partey_workadventure/front/src/Phaser/Game/GameManager.ts

144 lines
5.0 KiB
TypeScript

import {GameScene} from "./GameScene";
import {connectionManager} from "../../Connexion/ConnectionManager";
import type {Room} from "../../Connexion/Room";
import {MenuScene, MenuSceneName} from "../Menu/MenuScene";
import {HelpCameraSettingsScene, HelpCameraSettingsSceneName} from "../Menu/HelpCameraSettingsScene";
import {LoginSceneName} from "../Login/LoginScene";
import {SelectCharacterSceneName} from "../Login/SelectCharacterScene";
import {EnableCameraSceneName} from "../Login/EnableCameraScene";
import {localUserStore} from "../../Connexion/LocalUserStore";
import {get} from "svelte/store";
import {requestedCameraState, requestedMicrophoneState} from "../../Stores/MediaStore";
import {helpCameraSettingsVisibleStore} from "../../Stores/HelpCameraSettingsStore";
export interface HasMovedEvent {
direction: string;
moving: boolean;
x: number;
y: number;
}
/**
* This class should be responsible for any scene starting/stopping
*/
export class GameManager {
private playerName: string|null;
private characterLayers: string[]|null;
private companion: string|null;
private startRoom!:Room;
currentGameSceneName: string|null = null;
constructor() {
this.playerName = localUserStore.getName();
this.characterLayers = localUserStore.getCharacterLayers();
this.companion = localUserStore.getCompanion();
}
public async init(scenePlugin: Phaser.Scenes.ScenePlugin): Promise<string> {
this.startRoom = await connectionManager.initGameConnexion();
await this.loadMap(this.startRoom, scenePlugin);
if (!this.playerName) {
return LoginSceneName;
} else if (!this.characterLayers || !this.characterLayers.length) {
return SelectCharacterSceneName;
} else {
return EnableCameraSceneName;
}
}
public setPlayerName(name: string): void {
this.playerName = name;
localUserStore.setName(name);
}
public setCharacterLayers(layers: string[]): void {
this.characterLayers = layers;
localUserStore.setCharacterLayers(layers);
}
getPlayerName(): string|null {
return this.playerName;
}
getCharacterLayers(): string[] {
if (!this.characterLayers) {
throw 'characterLayers are not set';
}
return this.characterLayers;
}
setCompanion(companion: string|null): void {
this.companion = companion;
}
getCompanion(): string|null {
return this.companion;
}
public async loadMap(room: Room, scenePlugin: Phaser.Scenes.ScenePlugin): Promise<void> {
const roomID = room.id;
const mapUrl = await room.getMapUrl();
const gameIndex = scenePlugin.getIndex(roomID);
if(gameIndex === -1){
const game : Phaser.Scene = new GameScene(room, mapUrl);
scenePlugin.add(roomID, game, false);
}
}
public goToStartingMap(scenePlugin: Phaser.Scenes.ScenePlugin): void {
console.log('starting '+ (this.currentGameSceneName || this.startRoom.id))
scenePlugin.start(this.currentGameSceneName || this.startRoom.id);
scenePlugin.launch(MenuSceneName);
//scenePlugin.launch(HelpCameraSettingsSceneName);//700
if(!localUserStore.getHelpCameraSettingsShown() && (!get(requestedMicrophoneState) || !get(requestedCameraState))){
helpCameraSettingsVisibleStore.set(true);
localUserStore.setHelpCameraSettingsShown();
}
}
public gameSceneIsCreated(scene: GameScene) {
this.currentGameSceneName = scene.scene.key;
const menuScene: MenuScene = scene.scene.get(MenuSceneName) as MenuScene;
menuScene.revealMenuIcon();
}
/**
* Temporary leave a gameScene to go back to the loginScene for example.
* This will close the socket connections and stop the gameScene, but won't remove it.
*/
leaveGame(scene: Phaser.Scene, targetSceneName: string, sceneClass: Phaser.Scene): void {
if (this.currentGameSceneName === null) throw 'No current scene id set!';
const gameScene: GameScene = scene.scene.get(this.currentGameSceneName) as GameScene;
gameScene.cleanupClosingScene();
scene.scene.stop(this.currentGameSceneName);
scene.scene.sleep(MenuSceneName);
if (!scene.scene.get(targetSceneName)) {
scene.scene.add(targetSceneName, sceneClass, false);
}
scene.scene.run(targetSceneName);
}
/**
* follow up to leaveGame()
*/
tryResumingGame(scene: Phaser.Scene, fallbackSceneName: string) {
if (this.currentGameSceneName) {
scene.scene.start(this.currentGameSceneName);
scene.scene.wake(MenuSceneName);
} else {
scene.scene.run(fallbackSceneName)
}
}
public getCurrentGameScene(scene: Phaser.Scene): GameScene {
if (this.currentGameSceneName === null) throw 'No current scene id set!';
return scene.scene.get(this.currentGameSceneName) as GameScene
}
}
export const gameManager = new GameManager();