diff --git a/front/src/Phaser/Game/GameManager.ts b/front/src/Phaser/Game/GameManager.ts index 5d77e6a7..071f1780 100644 --- a/front/src/Phaser/Game/GameManager.ts +++ b/front/src/Phaser/Game/GameManager.ts @@ -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*/ { + 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 { @@ -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();