import {GameManagerInterface, StatusGameManagerEnum} from "./GameManager"; import {MessageUserPositionInterface} from "../../Connexion"; import {CameraManager, CameraManagerInterface} from "./CameraManager"; import {CurrentGamerInterface, GamerInterface, Player} from "../Player/Player"; import {DEBUG_MODE, RESOLUTION} from "../../Enum/EnvironmentVariable"; import Tile = Phaser.Tilemaps.Tile; export enum Textures { Rock = 'rock', Player = 'playerModel', Map = 'map', Tiles = 'tiles' } export interface GameSceneInterface extends Phaser.Scene { RoomId : string; Map: Phaser.Tilemaps.Tilemap; createCurrentPlayer(UserId : string) : void; shareUserPosition(UsersPosition : Array): void; } export class GameScene extends Phaser.Scene implements GameSceneInterface{ GameManager : GameManagerInterface; RoomId : string; Terrain : Phaser.Tilemaps.Tileset; Camera: CameraManagerInterface; CurrentPlayer: CurrentGamerInterface; MapPlayers : Phaser.Physics.Arcade.Group; Map: Phaser.Tilemaps.Tilemap; Layers : Array; Objects : Array; startX = (window.innerWidth / 2) / RESOLUTION; startY = (window.innerHeight / 2) / RESOLUTION; constructor(RoomId : string, GameManager : GameManagerInterface) { super({ key: "GameScene" }); this.RoomId = RoomId; this.GameManager = GameManager; } //hook preload scene preload(): void { this.load.image(Textures.Tiles, 'maps/tiles.png'); this.load.tilemapTiledJSON(Textures.Map, 'maps/map2.json'); this.load.image(Textures.Rock, 'resources/objects/rockSprite.png'); this.load.spritesheet(Textures.Player, 'resources/characters/pipoya/Male 01-1.png', { frameWidth: 32, frameHeight: 32 } ); } //hook initialisation init(){} //hook create scene create(): void { //initalise map this.Map = this.add.tilemap("map"); this.Terrain = this.Map.addTilesetImage("tiles", "tiles"); this.Map.createStaticLayer("tiles", "tiles"); //permit to set bound collision this.physics.world.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels); //add layer on map this.Layers = new Array(); this.addLayer( this.Map.createStaticLayer("Calque 1", [this.Terrain], 0, 0).setDepth(-2) ); this.addLayer( this.Map.createStaticLayer("Calque 2", [this.Terrain], 0, 0).setDepth(-1) ); //add entities this.Objects = new Array(); this.addSpite(this.physics.add.sprite(200, 400, Textures.Rock, 26)); //init event click this.EventToClickOnTile(); //initialise camera this.Camera = new CameraManager(this, this.cameras.main); //initialise list of other player this.MapPlayers = this.physics.add.group({ immovable: true }); //notify game manager can to create currentUser in map this.GameManager.createCurrentPlayer(); } addLayer(Layer : Phaser.Tilemaps.StaticTilemapLayer){ this.Layers.push(Layer); } createCollisionWithPlayer() { //add collision layer this.Layers.forEach((Layer: Phaser.Tilemaps.StaticTilemapLayer) => { this.physics.add.collider(this.CurrentPlayer, Layer, (object1: any, object2: any) => { //this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name) }); Layer.setCollisionByProperty({collides: true}); if (DEBUG_MODE) { //debug code to see the collision hitbox of the object in the top layer Layer.renderDebug(this.add.graphics(), { tileColor: null, //non-colliding tiles collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles, faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges }); } }); } addSpite(Object : Phaser.Physics.Arcade.Sprite){ Object.setImmovable(true); this.Objects.push(Object); } createCollisionObject(){ this.Objects.forEach((Object : Phaser.Physics.Arcade.Sprite) => { this.physics.add.collider(this.CurrentPlayer, Object, (object1: any, object2: any) => { //this.CurrentPlayer.say("Collision with object : " + (object2 as Phaser.Physics.Arcade.Sprite).texture.key) }); }) } createCurrentPlayer(UserId : string){ //initialise player this.CurrentPlayer = new Player( UserId, this, this.startX, this.startY, this.Camera, ); this.CurrentPlayer.initAnimation(); //create collision this.createCollisionWithPlayer(); this.createCollisionObject(); } EventToClickOnTile(){ // debug code to get a tile properties by clicking on it this.input.on("pointerdown", (pointer: Phaser.Input.Pointer)=>{ //pixel position toz tile position let tile = this.Map.getTileAt(this.Map.worldToTileX(pointer.worldX), this.Map.worldToTileY(pointer.worldY)); if(tile){ console.log(tile) this.CurrentPlayer.say("Your touch " + tile.layer.name); } }); } update() : void { this.CurrentPlayer.moveUser(); } /** * Share position in scene * @param UsersPosition */ shareUserPosition(UsersPosition : Array): void { this.updateOrCreateMapPlayer(UsersPosition); } /** * Create new player and clean the player on the map * @param UsersPosition */ updateOrCreateMapPlayer(UsersPosition : Array){ if(!this.CurrentPlayer){ return; } //add or create new user UsersPosition.forEach((userPosition : MessageUserPositionInterface) => { if(userPosition.userId === this.CurrentPlayer.userId){ return; } let player = this.findPlayerInMap(userPosition.userId); if(!player){ this.addPlayer(userPosition); }else{ player.updatePosition(userPosition); } }); //clean map this.MapPlayers.getChildren().forEach((player: GamerInterface) => { if(UsersPosition.find((message : MessageUserPositionInterface) => message.userId === player.userId)){ return; } player.destroy(); this.MapPlayers.remove(player); }); } private findPlayerInMap(UserId : string) : GamerInterface | null{ let player = this.MapPlayers.getChildren().find((player: Player) => UserId === player.userId); if(!player){ return null; } return (player as GamerInterface); } /** * Create new player * @param MessageUserPosition */ addPlayer(MessageUserPosition : MessageUserPositionInterface){ //initialise player let player = new Player( MessageUserPosition.userId, this, MessageUserPosition.position.x, MessageUserPosition.position.y, this.Camera, ); player.initAnimation(); this.MapPlayers.add(player); player.updatePosition(MessageUserPosition); //init colision this.physics.add.collider(this.CurrentPlayer, player, (CurrentPlayer: CurrentGamerInterface, MapPlayer: GamerInterface) => { CurrentPlayer.say("Hello, how are you ? "); }); } }