workadventure/front/src/Phaser/Login/SelectCharacterScene.ts

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import {gameManager} from "../Game/GameManager";
import {TextField} from "../Components/TextField";
import Image = Phaser.GameObjects.Image;
import Rectangle = Phaser.GameObjects.Rectangle;
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import {EnableCameraSceneName} from "./EnableCameraScene";
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import {CustomizeSceneName} from "./CustomizeScene";
import {ResizableScene} from "./ResizableScene";
import {localUserStore} from "../../Connexion/LocalUserStore";
import {loadAllDefaultModels} from "../Entity/PlayerTexturesLoadingManager";
import {addLoader} from "../Components/Loader";
import {BodyResourceDescriptionInterface} from "../Entity/PlayerTextures";
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//todo: put this constants in a dedicated file
export const SelectCharacterSceneName = "SelectCharacterScene";
enum LoginTextures {
playButton = "play_button",
icon = "icon",
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mainFont = "main_font",
customizeButton = "customize_button",
customizeButtonSelected = "customize_button_selected"
}
export class SelectCharacterScene extends ResizableScene {
private readonly nbCharactersPerRow = 4;
private textField!: TextField;
private pressReturnField!: TextField;
private logo!: Image;
private customizeButton!: Image;
private customizeButtonSelected!: Image;
private selectedRectangle!: Rectangle;
private selectedRectangleXPos = 0; // Number of the character selected in the rows
private selectedRectangleYPos = 0; // Number of the character selected in the columns
private selectedPlayer!: Phaser.Physics.Arcade.Sprite|null; // null if we are selecting the "customize" option
private players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
private playerModels!: BodyResourceDescriptionInterface[];
constructor() {
super({
key: SelectCharacterSceneName
});
}
preload() {
addLoader(this);
this.load.image(LoginTextures.playButton, "resources/objects/play_button.png");
this.load.image(LoginTextures.icon, "resources/logos/tcm_full.png");
// Note: arcade.png from the Phaser 3 examples at: https://github.com/photonstorm/phaser3-examples/tree/master/public/assets/fonts/bitmap
this.load.bitmapFont(LoginTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
this.playerModels = loadAllDefaultModels(this.load);
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this.load.image(LoginTextures.customizeButton, 'resources/objects/customize.png');
this.load.image(LoginTextures.customizeButtonSelected, 'resources/objects/customize_selected.png');
}
create() {
this.textField = new TextField(this, this.game.renderer.width / 2, 50, 'Select your character');
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this.pressReturnField = new TextField(this, this.game.renderer.width / 2, 256, 'Press enter to start');
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const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xFFFFFF);
this.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, LoginTextures.icon);
this.add.existing(this.logo);
this.input.keyboard.on('keyup-ENTER', () => {
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return this.nextScene();
});
this.input.keyboard.on('keydown-RIGHT', () => {
if (this.selectedRectangleXPos < this.nbCharactersPerRow - 1) {
this.selectedRectangleXPos++;
}
this.updateSelectedPlayer();
});
this.input.keyboard.on('keydown-LEFT', () => {
if (this.selectedRectangleXPos > 0) {
this.selectedRectangleXPos--;
}
this.updateSelectedPlayer();
});
this.input.keyboard.on('keydown-DOWN', () => {
if (this.selectedRectangleYPos < Math.ceil(this.playerModels.length / this.nbCharactersPerRow)) {
this.selectedRectangleYPos++;
}
this.updateSelectedPlayer();
});
this.input.keyboard.on('keydown-UP', () => {
if (this.selectedRectangleYPos > 0) {
this.selectedRectangleYPos--;
}
this.updateSelectedPlayer();
});
/*create user*/
this.createCurrentPlayer();
const playerNumber = localUserStore.getPlayerCharacterIndex();
if (playerNumber && playerNumber !== -1) {
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this.selectedRectangleXPos = playerNumber % this.nbCharactersPerRow;
this.selectedRectangleYPos = Math.floor(playerNumber / this.nbCharactersPerRow);
this.updateSelectedPlayer();
} else if (playerNumber === -1) {
this.selectedRectangleYPos = Math.ceil(this.playerModels.length / this.nbCharactersPerRow);
this.updateSelectedPlayer();
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}
}
update(time: number, delta: number): void {
this.pressReturnField.setVisible(!!(Math.floor(time / 500) % 2));
}
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private nextScene(): void {
this.scene.stop(SelectCharacterSceneName);
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if (this.selectedPlayer !== null) {
gameManager.setCharacterLayers([this.selectedPlayer.texture.key]);
gameManager.tryResumingGame(this, EnableCameraSceneName);
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} else {
this.scene.run(CustomizeSceneName);
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}
this.scene.remove(SelectCharacterSceneName);
}
createCurrentPlayer(): void {
for (let i = 0; i <this.playerModels.length; i++) {
const playerResource = this.playerModels[i];
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const col = i % this.nbCharactersPerRow;
const row = Math.floor(i / this.nbCharactersPerRow);
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const [x, y] = this.getCharacterPosition(col, row);
const player = this.physics.add.sprite(x, y, playerResource.name, 0);
player.setBounce(0.2);
player.setCollideWorldBounds(true);
this.anims.create({
key: playerResource.name,
frames: this.anims.generateFrameNumbers(playerResource.name, {start: 0, end: 2,}),
frameRate: 10,
repeat: -1
});
player.setInteractive().on("pointerdown", () => {
this.selectedRectangleXPos = col;
this.selectedRectangleYPos = row;
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this.updateSelectedPlayer();
});
this.players.push(player);
}
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this.customizeButton = new Image(this, this.game.renderer.width / 2, 90 + 32 * 4 + 6, LoginTextures.customizeButton);
this.customizeButton.setOrigin(0.5, 0.5);
this.add.existing(this.customizeButton);
this.customizeButtonSelected = new Image(this, this.game.renderer.width / 2, 90 + 32 * 4 + 6, LoginTextures.customizeButtonSelected);
this.customizeButtonSelected.setOrigin(0.5, 0.5);
this.customizeButtonSelected.setVisible(false);
this.add.existing(this.customizeButtonSelected);
this.customizeButton.setInteractive().on("pointerdown", () => {
this.selectedRectangleYPos = Math.ceil(this.playerModels.length / this.nbCharactersPerRow);
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this.updateSelectedPlayer();
});
this.selectedPlayer = this.players[0];
this.selectedPlayer.play(this.playerModels[0].name);
}
/**
* Returns pixel position by on column and row number
*/
private getCharacterPosition(x: number, y: number): [number, number] {
return [
this.game.renderer.width / 2 + 16 + (x - this.nbCharactersPerRow / 2) * 32,
y * 32 + 90
];
}
private updateSelectedPlayer(): void {
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this.selectedPlayer?.anims.pause();
// If we selected the customize button
if (this.selectedRectangleYPos === Math.ceil(this.playerModels.length / this.nbCharactersPerRow)) {
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this.selectedPlayer = null;
this.selectedRectangle.setVisible(false);
this.customizeButtonSelected.setVisible(true);
this.customizeButton.setVisible(false);
localUserStore.setPlayerCharacterIndex(-1);
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return;
}
this.customizeButtonSelected.setVisible(false);
this.customizeButton.setVisible(true);
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const [x, y] = this.getCharacterPosition(this.selectedRectangleXPos, this.selectedRectangleYPos);
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this.selectedRectangle.setVisible(true);
this.selectedRectangle.setX(x);
this.selectedRectangle.setY(y);
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this.selectedRectangle.setSize(32, 32);
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const playerNumber = this.selectedRectangleXPos + this.selectedRectangleYPos * this.nbCharactersPerRow;
const player = this.players[playerNumber];
player.play(this.playerModels[playerNumber].name);
this.selectedPlayer = player;
localUserStore.setPlayerCharacterIndex(playerNumber);
}
public onResize(ev: UIEvent): void {
this.textField.x = this.game.renderer.width / 2;
this.pressReturnField.x = this.game.renderer.width / 2;
this.logo.x = this.game.renderer.width - 30;
this.logo.y = this.game.renderer.height - 20;
this.customizeButton.x = this.game.renderer.width / 2;
this.customizeButtonSelected.x = this.game.renderer.width / 2;
for (let i = 0; i <this.playerModels.length; i++) {
const player = this.players[i];
const col = i % this.nbCharactersPerRow;
const row = Math.floor(i / this.nbCharactersPerRow);
const [x, y] = this.getCharacterPosition(col, row);
player.x = x;
player.y = y;
}
this.updateSelectedPlayer();
}
}