David Négrier
7fe2cc19c3
Adding buttons to switch mode
2020-08-17 15:20:03 +02:00
David Négrier
05ca8c813e
Fixing chat mode canceling flex display
2020-08-16 23:49:31 +02:00
David Négrier
1509777945
Improving video CSS (work on overlay)
2020-08-16 23:45:03 +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
9f6c6e0ce1
Adding CoWebsiteManager + first working version of flex video
2020-08-13 18:21:48 +02:00
David Négrier
83fe024c45
Adjusting class in chat mode based on number of divs displayed.
2020-08-11 22:40:54 +02:00
David Négrier
7232bbaef9
Adding LayoutManager to position videos as cleverly as possible
2020-08-11 22:32:55 +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
63e2e176d3
Fixing tests
2020-06-25 11:56:11 +02:00
David Négrier
bfec2317c9
Fixing default value
2020-06-25 11:39:38 +02:00
David Négrier
bb6b07536e
Fixing Jasmine tests
2020-06-25 11:39:18 +02:00
David Négrier
1978c1a324
Lint
2020-06-25 11:35:20 +02:00
David Négrier
5f5cec93ea
Audio device => exact mode
2020-06-25 11:26:55 +02:00
David Négrier
e3e7b92c6a
Fixing errors when arrows touched and no cam
2020-06-25 10:43:42 +02:00
David Négrier
c322de4412
Moving to async/await
2020-06-25 10:43:27 +02:00
David Négrier
8db615551a
Fixing device switching in Firefox
2020-06-25 10:33:26 +02:00
David Négrier
d18abaf067
Enabling optional https in development
2020-06-25 10:32:47 +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
74af7d52c3
Improving error handling in MediaManager
2020-06-22 22:55:28 +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
403ea223a8
Reconnecting also on socket error
2020-06-22 16:10:18 +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
b8f9e25b26
Merge pull request #184 from thecodingmachine/debugreconnect
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Adding console log when trying to reconnect
2020-06-17 15:43:20 +02:00
David Négrier
b14524625c
Adding console log when trying to reconnect
2020-06-17 15:37:02 +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
77167c28a6
Making sure that even is a user did not move, the reconnection can happen without issues and resume at the old position
2020-06-11 10:04:23 +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
bd3be2a138
Merge pull request #157 from thecodingmachine/fixing_long_disconnect
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Adding connecting spinner and blinking error to webrtc display
2020-06-08 18:09:12 +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
f2c9647882
Adding connecting spinner and blinking error to webrtc display
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I put a connecting spinner around the user name when the user is connecting.
Also, if an error occurs, we will see a blinking red circle around the player name.
2020-06-06 22:49:55 +02:00
David Négrier
96c5d92c46
Fixing disconnection taking ~15 seconds
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Most of the time, sending a disconnect event to one of the players is enough (the player will close the connection
which will be shut for the other player).
However! In the rare case where the WebRTC connection is not yet established, if we close the connection on one of the player,
the other player will try connecting until a timeout happens (during this time, the circle with the name is displayed for nothing).
So now, we send disconnection event to every body (not only the people in the group, but also to the person leaving the group)
2020-06-05 13:07:18 +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
7292bc3cab
More strict fixes
2020-06-04 18:56:22 +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
62cb8cca87
Also removing dead class
2020-05-25 22:36:44 +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