FIX: triggering a map transition now ignores other map transitions for 500ms

This commit is contained in:
kharhamel 2021-05-10 19:13:53 +02:00
parent d2bab4e7ef
commit f044b3d249

View file

@ -186,6 +186,7 @@ export class GameScene extends DirtyScene implements CenterListener {
private popUpElements : Map<number, DOMElement> = new Map<number, Phaser.GameObjects.DOMElement>();
private originalMapUrl: string|undefined;
private pinchManager: PinchManager|undefined;
private mapTransitioning: boolean = false; //used to prevent transitions happenning at the same time.
constructor(private room: Room, MapUrlFile: string, customKey?: string|undefined) {
super({
@ -882,6 +883,8 @@ ${escapedMessage}
}
private onMapExit(exitKey: string) {
if (this.mapTransitioning) return;
this.mapTransitioning = true;
const {roomId, hash} = Room.getIdFromIdentifier(exitKey, this.MapUrlFile, this.instance);
if (!roomId) throw new Error('Could not find the room from its exit key: '+exitKey);
urlManager.pushStartLayerNameToUrl(hash);
@ -899,6 +902,7 @@ ${escapedMessage}
this.initPositionFromLayerName(hash || defaultStartLayerName);
this.CurrentPlayer.x = this.startX;
this.CurrentPlayer.y = this.startY;
setTimeout(() => this.mapTransitioning = false, 500);
}
}