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

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import {GameScene} from "./GameScene";
import {
Connection,
GroupCreatedUpdatedMessageInterface,
ListMessageUserPositionInterface,
MessageUserJoined,
MessageUserMovedInterface,
MessageUserPositionInterface,
Point,
PointInterface, StartMapInterface
} from "../../Connection";
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import {SimplePeer} from "../../WebRtc/SimplePeer";
import {AddPlayerInterface} from "./AddPlayerInterface";
import {ReconnectingScene, ReconnectingSceneName} from "../Reconnecting/ReconnectingScene";
import ScenePlugin = Phaser.Scenes.ScenePlugin;
import {Scene} from "phaser";
import Axios from "axios";
import {API_URL} from "../../Enum/EnvironmentVariable";
/*export enum StatusGameManagerEnum {
IN_PROGRESS = 1,
CURRENT_USER_CREATED = 2
}*/
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export interface HasMovedEvent {
direction: string;
moving: boolean;
x: number;
y: number;
}
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export interface MapObject {
key: string,
url: string
}
export class GameManager {
//status: number;
//private ConnectionInstance: Connection;
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private currentGameScene: GameScene|null = null;
private playerName: string;
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SimplePeer : SimplePeer;
private characterUserSelected: string;
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constructor() {
//this.status = StatusGameManagerEnum.IN_PROGRESS;
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}
public storePlayerDetails(name: string, characterUserSelected : string) /*: Promise<Connection>*/ {
this.playerName = name;
this.characterUserSelected = characterUserSelected;
/*this.ConnectionInstance = new Connection(this);
return this.ConnectionInstance.createConnection(name, characterUserSelected).then((data : Connection) => {
this.SimplePeer = new SimplePeer(this.ConnectionInstance);
return data;
}).catch((err) => {
throw err;
});*/
}
loadStartMap() : Promise<StartMapInterface> {
return Axios.get(`${API_URL}/start-map`)
.then((res) => {
return res.data;
}).catch((err) => {
console.error(err);
throw err;
});
}
setCurrentGameScene(gameScene: GameScene) {
this.currentGameScene = gameScene;
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}
/**
* Permit to create player in started room
*/
/*createCurrentPlayer(): void {
//Get started room send by the backend
this.currentGameScene.createCurrentPlayer();
//this.status = StatusGameManagerEnum.CURRENT_USER_CREATED;
}*/
getPlayerName(): string {
return this.playerName;
}
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getCharacterSelected(): string {
return this.characterUserSelected;
}
loadMap(mapUrl: string, scene: Phaser.Scenes.ScenePlugin, instance: string): string {
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const sceneKey = GameScene.getMapKeyByUrl(mapUrl);
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const gameIndex = scene.getIndex(sceneKey);
if(gameIndex === -1){
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const game : Phaser.Scene = GameScene.createFromUrl(mapUrl, instance);
scene.add(sceneKey, game, false);
}
return sceneKey;
}
private oldSceneKey : string;
private oldMapUrlFile : string;
private oldInstance : string;
private scenePlugin: ScenePlugin;
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private reconnectScene: Scene|null = null;
switchToDisconnectedScene(): void {
if (this.currentGameScene === null) {
return;
}
console.log('Switching to disconnected scene');
this.oldSceneKey = this.currentGameScene.scene.key;
this.oldMapUrlFile = this.currentGameScene.MapUrlFile;
this.oldInstance = this.currentGameScene.instance;
this.currentGameScene.scene.start(ReconnectingSceneName);
this.reconnectScene = this.currentGameScene.scene.get(ReconnectingSceneName);
// Let's completely delete an purge the disconnected scene. We will start again from 0.
this.currentGameScene.scene.remove(this.oldSceneKey);
this.scenePlugin = this.currentGameScene.scene;
this.currentGameScene = null;
}
/*private timeoutCallback: NodeJS.Timeout|null = null;
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reconnectToGameScene(lastPositionShared: PointInterface): void {
if (this.timeoutCallback !== null) {
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console.log('Reconnect called but setTimeout in progress for the reconnection');
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return;
}
if (this.reconnectScene === null) {
console.log('Reconnect called without switchToDisconnectedScene called first');
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if (!this.currentGameScene) {
console.error('Reconnect called but we are not on a GameScene');
return;
}
// In case we are asked to reconnect even if switchToDisconnectedScene was not triggered (can happen when a laptop goes to sleep)
this.switchToDisconnectedScene();
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// Wait a bit for scene to load. Otherwise, starting ReconnectingSceneName and then starting GameScene one after the other fails for some reason.
this.timeoutCallback = setTimeout(() => {
console.log('Reconnecting to game scene from setTimeout');
this.timeoutCallback = null;
this.reconnectToGameScene(lastPositionShared);
}, 500);
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return;
}
console.log('Reconnecting to game scene');
const game : Phaser.Scene = GameScene.createFromUrl(this.oldMapUrlFile, this.oldInstance);
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this.reconnectScene.scene.add(this.oldSceneKey, game, true, { initPosition: lastPositionShared });
this.reconnectScene = null;
}*/
private getCurrentGameScene(): GameScene {
if (this.currentGameScene === null) {
throw new Error('No current game scene enabled');
}
return this.currentGameScene;
}
}
export const gameManager = new GameManager();