a0d863569b
* Set new local camera setup variable * Finish by pass video settings - TODO add button to update camera settings Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com> * Merge branch 'develop' into jumpVideoCamera Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com> # Conflicts: # front/src/Connexion/LocalUserStore.ts # front/src/Phaser/Components/Loader.ts # front/src/Phaser/Game/GameManager.ts # front/src/Phaser/Login/EnableCameraScene.ts * Add menu to open enable camera scene Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com> * Finish jump camera setup Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
149 lines
5.2 KiB
TypeScript
149 lines
5.2 KiB
TypeScript
import { GameScene } from "./GameScene";
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import { connectionManager } from "../../Connexion/ConnectionManager";
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import type { Room } from "../../Connexion/Room";
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import { LoginSceneName } from "../Login/LoginScene";
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import { SelectCharacterSceneName } from "../Login/SelectCharacterScene";
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import { EnableCameraSceneName } from "../Login/EnableCameraScene";
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import { localUserStore } from "../../Connexion/LocalUserStore";
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import { get } from "svelte/store";
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import { requestedCameraState, requestedMicrophoneState } from "../../Stores/MediaStore";
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import { helpCameraSettingsVisibleStore } from "../../Stores/HelpCameraSettingsStore";
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import { menuIconVisiblilityStore } from "../../Stores/MenuStore";
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/**
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* This class should be responsible for any scene starting/stopping
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*/
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export class GameManager {
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private playerName: string | null;
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private characterLayers: string[] | null;
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private companion: string | null;
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private startRoom!: Room;
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private cameraSetup?: { video: unknown; audio: unknown };
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currentGameSceneName: string | null = null;
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// Note: this scenePlugin is the scenePlugin of the EntryScene. We should always provide a key in methods called on this scenePlugin.
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private scenePlugin!: Phaser.Scenes.ScenePlugin;
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constructor() {
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this.playerName = localUserStore.getName();
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this.characterLayers = localUserStore.getCharacterLayers();
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this.companion = localUserStore.getCompanion();
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this.cameraSetup = localUserStore.getCameraSetup();
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}
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public async init(scenePlugin: Phaser.Scenes.ScenePlugin): Promise<string> {
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this.scenePlugin = scenePlugin;
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this.startRoom = await connectionManager.initGameConnexion();
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this.loadMap(this.startRoom);
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if (!this.playerName) {
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return LoginSceneName;
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} else if (!this.characterLayers || !this.characterLayers.length) {
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return SelectCharacterSceneName;
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} else if (this.cameraSetup == undefined) {
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return EnableCameraSceneName;
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} else {
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this.activeMenuSceneAndHelpCameraSettings();
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return this.startRoom.key;
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}
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}
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public setPlayerName(name: string): void {
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this.playerName = name;
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localUserStore.setName(name);
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}
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public setCharacterLayers(layers: string[]): void {
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this.characterLayers = layers;
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localUserStore.setCharacterLayers(layers);
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}
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getPlayerName(): string | null {
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return this.playerName;
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}
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getCharacterLayers(): string[] {
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if (!this.characterLayers) {
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throw "characterLayers are not set";
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}
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return this.characterLayers;
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}
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setCompanion(companion: string | null): void {
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this.companion = companion;
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}
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getCompanion(): string | null {
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return this.companion;
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}
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public loadMap(room: Room) {
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const roomID = room.key;
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const gameIndex = this.scenePlugin.getIndex(roomID);
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if (gameIndex === -1) {
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const game: Phaser.Scene = new GameScene(room, room.mapUrl);
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this.scenePlugin.add(roomID, game, false);
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}
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}
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public goToStartingMap(): void {
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console.log("starting " + (this.currentGameSceneName || this.startRoom.key));
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this.scenePlugin.start(this.currentGameSceneName || this.startRoom.key);
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this.activeMenuSceneAndHelpCameraSettings();
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}
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/**
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* @private
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* @return void
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*/
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private activeMenuSceneAndHelpCameraSettings(): void {
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if (
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!localUserStore.getHelpCameraSettingsShown() &&
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(!get(requestedMicrophoneState) || !get(requestedCameraState))
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) {
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helpCameraSettingsVisibleStore.set(true);
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localUserStore.setHelpCameraSettingsShown();
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}
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}
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public gameSceneIsCreated(scene: GameScene) {
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this.currentGameSceneName = scene.scene.key;
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menuIconVisiblilityStore.set(true);
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}
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/**
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* Temporary leave a gameScene to go back to the loginScene for example.
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* This will close the socket connections and stop the gameScene, but won't remove it.
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*/
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leaveGame(targetSceneName: string, sceneClass: Phaser.Scene): void {
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if (this.currentGameSceneName === null) throw "No current scene id set!";
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const gameScene: GameScene = this.scenePlugin.get(this.currentGameSceneName) as GameScene;
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gameScene.cleanupClosingScene();
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gameScene.createSuccessorGameScene(false, false);
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menuIconVisiblilityStore.set(false);
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if (!this.scenePlugin.get(targetSceneName)) {
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this.scenePlugin.add(targetSceneName, sceneClass, false);
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}
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this.scenePlugin.run(targetSceneName);
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}
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/**
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* follow up to leaveGame()
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*/
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tryResumingGame(fallbackSceneName: string) {
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if (this.currentGameSceneName) {
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this.scenePlugin.start(this.currentGameSceneName);
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menuIconVisiblilityStore.set(true);
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} else {
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this.scenePlugin.run(fallbackSceneName);
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}
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}
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public getCurrentGameScene(): GameScene {
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if (this.currentGameSceneName === null) throw "No current scene id set!";
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return this.scenePlugin.get(this.currentGameSceneName) as GameScene;
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}
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}
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export const gameManager = new GameManager();
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