Commit Graph

4160 Commits

Author SHA1 Message Date
David Négrier
c846aff456
Merge pull request #103 from thecodingmachine/catching_errors
Catching errors in socket callbacks
2020-05-12 11:58:56 +02:00
David Négrier
256fa51e24 Catching errors in socket callbacks
Catching errors in socket callbacks to avoid having the server crashing when an error occurs.
2020-05-12 11:49:55 +02:00
gparant
b50f28176e Minor update layer position in map floor0 and floor1 2020-05-12 02:01:18 +02:00
David Négrier
1f7cc57c65
Merge pull request #98 from thecodingmachine/map-v1
Add KEN office to the map
2020-05-12 00:40:17 +02:00
David Négrier
872fa8c750 Fixing exit points 2020-05-12 00:38:24 +02:00
David Négrier
cf49f7de00 Merge branch 'master' of github.com:thecodingmachine/workadventure into map-v1
# Conflicts:
#	back/src/Assets/Maps/Floor0/floor0.json
2020-05-12 00:24:05 +02:00
grégoire parant
64483b8b59
Merge pull request #100 from thecodingmachine/fix/css
Minor Fix css style
2020-05-12 00:23:38 +02:00
gparant
d3ff717f9e Minor Fix overflow css style 2020-05-12 00:22:55 +02:00
NIP
98e73582c8 Add KEN office to the map 2020-05-11 23:42:10 +02:00
David Négrier
0daddb3669
Merge pull request #93 from thecodingmachine/fix-recette-grp
Fix recette GRP
2020-05-11 22:59:22 +02:00
David Négrier
7ded674cc4
Merge pull request #95 from thecodingmachine/lyon_map
Refactoring "exit" to allow multiple maps
2020-05-11 22:56:47 +02:00
gparant
7ccd84d941 Fix depth error in the first floor 2020-05-11 21:16:14 +02:00
gparant
bd2ffde4c4 Fix CI lint 2020-05-11 20:55:17 +02:00
gparant
c41e88370d Fix position layer in map lyon 2020-05-11 20:53:23 +02:00
David Négrier
26b2f79914
Merge pull request #97 from moufmouf/fix_player_name_depth
Putting player names depth at a high depth to have them always visible
2020-05-11 19:27:02 +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
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
William
e9d3a7d169 use start and exit layers on map 2020-05-11 14:00:15 +02:00
gparant
099961b818 Delete params not used 2020-05-11 13:19:48 +02:00
gparant
e35c188854 Fix update world back end and deleting group in front end 2020-05-11 13:17:02 +02:00
David Négrier
89c22e9964
Merge pull request #88 from thecodingmachine/feature/map-floor1
Map 1st floor
2020-05-11 08:57:17 +02:00
David Négrier
ac69861e37 Rewording exit paragraph 2020-05-11 08:51:46 +02:00
gparant
45370e6391 Fix exit tile map of floot1 2020-05-11 00:32:37 +02:00
gparant
141280e691 Fix url to get the next map in GameScene 2020-05-11 00:25:06 +02:00
gparant
1868bd3f65 Add explain to have multi exit layers into the map 2020-05-11 00:07:54 +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
8b9c36e3be Refactor leave and join room 2020-05-10 19:54:41 +02:00
gparant
8a91190d8c Change to update world by scene and room id 2020-05-10 19:45:17 +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
grégoire parant
bdea7e49d1
Update back/src/Controller/MapController.ts
Co-authored-by: David Négrier <d.negrier@thecodingmachine.com>
2020-05-10 14:48:58 +02:00
grégoire parant
929bb37728
Update back/src/Controller/MapController.ts
Co-authored-by: David Négrier <d.negrier@thecodingmachine.com>
2020-05-10 14:48:34 +02:00
gparant
5f11b065e1 Permit to dissociate data by room
- 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
- 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
- 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
7f989cfd23 Add maps in back
- Add all map json in back
 - Create middleware to check authentification user
 - Create controllers to get map
 - Create access to get all files in folder Assets/Maps
2020-05-09 17:50:47 +02:00
gparant
4157a12f5d Update name map
- Change name in game scene and login scene
2020-05-09 16:47:55 +02:00
gparant
b983fff076 Add map 1st floor
Rename map to floor 0
2020-05-09 16:38:13 +02:00
David Négrier
c63752aa4b
Merge pull request #85 from thecodingmachine/fix/webrtc-group
Fix WebRtc group
2020-05-09 09:00:34 +02:00
gparant
6dc309db34 Fix manage webrtc room id 2020-05-08 21:17:52 +02:00
gparant
59127534ac Fix User depth
- 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
Cleanup: renaming "frame" to "character"
2020-05-08 16:21:16 +02:00
David Négrier
e4824fe34d
Merge pull request #81 from thecodingmachine/display_groups
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
Fix webrtc
2020-05-08 16:14:49 +02:00
David Négrier
b2a5cb1720 Refactoring display of circle around group
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
8e9c1cac1e Renaming frame in tests 2020-05-08 15:20:49 +02:00
David Négrier
492196b333 Cleanup: renaming "frame" to "character"
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