workadventure/front/src/Phaser/Game/GameScene.ts
Gregoire Parant a6e25ffc35 Create an enter animation of the player in the map
- I have added lock parameter. When a user enters in the map, the player automatically moving during 1sec. So during 1sec, the gamer cannot use key to move.
 - How to personalize start animation by map with start case animation and end case animation?
 - I think that this could be optional in a map?
2020-06-01 13:33:51 +02:00

490 lines
18 KiB
TypeScript

import {GameManager, gameManager, HasMovedEvent} from "./GameManager";
import {
GroupCreatedUpdatedMessageInterface,
MessageUserMovedInterface,
MessageUserPositionInterface, PointInterface, PositionInterface
} from "../../Connection";
import {CurrentGamerInterface, GamerInterface, hasMovedEventName, Player} from "../Player/Player";
import { DEBUG_MODE, 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 {AddPlayerInterface} from "./AddPlayerInterface";
import {PlayerAnimationNames} from "../Player/Animation";
export enum Textures {
Player = "male1"
}
interface GameSceneInitInterface {
initPosition: PointInterface|null
}
export class GameScene extends Phaser.Scene {
GameManager : GameManager;
Terrains : Array<Phaser.Tilemaps.Tileset>;
CurrentPlayer: CurrentGamerInterface;
MapPlayers : Phaser.Physics.Arcade.Group;
MapPlayersByKey : Map<string, GamerInterface> = new Map<string, GamerInterface>();
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;
initPosition: PositionInterface;
MapKey: string;
MapUrlFile: string;
RoomId: string;
instance: string;
PositionNextScene: Array<any> = new Array<any>();
static createFromUrl(mapUrlFile: string, instance: string): GameScene {
let key = GameScene.getMapKeyByUrl(mapUrlFile);
return new GameScene(key, mapUrlFile, instance);
}
constructor(MapKey : string, MapUrlFile: string, instance: string) {
super({
key: MapKey
});
this.GameManager = gameManager;
this.Terrains = [];
this.groups = new Map<string, Sprite>();
this.instance = instance;
this.MapKey = MapKey;
this.MapUrlFile = MapUrlFile;
this.RoomId = this.instance + '__' + this.MapKey;
}
//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(initData : GameSceneInitInterface) {
this.initPosition = initData.initPosition;
}
//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.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 = '/_/'+this.instance+'/'+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;
}
private getExitSceneInstance(layer: ITiledMapLayer): string|undefined {
let properties : any = layer.properties;
if (!properties) {
return undefined;
}
let obj = properties.find((property:any) => property.name === "exitInstance");
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);
let instance = this.getExitSceneInstance(layer);
if (instance === undefined) {
instance = this.instance;
}
// TODO: eventually compute a relative URL
let absoluteExitSceneUrl = new URL(exitSceneUrl, this.MapUrlFile).href;
let exitSceneKey = gameManager.loadMap(absoluteExitSceneUrl, this.scene, instance);
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): void {
if (this.initPosition !== undefined) {
this.startX = this.initPosition.x;
this.startY = this.initPosition.y;
return;
}
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
});
}
});
}
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 start
this.CurrentPlayer = new Player(
null, // The current player is not has no id (because the id can change if connection is lost and we should check that id using the GameManager.
this,
this.startX,
this.startY,
this.GameManager.getPlayerName(),
this.GameManager.getCharacterSelected(),
PlayerAnimationNames.WalkDown,
false
);
//create collision
this.createCollisionWithPlayer();
this.createCollisionObject();
//join room
this.GameManager.joinRoom(this.RoomId, this.startX, this.startY, PlayerAnimationNames.WalkDown, false);
//listen event to share position of user
this.CurrentPlayer.on(hasMovedEventName, this.pushPlayerPosition.bind(this));
//play animation when the user enter in new map
this.CurrentPlayer.startAnimation();
}
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
})
}
public initUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
if(!this.CurrentPlayer){
console.error('Cannot initiate users list because map is not loaded yet')
return;
}
let currentPlayerId = this.GameManager.getPlayerId();
// clean map
this.MapPlayersByKey.forEach((player: GamerInterface) => {
player.destroy();
this.MapPlayers.remove(player);
});
this.MapPlayersByKey = new Map<string, GamerInterface>();
// load map
usersPosition.forEach((userPosition : MessageUserPositionInterface) => {
if(userPosition.userId === currentPlayerId){
return;
}
this.addPlayer(userPosition);
});
}
private findPlayerInMap(UserId : string) : GamerInterface | null{
return this.MapPlayersByKey.get(UserId);
/*let player = this.MapPlayers.getChildren().find((player: Player) => UserId === player.userId);
if(!player){
return null;
}
return (player as GamerInterface);*/
}
/**
* Create new player
*/
public addPlayer(addPlayerData : AddPlayerInterface) : void{
//check if exist player, if exist, move position
if(this.MapPlayersByKey.has(addPlayerData.userId)){
this.updatePlayerPosition({
userId: addPlayerData.userId,
position: addPlayerData.position
});
return;
}
//initialise player
let player = new Player(
addPlayerData.userId,
this,
addPlayerData.position.x,
addPlayerData.position.y,
addPlayerData.name,
addPlayerData.character,
addPlayerData.position.direction,
addPlayerData.position.moving
);
this.MapPlayers.add(player);
this.MapPlayersByKey.set(player.userId, player);
player.updatePosition(addPlayerData.position);
//init collision
/*this.physics.add.collider(this.CurrentPlayer, player, (CurrentPlayer: CurrentGamerInterface, MapPlayer: GamerInterface) => {
CurrentPlayer.say("Hello, how are you ? ");
});*/
}
public removePlayer(userId: string) {
console.log('Removing player ', userId)
let player = this.MapPlayersByKey.get(userId);
if (player === undefined) {
console.error('Cannot find user with id ', userId);
}
player.destroy();
this.MapPlayers.remove(player);
this.MapPlayersByKey.delete(userId);
}
updatePlayerPosition(message: MessageUserMovedInterface): void {
let player : GamerInterface | undefined = this.MapPlayersByKey.get(message.userId);
if (player === undefined) {
throw new Error('Cannot find player with ID "' + message.userId +'"');
}
player.updatePosition(message.position);
}
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);
}
public static getMapKeyByUrl(mapUrlStart: string) : string {
// FIXME: the key should be computed from the full URL of the map.
let startPos = mapUrlStart.indexOf('://')+3;
let endPos = mapUrlStart.indexOf(".json");
return mapUrlStart.substring(startPos, endPos);
let tab = mapUrlStart.split("/");
return tab[tab.length -1].substr(0, tab[tab.length -1].indexOf(".json"));
}
}