workadventure/front/src/Phaser/Game/GameScene.ts
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

433 lines
16 KiB
TypeScript

import {GameManager, gameManager, HasMovedEvent, MapObject, StatusGameManagerEnum} from "./GameManager";
import {GroupCreatedUpdatedMessageInterface, MessageUserPositionInterface} from "../../Connexion";
import {CurrentGamerInterface, GamerInterface, hasMovedEventName, Player} from "../Player/Player";
import { DEBUG_MODE, RESOLUTION, ROOM, ZOOM_LEVEL} from "../../Enum/EnvironmentVariable";
import {ITiledMap, ITiledMapLayer, ITiledTileSet} from "../Map/ITiledMap";
import {PLAYER_RESOURCES} from "../Entity/PlayableCaracter";
import Texture = Phaser.Textures.Texture;
import Sprite = Phaser.GameObjects.Sprite;
import CanvasTexture = Phaser.Textures.CanvasTexture;
import CreateSceneFromObjectConfig = Phaser.Types.Scenes.CreateSceneFromObjectConfig;
export enum Textures {
Player = "male1"
}
export interface GameSceneInterface extends Phaser.Scene {
Map: Phaser.Tilemaps.Tilemap;
createCurrentPlayer() : void;
shareUserPosition(UsersPosition : Array<MessageUserPositionInterface>): void;
shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface): void;
updateOrCreateMapPlayer(UsersPosition : Array<MessageUserPositionInterface>): void;
deleteGroup(groupId: string): void;
}
export class GameScene extends Phaser.Scene implements GameSceneInterface, CreateSceneFromObjectConfig{
GameManager : GameManager;
Terrains : Array<Phaser.Tilemaps.Tileset>;
CurrentPlayer: CurrentGamerInterface;
MapPlayers : Phaser.Physics.Arcade.Group;
Map: Phaser.Tilemaps.Tilemap;
Layers : Array<Phaser.Tilemaps.StaticTilemapLayer>;
Objects : Array<Phaser.Physics.Arcade.Sprite>;
map: ITiledMap;
groups: Map<string, Sprite>;
startX = 704;// 22 case
startY = 32; // 1 case
circleTexture: CanvasTexture;
MapKey: string;
MapUrlFile: string;
PositionNextScene: Array<any> = new Array<any>();
constructor(MapKey : string = "", MapUrlFile: string = "") {
super({
key: MapKey
});
this.GameManager = gameManager;
this.Terrains = [];
this.groups = new Map<string, Sprite>();
this.MapKey = MapKey;
this.MapUrlFile = MapUrlFile;
}
//hook preload scene
preload(): void {
this.GameManager.setCurrentGameScene(this);
this.load.on('filecomplete-tilemapJSON-'+this.MapKey, (key: string, type: string, data: any) => {
// Triggered when the map is loaded
// Load tiles attached to the map recursively
this.map = data.data;
let url = this.MapUrlFile.substr(0, this.MapUrlFile.lastIndexOf('/'));
this.map.tilesets.forEach((tileset) => {
if (typeof tileset.name === 'undefined' || typeof tileset.image === 'undefined') {
console.warn("Don't know how to handle tileset ", tileset)
return;
}
//TODO strategy to add access token
this.load.image(tileset.name, `${url}/${tileset.image}`);
})
});
//TODO strategy to add access token
this.load.tilemapTiledJSON(this.MapKey, this.MapUrlFile);
//add player png
PLAYER_RESOURCES.forEach((playerResource: any) => {
this.load.spritesheet(
playerResource.name,
playerResource.img,
{frameWidth: 32, frameHeight: 32}
);
});
this.load.bitmapFont('main_font', 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
}
//hook initialisation
init() {}
//hook create scene
create(): void {
//initalise map
this.Map = this.add.tilemap(this.MapKey);
this.map.tilesets.forEach((tileset: ITiledTileSet) => {
this.Terrains.push(this.Map.addTilesetImage(tileset.name, tileset.name));
});
//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<Phaser.Tilemaps.StaticTilemapLayer>();
let depth = -2;
this.map.layers.forEach((layer : ITiledMapLayer) => {
if (layer.type === 'tilelayer') {
this.addLayer(this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
}
if (layer.type === 'tilelayer' && this.getExitSceneUrl(layer) !== undefined) {
this.loadNextGame(layer, this.map.width, this.map.tilewidth, this.map.tileheight);
}
if (layer.type === 'tilelayer' && layer.name === "start") {
this.startUser(layer);
}
if (layer.type === 'objectgroup' && layer.name === 'floorLayer') {
depth = 10000;
}
});
if (depth === -2) {
throw new Error('Your map MUST contain a layer of type "objectgroup" whose name is "floorLayer" that represents the layer characters are drawn at.');
}
//add entities
this.Objects = new Array<Phaser.Physics.Arcade.Sprite>();
//init event click
this.EventToClickOnTile();
//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();
//initialise camera
this.initCamera();
// Let's generate the circle for the group delimiter
let circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite');
if(circleElement) {
this.textures.remove('circleSprite');
}
this.circleTexture = this.textures.createCanvas('circleSprite', 96, 96);
let context = this.circleTexture.context;
context.beginPath();
context.arc(48, 48, 48, 0, 2 * Math.PI, false);
// context.lineWidth = 5;
context.strokeStyle = '#ffffff';
context.stroke();
this.circleTexture.refresh();
// Let's alter browser history
let url = new URL(this.MapUrlFile);
let path = '/_/'+url.host+url.pathname;
if (url.hash) {
// FIXME: entry should be dictated by a property passed to init()
path += '#'+url.hash;
}
window.history.pushState({}, null, path);
}
private getExitSceneUrl(layer: ITiledMapLayer): string|undefined {
let properties : any = layer.properties;
if (!properties) {
return undefined;
}
let obj = properties.find((property:any) => property.name === "exitSceneUrl");
if (obj === undefined) {
return undefined;
}
return obj.value;
}
/**
*
* @param layer
* @param mapWidth
* @param tileWidth
* @param tileHeight
*/
private loadNextGame(layer: ITiledMapLayer, mapWidth: number, tileWidth: number, tileHeight: number){
let exitSceneUrl = this.getExitSceneUrl(layer);
// TODO: eventually compute a relative URL
let absoluteExitSceneUrl = new URL(exitSceneUrl, this.MapUrlFile).href;
let exitSceneKey = gameManager.loadMap(absoluteExitSceneUrl, this.scene);
let tiles : any = layer.data;
tiles.forEach((objectKey : number, key: number) => {
if(objectKey === 0){
return;
}
//key + 1 because the start x = 0;
let y : number = parseInt(((key + 1) / mapWidth).toString());
let x : number = key - (y * mapWidth);
//push and save switching case
// TODO: this is not efficient. We should refactor that to enable a search by key. For instance: this.PositionNextScene[y][x] = exitSceneKey
this.PositionNextScene.push({
xStart: (x * tileWidth),
yStart: (y * tileWidth),
xEnd: ((x +1) * tileHeight),
yEnd: ((y + 1) * tileHeight),
key: exitSceneKey
})
});
}
/**
* @param layer
*/
private startUser(layer: ITiledMapLayer){
let tiles : any = layer.data;
tiles.forEach((objectKey : number, key: number) => {
if(objectKey === 0){
return;
}
let y = Math.floor(key / layer.width);
let x = key % layer.width;
this.startX = (x * 32);
this.startY = (y * 32);
});
}
//todo: in a dedicated class/function?
initCamera() {
this.cameras.main.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels);
this.cameras.main.startFollow(this.CurrentPlayer);
this.cameras.main.setZoom(ZOOM_LEVEL);
}
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(){
//initialise player
//TODO create animation moving between exit and strat
this.CurrentPlayer = new Player(
null, // The current player is not has no id (because the id can change if connexion is lost and we should check that id using the GameManager.
this,
this.startX,
this.startY,
this.GameManager.getPlayerName(),
this.GameManager.getCharacterSelected()
);
this.CurrentPlayer.initAnimation();
//create collision
this.createCollisionWithPlayer();
this.createCollisionObject();
//join room
this.GameManager.joinRoom(this.scene.key, this.CurrentPlayer.PlayerTexture);
//listen event to share position of user
this.CurrentPlayer.on(hasMovedEventName, this.pushPlayerPosition.bind(this))
}
pushPlayerPosition(event: HasMovedEvent) {
this.GameManager.pushPlayerPosition(event);
}
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){
this.CurrentPlayer.say("Your touch " + tile.layer.name);
}
});
}
/**
* @param time
* @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
*/
update(time: number, delta: number) : void {
this.CurrentPlayer.moveUser(delta);
let nextSceneKey = this.checkToExit();
if(nextSceneKey){
this.scene.start(nextSceneKey.key);
}
}
/**
*
*/
checkToExit(){
if(this.PositionNextScene.length === 0){
return null;
}
return this.PositionNextScene.find((position : any) => {
return position.xStart <= this.CurrentPlayer.x && this.CurrentPlayer.x <= position.xEnd
&& position.yStart <= this.CurrentPlayer.y && this.CurrentPlayer.y <= position.yEnd
})
}
/**
* Share position in scene
* @param UsersPosition
*/
shareUserPosition(UsersPosition : Array<MessageUserPositionInterface>): void {
this.updateOrCreateMapPlayer(UsersPosition);
}
/**
* Create new player and clean the player on the map
* @param UsersPosition
*/
updateOrCreateMapPlayer(UsersPosition : Array<MessageUserPositionInterface>){
if(!this.CurrentPlayer){
return;
}
let currentPlayerId = this.GameManager.getPlayerId();
//add or create new user
UsersPosition.forEach((userPosition : MessageUserPositionInterface) => {
if(userPosition.userId === currentPlayerId){
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) : void{
//initialise player
let player = new Player(
MessageUserPosition.userId,
this,
MessageUserPosition.position.x,
MessageUserPosition.position.y,
MessageUserPosition.name,
MessageUserPosition.character
);
player.initAnimation();
this.MapPlayers.add(player);
player.updatePosition(MessageUserPosition);
//init collision
/*this.physics.add.collider(this.CurrentPlayer, player, (CurrentPlayer: CurrentGamerInterface, MapPlayer: GamerInterface) => {
CurrentPlayer.say("Hello, how are you ? ");
});*/
}
shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) {
let groupId = groupPositionMessage.groupId;
if (this.groups.has(groupId)) {
this.groups.get(groupId).setPosition(Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y));
} else {
// TODO: circle radius should not be hard stored
let sprite = new Sprite(
this,
Math.round(groupPositionMessage.position.x),
Math.round(groupPositionMessage.position.y),
'circleSprite');
sprite.setDisplayOrigin(48, 48);
this.add.existing(sprite);
this.groups.set(groupId, sprite);
}
}
deleteGroup(groupId: string): void {
if(!this.groups.get(groupId)){
return;
}
this.groups.get(groupId).destroy();
this.groups.delete(groupId);
}
}