Cleaning GameManager

This commit is contained in:
David Négrier 2020-06-22 16:10:34 +02:00
parent 403ea223a8
commit 1e4ffa20ab

View file

@ -17,11 +17,6 @@ import {Scene} from "phaser";
import Axios from "axios";
import {API_URL} from "../../Enum/EnvironmentVariable";
/*export enum StatusGameManagerEnum {
IN_PROGRESS = 1,
CURRENT_USER_CREATED = 2
}*/
export interface HasMovedEvent {
direction: string;
moving: boolean;
@ -35,27 +30,12 @@ export interface MapObject {
}
export class GameManager {
//status: number;
//private ConnectionInstance: Connection;
private currentGameScene: GameScene|null = null;
private playerName: string;
SimplePeer : SimplePeer;
private characterUserSelected: string;
constructor() {
//this.status = StatusGameManagerEnum.IN_PROGRESS;
}
public storePlayerDetails(name: string, characterUserSelected : string) /*: Promise<Connection>*/ {
public storePlayerDetails(name: string, characterUserSelected : string): void {
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> {
@ -68,20 +48,6 @@ export class GameManager {
});
}
setCurrentGameScene(gameScene: GameScene) {
this.currentGameScene = gameScene;
}
/**
* 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;
}
@ -100,64 +66,6 @@ export class GameManager {
}
return sceneKey;
}
private oldSceneKey : string;
private oldMapUrlFile : string;
private oldInstance : string;
private scenePlugin: ScenePlugin;
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;
reconnectToGameScene(lastPositionShared: PointInterface): void {
if (this.timeoutCallback !== null) {
console.log('Reconnect called but setTimeout in progress for the reconnection');
return;
}
if (this.reconnectScene === null) {
console.log('Reconnect called without switchToDisconnectedScene called first');
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();
// 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);
return;
}
console.log('Reconnecting to game scene');
const game : Phaser.Scene = GameScene.createFromUrl(this.oldMapUrlFile, this.oldInstance);
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();