Commit graph

265 commits

Author SHA1 Message Date
David Négrier 5042f2f82c Lint 2020-06-07 23:00:05 +02:00
David Négrier c0809e28db Adding support for putting the hash in a map referenced in an exit scene. 2020-06-07 22:57:32 +02:00
David Négrier db3ef81842 Adding the ability to add several entry points
We can now have several start layers and choose an entry point using a # in the URL
2020-06-07 13:23:32 +02:00
David Négrier f2c9647882 Adding connecting spinner and blinking error to webrtc display
I put a connecting spinner around the user name when the user is connecting.
Also, if an error occurs, we will see a blinking red circle around the player name.
2020-06-06 22:49:55 +02:00
David Négrier 96c5d92c46 Fixing disconnection taking ~15 seconds
Most of the time, sending a disconnect event to one of the players is enough (the player will close the connection
which will be shut for the other player).
However! In the rare case where the WebRTC connection is not yet established, if we close the connection on one of the player,
the other player will try connecting until a timeout happens (during this time, the circle with the name is displayed for nothing).

So now, we send disconnection event to every body (not only the people in the group, but also to the person leaving the group)
2020-06-05 13:07:18 +02:00
David Négrier b82b13e351 Finalizing strict mode fixes 2020-06-04 18:56:59 +02:00
David Négrier 6f69a62d4d More strict fixes 2020-06-04 18:56:59 +02:00
David Négrier 082a11b0cd Allowing ill defined initializers (because of the way Phaser 3 is designed) 2020-06-04 18:56:59 +02:00
David Négrier 7292bc3cab More strict fixes 2020-06-04 18:56:22 +02:00
David Négrier 111bfcfe8c More strict typecheck fixes 2020-06-04 18:56:22 +02:00
David Négrier a231024502 Fixing strict type checks 2020-06-04 18:56:22 +02:00
David Négrier a3ac782f17 Enabling Typescript strict mode on the front
This is very important otherwise, a number of useful checks (like nullable objects not propertly checked) are not performed.

See https://dev.to/briwa/how-strict-is-typescript-s-strict-mode-311a
2020-06-04 18:56:22 +02:00
David Négrier b6d8b8fb49
Merge pull request #139 from thecodingmachine/landingpage
first landingpage release
2020-06-04 15:34:57 +02:00
David Négrier 17250d810f Fixing front title 2020-06-04 15:23:54 +02:00
David Négrier 82e2c0d985
Merge pull request #149 from thecodingmachine/multiple_start_positions_in_layer
Allowing several start positions in a given start layer
2020-06-03 11:20:57 +02:00
David Négrier 69d2fa6944 Allowing several start positions in a given start layer
If more than one tile was set in the "start" layer, the last tile would be selected.
Now, the tile is selected at random among available tiles.

Also, a message is issued if no tiles have been put on the "start" layer.
2020-06-03 11:14:04 +02:00
David Négrier 9ddf22d36b Removing GameScene from the list of known GameScene when leaving
This is important because when we come back to the GameScene later, some properties of the GameScene object might be initialized with the values of the previous GameScene.
Like the position if the user previously disconnected.

Closes #146
2020-06-03 10:45:25 +02:00
David Négrier 2dc682ea72 Fixing warning on character selection 2020-06-02 15:57:11 +02:00
David Négrier d72e60610e Adding PlayersPositionInterpolator to interpolate/extrapolate players positions 2020-06-02 13:44:42 +02:00
David Négrier d69ce8a6a6 Adding PlayerMovement class to interpolate/extrapolate position along tests (installing Jasmine) 2020-06-02 10:48:04 +02:00
David Négrier 077b29bfbd Sending position only every 200ms while moving 2020-06-01 22:42:18 +02:00
Gregoire Parant b931a8f117 Fix animation player 2020-06-01 13:20:45 +02:00
Gregoire Parant 244f87196e Update strategy caching bundle front js files with webpack
- Add HtmlWebpackPlugin to use template index html
2020-06-01 11:53:12 +02:00
David Négrier f69f99f449 Adding localStorage for selected user 2020-05-26 22:26:50 +02:00
David Négrier 52e3b47cc1 Storing user name in local storage 2020-05-26 22:17:00 +02:00
David Négrier f36bd240a7 Fix lint 2020-05-26 17:43:25 +02:00
David Négrier 0492dfdf3a Fixing import 2020-05-26 17:37:26 +02:00
David Négrier 04a1f90ed5 Adding communication between LoginScene and SelectCharacterScene 2020-05-26 17:25:29 +02:00
David Négrier 5806e379c8 Fixing selection on keyboard after selection using mouse 2020-05-26 17:02:04 +02:00
David Négrier da0d9fed87 Adding a new SelectCharacterScene
Taking what was done in the LoginScene regarding character selection and putting it in its own scene.
Also, making character selection possible via the keyboard.
2020-05-25 23:26:27 +02:00
David Négrier 21576946f0 Commenting out the notion of status in the GameManager
It seems to be useless
2020-05-25 22:37:07 +02:00
David Négrier 62cb8cca87 Also removing dead class 2020-05-25 22:36:44 +02:00
David Négrier 17e7f1b37a Removing dead code from previous messaging system
Remvoing messages that were no more used in the new messaging system (the code used to handle the message that sent the position of all users on the front side)
2020-05-25 22:36:44 +02:00
David Négrier 1fa39b0781 Fixing typos.
Replaced connexion with connection and LogincScene with LoginScene
2020-05-24 23:14:12 +02:00
David Négrier cd586a9e0c Renaming /maps to /start-map
Closes #90
2020-05-24 22:53:10 +02:00
David Négrier 2448fef53a Adding a notion of instances per mapAdding a notion of instances to room
The URL signature becomes:

https://workadventu.re/_/[instance]/[path_to_map.json]

This allows us to create many instances of the same map (and therefore to create several different worlds for different people)

An exit on a map can target another "instance" by passing the "exitInstance" property.
2020-05-23 17:45:49 +02:00
David Négrier 080e08eeef
Merge pull request #122 from thecodingmachine/reconnecting_scene
Adding a special scene to wait for server reconnection
2020-05-23 17:12:36 +02:00
Gregoire Parant f4ed2e52bf Fix CI 2020-05-23 16:50:17 +02:00
David Négrier e41eda9979 Prettifying lost connection screen 2020-05-23 16:13:37 +02:00
David Négrier 36858f8747 Adding a special scene to wait for server reconnection 2020-05-23 15:43:26 +02:00
Gregoire Parant ab32021fc0 Fix mediam stream manage and server back down 2020-05-23 14:00:36 +02:00
David Négrier ab798b1c09 Changing the "Point" notion to add a notion of "moving" in addition to the notion of direction.
Also, refactoring JOIN_ROOM event to add complete position.
2020-05-22 23:04:45 +02:00
David Négrier f44a44c109 Removing logs 2020-05-20 12:30:17 +02:00
David Négrier 125a4d11af Refactored and optimized messages
Now, when a user moves, only his/her position is sent back to the other users. The position of all users is not sent each time.

The messages sent to the browser are now:

- the list of all users as a return to the join_room event (you can send responses to events in socket.io)
- a "join_room" event sent when a new user joins the room
- a "user_moved" event when a user moved
- a "user_left" event when a user left the room

The GameScene tracks all these events and reacts accordingly.

Also, I made a number of refactoring in the classes and removed the GameSceneInterface that was useless (it was implemented by the LogincScene for no reason at all)
2020-05-19 19:11:12 +02:00
David Négrier 1bbd0866cb Code cleaning 2020-05-16 16:07:57 +02:00
David Négrier 3b6ace03fa Getting rid of roomId in Message class (this is not needed since all messages sent are for the room we are currently in) 2020-05-16 00:19:27 +02:00
David Négrier 4d1c3517ec When sharing user position, only position is sent now! 2020-05-15 23:47:00 +02:00
David Négrier cdfa9acf01 JoinRoom now ONLY sends the roomId. 2020-05-15 23:24:04 +02:00
David Négrier b80e3e07d8 Sending player details (name + character selected) on connection 2020-05-15 22:49:50 +02:00
David Négrier 5a3668a12e Refactoring messages
Socket.io can stringify JSON messages itself, so there is no need to pass a string to "emit". You can pass a serializable object!

This commit removes all the useless toJson() methods, JSON.serialize and JSON.parse!

Woot!
2020-05-15 22:04:49 +02:00
David Négrier 4de552437d Completely getting rid of "userid"
Previously, userid was generated by the "/login" route and passed along.
This commit completely removes the uuid "userid" (and disables the LoginController too and any Jwt check).

"userid" is replaced by the "socket id" of the connection.
So a user is now identified using a socket id, which is unique for a given connection.
2020-05-14 23:20:43 +02:00
David Négrier 34d3a292db
Removing log trace 2020-05-14 22:00:31 +02:00
gparant 182882fded Fix border view 2020-05-14 20:54:34 +02:00
gparant 787e1c463c Media webrtcA
- Update peerConnexion manage
 - Add muted microphone logo
 - Add icon user
 - Sound when user enter in room webrtc
2020-05-14 20:39:30 +02:00
David Négrier 6e71d7f28a
Merge pull request #109 from thecodingmachine/Auto-reconnect
Auto-reconnect
2020-05-13 22:03:56 +02:00
gparant ec297e3912 Auto-reconnect 2020-05-13 20:22:42 +02:00
kharhamel e2531343d1 fixed a game crash on firefox on http 2020-05-13 16:56:22 +02:00
David Négrier dd5a0c9933 Fixing domain name 2020-05-13 16:17:58 +02:00
David Négrier a2123c092c Fixing htaccess redirect 2020-05-13 09:29:18 +02:00
David Négrier faadacddb6 Redirecting to the correct map after login screen based on URL provided 2020-05-13 00:06:58 +02:00
David Négrier daa559738b Adding history support
Arriving on a new map now changes the URL.
All URLs starting with _ are automatically redirected to index.html by the web server
2020-05-12 22:38:44 +02:00
David Négrier 9417e4a4d2 Refactoring/centralizing map loading in GameManager 2020-05-12 22:38:44 +02:00
David Négrier 256fa51e24 Catching errors in socket callbacks
Catching errors in socket callbacks to avoid having the server crashing when an error occurs.
2020-05-12 11:49:55 +02:00
gparant d3ff717f9e Minor Fix overflow css style 2020-05-12 00:22:55 +02:00
David Négrier 0daddb3669
Merge pull request #93 from thecodingmachine/fix-recette-grp
Fix recette GRP
2020-05-11 22:59:22 +02:00
David Négrier 7ded674cc4
Merge pull request #95 from thecodingmachine/lyon_map
Refactoring "exit" to allow multiple maps
2020-05-11 22:56:47 +02:00
David Négrier d51462abd4 Fixing typo 2020-05-11 19:19:42 +02:00
David Négrier 39f1952f94 Putting player names depth at a high depth to have them always visible 2020-05-11 19:16:36 +02:00
David Négrier 98628957a4 Refactoring "exit" to allow multiple maps
Adding several layers named "exit" causes issues with Phaser 3.
This PR makes any possible layer being an exit layer (it only depends on the exitUrl property)

Also, fixing start position (it takes into account the layer width now)
2020-05-11 18:49:20 +02:00
gparant e35c188854 Fix update world back end and deleting group in front end 2020-05-11 13:17:02 +02:00
gparant 141280e691 Fix url to get the next map in GameScene 2020-05-11 00:25:06 +02:00
gparant f4af824cf9 Fix error mapping refresh in back & the end of this feature development 2020-05-10 23:49:08 +02:00
gparant 58b65030bd Fix feedback @moufmouf strategy of maps managing by back. 2020-05-10 18:34:55 +02:00
gparant 68ac145882 Fix feedback @moufmouf on circle texture 2020-05-10 17:55:30 +02:00
gparant 69777ad1cb Remove middleware to secure access API. 2020-05-10 17:31:27 +02:00
gparant 029a7a9a64 Correct feedback @moufmouf 2020-05-10 14:49:49 +02:00
gparant 5f11b065e1 Permit to dissociate data by room
- Update share room id.
 - Join room when a scene is loaded.
 - Add a room in constant variable.
2020-05-10 13:58:32 +02:00
gparant 27c6034661 Manage multi scene
- Create position and check if user is in position to switch in the next scene.
 - When scene is load, we load all scene in the layer of name "exit".
 - Layer "exit" of map.json have a parametter "exitSceneKey" to identify next scene.
 - Add layer "start", the player could start in the scene on the object present in the layer of name "start".
2020-05-09 21:28:50 +02:00
gparant fb8d9bf9a8 Multi Scene in back end
- Change maps url to get maps
 - Change GameScene to create scene with file since back end
 - Change LoginScene to upload scene and start game
2020-05-09 19:41:21 +02:00
gparant 4157a12f5d Update name map
- Change name in game scene and login scene
2020-05-09 16:47:55 +02:00
gparant b983fff076 Add map 1st floor
Rename map to floor 0
2020-05-09 16:38:13 +02:00
gparant 59127534ac Fix User depth
- Update strategy layers depth
 - Add depth to manager layers positions between all users
2020-05-08 17:35:40 +02:00
David Négrier c59d693f6e
Merge pull request #83 from thecodingmachine/cleanup_rename_frame
Cleanup: renaming "frame" to "character"
2020-05-08 16:21:16 +02:00
David Négrier e4824fe34d
Merge pull request #81 from thecodingmachine/display_groups
Adding the display of a circle around the group
2020-05-08 16:20:56 +02:00
David Négrier 25b7fc5e36
Merge pull request #82 from thecodingmachine/fix/webrtc
Fix webrtc
2020-05-08 16:14:49 +02:00
David Négrier b2a5cb1720 Refactoring display of circle around group
The circle is now a sprite and not generated on every frame using a giant "graphics" object
2020-05-08 16:09:50 +02:00
David Négrier 492196b333 Cleanup: renaming "frame" to "character"
The "frame" variable actually contains a string pointing to the character selected.
It has nothing to do with a frame which is usually a particular image in an animation.

I'm renaming the variable accross the application to avoid confusion.
2020-05-08 15:18:22 +02:00
gparant 8991b6f817 Add layer override 2020-05-08 13:18:34 +02:00
gparant a87cbe4470 Personalization of DAM office 2020-05-08 12:43:02 +02:00
David Négrier 02e6b50b16 Adding the display of a circle around the group
This PR adds the display of a circle around groups. This is useful to view where you need to go to speak to someone but also to debug.

Note: implementation is suboptimal, relying on a "graphics" object that is known to be slow. In the future, we need to use a circle as a sprite instead.
2020-05-08 00:35:36 +02:00
David Négrier 05fbcad252 Fixing "none" animation does not exist log 2020-05-07 23:33:21 +02:00
gparant 3ec167ee44 Merge branch 'master' into feature/login-page
# Conflicts:
#	front/src/Phaser/Game/GameScene.ts
#	front/src/Phaser/Login/LogincScene.ts
2020-05-06 02:20:28 +02:00
gparant ebbe60f10f Delete comment 2020-05-06 02:13:00 +02:00
gparant b12d762ffe Fix to add frame of player user 2020-05-06 02:12:37 +02:00
gparant 4e04357b71 Merge branch 'refactoring_messages' into feature/login-page
# Conflicts:
#	front/src/Phaser/Player/Player.ts
2020-05-06 01:58:04 +02:00
gparant 5a6415607d Send event and play animation with user frame 2020-05-06 01:50:01 +02:00
David Négrier 86abdfe30b Only sending move events if the player actually moved
If the player did not move a pixel (and if it did not change direction), then do not send an event to save bandwidth and processing.
2020-05-04 23:11:59 +02:00
David Négrier ad3484285b Fixing Cypress tests 2020-05-04 18:38:04 +02:00
gparant 58a1a8a3c9 Add select player in login page 2020-05-04 01:48:14 +02:00
gparant b65e37c468 Name of map users
- Add name on user
 - Delete NonPlayer class not used
2020-05-03 22:24:14 +02:00