Fix integration login scene in game manager

This commit is contained in:
gparant 2020-04-29 00:01:37 +02:00
parent 8c935e8b27
commit 4e556782af
3 changed files with 41 additions and 16 deletions

View file

@ -2,6 +2,7 @@ import {GameSceneInterface, GameScene} from "./GameScene";
import {ROOM} from "../../Enum/EnvironmentVariable"
import {Connexion, ConnexionInterface, ListMessageUserPositionInterface} from "../../Connexion";
import {SimplePeerInterface, SimplePeer} from "../../WebRtc/SimplePeer";
import {LogincScene} from "../Login/LogincScene";
export enum StatusGameManagerEnum {
IN_PROGRESS = 1,
@ -16,6 +17,7 @@ export interface GameManagerInterface {
SimplePeer: SimplePeerInterface;
createCurrentPlayer() : void;
shareUserPosition(ListMessageUserPosition : ListMessageUserPositionInterface): void;
connect(email : string) : Promise<any>;
}
export class GameManager implements GameManagerInterface {
GameScenes: Array<GameSceneInterface> = [];
@ -27,15 +29,26 @@ export class GameManager implements GameManagerInterface {
this.configureGame();
}
connect(email:string) {
/**
*
* @param email
*/
connect(email : string) : Promise<any> {
ConnexionInstance = new Connexion(email, this);
this.SimplePeer = new SimplePeer(ConnexionInstance);
return ConnexionInstance.createConnexion().then(() => {
this.SimplePeer = new SimplePeer(ConnexionInstance);
});
}
/**
* permit to config rooms
*/
configureGame() {
//create login scene
let LoginScene = new LogincScene();
this.GameScenes.push(LoginScene)
//create scene
ROOM.forEach((roomId) => {
let newGame = new GameScene(roomId, this);
this.GameScenes.push((newGame as GameSceneInterface));
@ -43,13 +56,14 @@ export class GameManager implements GameManagerInterface {
}
/**
* Permit to create player in started room
* @param RoomId
* @param UserId
*
*/
createCurrentPlayer(): void {
//Get started room send by the backend
let game: GameSceneInterface = this.GameScenes.find((Game: GameSceneInterface) => Game.RoomId === ConnexionInstance.startedRoom);
if(!game){
return;
}
game.createCurrentPlayer(ConnexionInstance.userId);
this.status = StatusGameManagerEnum.CURRENT_USER_CREATED;
}

View file

@ -1,9 +1,9 @@
import KeyboardKeydownCallback = Phaser.Types.Input.Keyboard.KeyboardKeydownCallback;
import {gameManager} from "../Game/GameManager";
import {ROOM} from "../../Enum/EnvironmentVariable";
import {TextField} from "../Components/TextField";
import {TextInput} from "../Components/TextInput";
import {ClickButton} from "../Components/ClickButton";
import {GameSceneInterface} from "../Game/GameScene";
import {MessageUserPositionInterface} from "../../Connexion";
//todo: put this constants in a dedicated file
export const LoginSceneName = "LoginScene";
@ -11,21 +11,22 @@ enum LoginTextures {
playButton = "play_button",
}
export class LogincScene extends Phaser.Scene {
export class LogincScene extends Phaser.Scene implements GameSceneInterface {
private emailInput: TextInput;
private textField: TextField;
private playButton: ClickButton;
private infoTextField: TextField;
constructor() {
super({
key: LoginSceneName
});
}
preload() {
this.load.image(LoginTextures.playButton, "resources/objects/play_button.png");
}
create() {
this.textField = new TextField(this, 10, 10, 'Enter your email:');
this.emailInput = new TextInput(this, 10, 50);
@ -37,15 +38,25 @@ export class LogincScene extends Phaser.Scene {
let infoText = "Commandes de base: \n - Z,Q,S,D (ou les flèches de direction) pour bouger\n - SHIFT pour accélerer";
this.infoTextField = new TextField(this, 10, 300, infoText);
}
update(time: number, delta: number): void {
}
async login() {
let email = this.emailInput.text;
if (!email) return;
await gameManager.connect(email);
this.scene.start("GameScene");
gameManager.connect(email).then(() => {
this.scene.start("GameScene");
});
}
Map: Phaser.Tilemaps.Tilemap;
RoomId: string;
createCurrentPlayer(UserId: string): void {
}
shareUserPosition(UsersPosition: Array<MessageUserPositionInterface>): void {
}
}

View file

@ -10,7 +10,7 @@ const config: GameConfig = {
width: window.innerWidth / RESOLUTION,
height: window.innerHeight / RESOLUTION,
parent: "game",
scene: [LogincScene, ...gameManager.GameScenes as any],
scene: gameManager.GameScenes,
zoom: RESOLUTION,
physics: {
default: "arcade",