workadventure/front/src/Phaser/Login/SelectCharacterScene.ts
2021-11-24 16:20:07 +01:00

276 lines
10 KiB
TypeScript

import { gameManager } from "../Game/GameManager";
import Rectangle = Phaser.GameObjects.Rectangle;
import { EnableCameraSceneName } from "./EnableCameraScene";
import { CustomizeSceneName } from "./CustomizeScene";
import { localUserStore } from "../../Connexion/LocalUserStore";
import { loadAllDefaultModels } from "../Entity/PlayerTexturesLoadingManager";
import { Loader} from "../Components/Loader";
import type { BodyResourceDescriptionInterface } from "../Entity/PlayerTextures";
import { AbstractCharacterScene } from "./AbstractCharacterScene";
import { areCharacterLayersValid } from "../../Connexion/LocalUser";
import { touchScreenManager } from "../../Touch/TouchScreenManager";
import { PinchManager } from "../UserInput/PinchManager";
import { selectCharacterSceneVisibleStore } from "../../Stores/SelectCharacterStore";
import { waScaleManager } from "../Services/WaScaleManager";
import { isMobile } from "../../Enum/EnvironmentVariable";
import { analyticsClient } from "../../Administration/AnalyticsClient";
//todo: put this constants in a dedicated file
export const SelectCharacterSceneName = "SelectCharacterScene";
export class SelectCharacterScene extends AbstractCharacterScene {
protected readonly nbCharactersPerRow = 6;
protected selectedPlayer!: Phaser.Physics.Arcade.Sprite | null; // null if we are selecting the "customize" option
protected players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
protected playerModels!: BodyResourceDescriptionInterface[];
protected selectedRectangle!: Rectangle;
protected currentSelectUser = 0;
protected pointerClicked: boolean = false;
protected pointerTimer: number = 0;
protected lazyloadingAttempt = true; //permit to update texture loaded after renderer
private loader: Loader;
constructor() {
super({
key: SelectCharacterSceneName,
});
this.loader = new Loader(this);
}
preload() {
this.loadSelectSceneCharacters().then((bodyResourceDescriptions) => {
bodyResourceDescriptions.forEach((bodyResourceDescription) => {
this.playerModels.push(bodyResourceDescription);
});
this.lazyloadingAttempt = true;
});
this.playerModels = loadAllDefaultModels(this.load);
this.lazyloadingAttempt = false;
//this function must stay at the end of preload function
this.loader.addLoader();
}
create() {
selectCharacterSceneVisibleStore.set(true);
this.events.addListener("wake", () => {
waScaleManager.saveZoom();
waScaleManager.zoomModifier = isMobile() ? 2 : 1;
selectCharacterSceneVisibleStore.set(true);
});
if (touchScreenManager.supportTouchScreen) {
new PinchManager(this);
}
waScaleManager.saveZoom();
waScaleManager.zoomModifier = isMobile() ? 2 : 1;
const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xffffff);
this.selectedRectangle.setDepth(2);
/*create user*/
this.createCurrentPlayer();
this.input.keyboard.on("keyup-ENTER", () => {
return this.nextSceneToCameraScene();
});
this.input.keyboard.on("keydown-RIGHT", () => {
this.moveToRight();
});
this.input.keyboard.on("keydown-LEFT", () => {
this.moveToLeft();
});
this.input.keyboard.on("keydown-UP", () => {
this.moveToUp();
});
this.input.keyboard.on("keydown-DOWN", () => {
this.moveToDown();
});
}
public nextSceneToCameraScene(): void {
if (this.selectedPlayer !== null && !areCharacterLayersValid([this.selectedPlayer.texture.key])) {
return;
}
if (!this.selectedPlayer) {
return;
}
analyticsClient.validationWoka("SelectWoka");
this.scene.stop(SelectCharacterSceneName);
waScaleManager.restoreZoom();
gameManager.setCharacterLayers([this.selectedPlayer.texture.key]);
gameManager.tryResumingGame(EnableCameraSceneName);
this.players = [];
selectCharacterSceneVisibleStore.set(false);
this.events.removeListener("wake");
}
public nextSceneToCustomizeScene(): void {
if (this.selectedPlayer !== null && !areCharacterLayersValid([this.selectedPlayer.texture.key])) {
return;
}
this.scene.sleep(SelectCharacterSceneName);
waScaleManager.restoreZoom();
this.scene.run(CustomizeSceneName);
selectCharacterSceneVisibleStore.set(false);
}
createCurrentPlayer(): void {
for (let i = 0; i < this.playerModels.length; i++) {
const playerResource = this.playerModels[i];
//check already exist texture
if (this.players.find((c) => c.texture.key === playerResource.name)) {
continue;
}
const [middleX, middleY] = this.getCharacterPosition();
const player = this.physics.add.sprite(middleX, middleY, playerResource.name, 0);
this.setUpPlayer(player, i);
this.anims.create({
key: playerResource.name,
frames: this.anims.generateFrameNumbers(playerResource.name, { start: 0, end: 11 }),
frameRate: 8,
repeat: -1,
});
player.setInteractive().on("pointerdown", () => {
if (this.pointerClicked) {
return;
}
if (this.currentSelectUser === i) {
return;
}
//To not trigger two time the pointerdown events :
// We set a boolean to true so that pointerdown events does nothing when the boolean is true
// We set a timer that we decrease in update function to not trigger the pointerdown events twice
this.pointerClicked = true;
this.pointerTimer = 250;
this.currentSelectUser = i;
this.moveUser();
});
this.players.push(player);
}
if (this.currentSelectUser >= this.players.length) {
this.currentSelectUser = 0;
}
this.selectedPlayer = this.players[this.currentSelectUser];
this.selectedPlayer.play(this.playerModels[this.currentSelectUser].name);
}
protected moveUser() {
for (let i = 0; i < this.players.length; i++) {
const player = this.players[i];
this.setUpPlayer(player, i);
}
this.updateSelectedPlayer();
}
public moveToLeft() {
if (this.currentSelectUser === 0) {
return;
}
this.currentSelectUser -= 1;
this.moveUser();
}
public moveToRight() {
if (this.currentSelectUser === this.players.length - 1) {
return;
}
this.currentSelectUser += 1;
this.moveUser();
}
protected moveToUp() {
if (this.currentSelectUser < this.nbCharactersPerRow) {
return;
}
this.currentSelectUser -= this.nbCharactersPerRow;
this.moveUser();
}
protected moveToDown() {
if (this.currentSelectUser + this.nbCharactersPerRow > this.players.length - 1) {
return;
}
this.currentSelectUser += this.nbCharactersPerRow;
this.moveUser();
}
protected defineSetupPlayer(num: number) {
const deltaX = 32;
const deltaY = 32;
let [playerX, playerY] = this.getCharacterPosition(); // player X and player y are middle of the
playerX = playerX - deltaX * 2.5 + deltaX * (num % this.nbCharactersPerRow); // calcul position on line users
playerY = playerY - deltaY * 2 + deltaY * Math.floor(num / this.nbCharactersPerRow); // calcul position on column users
const playerVisible = true;
const playerScale = 1;
const playerOpacity = 1;
// if selected
if (num === this.currentSelectUser) {
this.selectedRectangle.setX(playerX);
this.selectedRectangle.setY(playerY);
}
return { playerX, playerY, playerScale, playerOpacity, playerVisible };
}
protected setUpPlayer(player: Phaser.Physics.Arcade.Sprite, num: number) {
const { playerX, playerY, playerScale, playerOpacity, playerVisible } = this.defineSetupPlayer(num);
player.setBounce(0.2);
player.setCollideWorldBounds(false);
player.setVisible(playerVisible);
player.setScale(playerScale, playerScale);
player.setAlpha(playerOpacity);
player.setX(playerX);
player.setY(playerY);
}
/**
* Returns pixel position by on column and row number
*/
protected getCharacterPosition(): [number, number] {
return [this.game.renderer.width / 2, this.game.renderer.height / 2.5];
}
protected updateSelectedPlayer(): void {
this.selectedPlayer?.anims.pause(this.selectedPlayer?.anims.currentAnim.frames[0]);
const player = this.players[this.currentSelectUser];
player.play(this.playerModels[this.currentSelectUser].name);
this.selectedPlayer = player;
localUserStore.setPlayerCharacterIndex(this.currentSelectUser);
}
update(time: number, delta: number): void {
// pointerTimer is set to 250 when pointerdown events is trigger
// After 250ms, pointerClicked is set to false and the pointerdown events can be trigger again
this.pointerTimer -= delta;
if (this.pointerTimer <= 0) {
this.pointerClicked = false;
}
if (this.lazyloadingAttempt) {
//re-render players list
this.createCurrentPlayer();
this.moveUser();
this.lazyloadingAttempt = false;
}
}
public onResize(): void {
//move position of user
this.moveUser();
}
}