Feedback review MR
- Extend the ResizableScene instead. - Remove ErrorScene - Add git ignore
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front/dist/.gitignore
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front/dist/.gitignore
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tests/*
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@ -55,7 +55,7 @@ import {ResizableScene} from "../Login/ResizableScene";
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import {Room} from "../../Connexion/Room";
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import {jitsiFactory} from "../../WebRtc/JitsiFactory";
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import {MessageUI} from "../../Logger/MessageUI";
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import {WaitScene} from "../Reconnecting/WaitScene";
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import {ErrorScene} from "../Reconnecting/ErrorScene";
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export enum Textures {
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@ -610,9 +610,6 @@ export class GameScene extends ResizableScene implements CenterListener {
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});
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connection.onCloseMessage((status: number) => {
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console.log(`close message status : ${status}`);
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//TODO show wait room
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this.connection.closeConnection();
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this.simplePeer.unregister();
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connection.closeConnection();
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@ -620,7 +617,11 @@ export class GameScene extends ResizableScene implements CenterListener {
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const waitGameSceneKey = 'somekey' + Math.round(Math.random() * 10000);
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//show wait scene
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setTimeout(() => {
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const game: Phaser.Scene = new WaitScene(waitGameSceneKey, status);
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/**
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* Note: the ErrorScene could then become a singleton. In the future,
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* an error message could originate from the server directly.
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* **/
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const game: Phaser.Scene = new ErrorScene(waitGameSceneKey);
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this.scene.add(waitGameSceneKey, game, true, {
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initPosition: {
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x: this.CurrentPlayer.x,
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@ -628,7 +629,16 @@ export class GameScene extends ResizableScene implements CenterListener {
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}
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});
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this.scene.stop(this.scene.key);
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this.scene.start(waitGameSceneKey);
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this.scene.start(waitGameSceneKey, {
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status: status,
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text : 'Oups! Work Adventure is too popular, ' +
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'\n' +
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'\n' +
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'the maximum number of players has been reached!' +
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'\n' +
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'\n' +
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`Reconnect in 30 secondes ...`
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});
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}, 500);
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//trying to reload map
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@ -1,36 +1,28 @@
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import {TextField} from "../Components/TextField";
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import Image = Phaser.GameObjects.Image;
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import {ResizableScene} from "../Login/ResizableScene";
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enum ReconnectingTextures {
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icon = "icon",
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mainFont = "main_font"
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}
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export class WaitScene extends Phaser.Scene {
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export class ErrorScene extends ResizableScene {
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private reconnectingField!: TextField;
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private catImage!: Phaser.Physics.Arcade.Sprite;
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private logo!: Image;
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private text: string = '';
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private status: number = 404;
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constructor(key: string, private readonly status: number) {
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constructor(key: string) {
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super({
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key: key
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});
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this.initialiseText();
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}
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initialiseText() {
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this.text = `${this.status}` + '\n' + '\n';
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switch (this.status) {
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case 302:
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this.text += 'Aie ! Work Adventure est victime de son succes, ' +
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'\n' +
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'\n' +
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'le nombre maximum de joueurs a ete atteint !' +
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'\n' +
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'\n' +
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`Reconnexion dans 30 secondes ...`;
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break;
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}
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init(data: {status: number, text: string}){
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this.text = data.text;
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this .status = data.status;
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}
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preload() {
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@ -54,7 +46,7 @@ export class WaitScene extends Phaser.Scene {
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this.game.renderer.height / 2,
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this.text);
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const cat = this.physics.add.sprite(
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this.catImage = this.physics.add.sprite(
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this.game.renderer.width / 2,
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this.game.renderer.height / 2 - 70,
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'cat');
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@ -65,6 +57,15 @@ export class WaitScene extends Phaser.Scene {
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frameRate: 10,
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repeat: -1
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});
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cat.play('right');
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this.catImage.play('right');
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}
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onResize(){
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this.reconnectingField.x = this.game.renderer.width / 2;
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this.reconnectingField.y = this.game.renderer.height / 2;
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this.catImage.x = this.game.renderer.width / 2;
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this.catImage.y = this.game.renderer.height / 2 - 70;
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this.logo.x = this.game.renderer.width - 30;
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this.logo.y = this.game.renderer.height - 30;
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}
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}
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