bf78a026 Refactoring code to use the "visibilitychange" event
Using the "visiblitychange" event instead of relying on a "trick" related to RAF being disabled when a window is not open allows us to have cleaner code.
Bonus: the recursive call to "setTimeout" is gone, so the stacktrace growing indefinitely is gone too.
This should make the application a bit more stable.
2021-05-11 10:56:50 +02:00
grégoire parant
bd4cf5d7f7
Fix error context sound meter (#1009) 2021-05-10 19:55:43 +02:00
David Négrier
0411d5e493 Fixing "camera popup" always display on resize
This fixes a bug where the "camera popup" window was always displayed when the screen was resized.
2021-05-10 19:05:01 +02:00
DESKTOP-FMM8UI0\CLV
e655edd9bd export class Popup and Soud of Iframe Api
let become const in SoundManager
2021-05-07 17:03:07 +02:00
David Négrier
5605e63e5f
Merge pull request #998 from thecodingmachine/skiprender2
Skip "render" if nothing changed on screen (2)
2021-05-07 15:44:08 +02:00
Gregoire Parant
62a6eabc88 Merge branch 'master' into develop 2021-05-07 00:07:43 +02:00
grégoire parant
0e32238505
HotFix custom WOKA (#999) 2021-05-06 19:58:08 +02:00
David Négrier
6b4d064f19 Merge branch 'develop' of github.com:thecodingmachine/workadventure into skiprender2
# Conflicts:
#	front/src/Phaser/Game/GameScene.ts
#	front/src/index.ts
2021-05-06 16:25:13 +02:00
David Négrier
189dba2e21 Fixing memory leak when switching scenes 2021-05-06 15:38:24 +02:00
David Négrier
3b5f105daf Setting the dirty state automatically when there is an animation frame 2021-05-06 15:38:22 +02:00
David Négrier
0c5e5ef578 Skip "render" if nothing changed on screen
For each requested animation frame (RAF) in Phaser, Phaser calls the "update" method, then the "render" method of each scenes.
The "render" method takes some time (and energy) to perform the rendering.

The fact is we probably don't need to call "render" if nothing changed on the screen (which happens most of the frames in a typical WorkAdventure game).

This commit is therefore overloading the "Game" class of Phaser to add a "dirty" flag.

Scenes can now add a "isDirty()" method. If all displayed scenes are pristine (not dirty), Phaser will skip rendering the frame altogether.

This saves "a lot" of energy, resulting in laptops that are not overheating when using WorkAdventure \o/
2021-05-06 15:36:45 +02:00