workadventure/front/src/Phaser/Login/CustomizeScene.ts
David Négrier ab0f5e9837 Stopping sending literal errors
Errors now must be of "Error" type.
Rule added in eslint.
2022-01-06 10:52:06 +01:00

304 lines
12 KiB
TypeScript

import { EnableCameraSceneName } from "./EnableCameraScene";
import Rectangle = Phaser.GameObjects.Rectangle;
import { loadAllLayers } from "../Entity/PlayerTexturesLoadingManager";
import Sprite = Phaser.GameObjects.Sprite;
import { gameManager } from "../Game/GameManager";
import { localUserStore } from "../../Connexion/LocalUserStore";
import { Loader } from "../Components/Loader";
import type { BodyResourceDescriptionInterface } from "../Entity/PlayerTextures";
import { AbstractCharacterScene } from "./AbstractCharacterScene";
import { areCharacterLayersValid } from "../../Connexion/LocalUser";
import { SelectCharacterSceneName } from "./SelectCharacterScene";
import { activeRowStore, customCharacterSceneVisibleStore } from "../../Stores/CustomCharacterStore";
import { waScaleManager } from "../Services/WaScaleManager";
import { isMobile } from "../../Enum/EnvironmentVariable";
import { CustomizedCharacter } from "../Entity/CustomizedCharacter";
import { get } from "svelte/store";
import { analyticsClient } from "../../Administration/AnalyticsClient";
export const CustomizeSceneName = "CustomizeScene";
export class CustomizeScene extends AbstractCharacterScene {
private Rectangle!: Rectangle;
private selectedLayers: number[] = [0];
private containersRow: CustomizedCharacter[][] = [];
private layers: BodyResourceDescriptionInterface[][] = [];
protected lazyloadingAttempt = true; //permit to update texture loaded after renderer
private moveHorizontally: number = 0;
private moveVertically: number = 0;
private loader: Loader;
constructor() {
super({
key: CustomizeSceneName,
});
this.loader = new Loader(this);
}
preload() {
this.loadCustomSceneSelectCharacters()
.then((bodyResourceDescriptions) => {
bodyResourceDescriptions.forEach((bodyResourceDescription) => {
if (
bodyResourceDescription.level == undefined ||
bodyResourceDescription.level < 0 ||
bodyResourceDescription.level > 5
) {
throw new Error("Texture level is null");
}
this.layers[bodyResourceDescription.level].unshift(bodyResourceDescription);
});
this.lazyloadingAttempt = true;
})
.catch((e) => console.error(e));
this.layers = loadAllLayers(this.load);
this.lazyloadingAttempt = false;
//this function must stay at the end of preload function
this.loader.addLoader();
}
create() {
customCharacterSceneVisibleStore.set(true);
this.events.addListener("wake", () => {
waScaleManager.saveZoom();
waScaleManager.zoomModifier = isMobile() ? 3 : 1;
customCharacterSceneVisibleStore.set(true);
});
waScaleManager.saveZoom();
waScaleManager.zoomModifier = isMobile() ? 3 : 1;
this.Rectangle = this.add.rectangle(
this.cameras.main.worldView.x + this.cameras.main.width / 2,
this.cameras.main.worldView.y + this.cameras.main.height / 3,
32,
33
);
this.Rectangle.setStrokeStyle(2, 0xffffff);
this.add.existing(this.Rectangle);
this.createCustomizeLayer(0, 0, 0);
this.createCustomizeLayer(0, 0, 1);
this.createCustomizeLayer(0, 0, 2);
this.createCustomizeLayer(0, 0, 3);
this.createCustomizeLayer(0, 0, 4);
this.createCustomizeLayer(0, 0, 5);
this.moveLayers();
this.input.keyboard.on("keyup-ENTER", () => {
this.nextSceneToCamera();
});
this.input.keyboard.on("keyup-BACKSPACE", () => {
this.backToPreviousScene();
});
// Note: the key bindings are not directly put on the moveCursorVertically or moveCursorHorizontally methods
// because if 2 such events are fired close to one another, it makes the whole application crawl to a halt (for a reason I cannot
// explain, the list of sprites managed by the update list become immense
this.input.keyboard.on("keyup-RIGHT", () => (this.moveHorizontally = 1));
this.input.keyboard.on("keyup-LEFT", () => (this.moveHorizontally = -1));
this.input.keyboard.on("keyup-DOWN", () => (this.moveVertically = 1));
this.input.keyboard.on("keyup-UP", () => (this.moveVertically = -1));
const customCursorPosition = localUserStore.getCustomCursorPosition();
if (customCursorPosition) {
activeRowStore.set(customCursorPosition.activeRow);
this.selectedLayers = customCursorPosition.selectedLayers;
this.moveLayers();
this.updateSelectedLayer();
}
this.onResize();
}
public moveCursorHorizontally(index: number): void {
this.moveHorizontally = index;
}
public moveCursorVertically(index: number): void {
this.moveVertically = index;
}
private doMoveCursorHorizontally(index: number): void {
this.selectedLayers[get(activeRowStore)] += index;
if (this.selectedLayers[get(activeRowStore)] < 0) {
this.selectedLayers[get(activeRowStore)] = 0;
} else if (this.selectedLayers[get(activeRowStore)] > this.layers[get(activeRowStore)].length - 1) {
this.selectedLayers[get(activeRowStore)] = this.layers[get(activeRowStore)].length - 1;
}
this.moveLayers();
this.updateSelectedLayer();
this.saveInLocalStorage();
}
private doMoveCursorVertically(index: number): void {
activeRowStore.set(get(activeRowStore) + index);
if (get(activeRowStore) < 0) {
activeRowStore.set(0);
} else if (get(activeRowStore) > this.layers.length - 1) {
activeRowStore.set(this.layers.length - 1);
}
this.moveLayers();
this.saveInLocalStorage();
}
private saveInLocalStorage() {
localUserStore.setCustomCursorPosition(get(activeRowStore), this.selectedLayers);
}
/**
* @param x, the layer's vertical position
* @param y, the layer's horizontal position
* @param layerNumber, index of the this.layers array
* create the layer and display it on the scene
*/
private createCustomizeLayer(x: number, y: number, layerNumber: number): void {
this.containersRow[layerNumber] = [];
this.selectedLayers[layerNumber] = 0;
let alpha = 0;
let layerPosX = 0;
for (let i = 0; i < this.layers[layerNumber].length; i++) {
const container = this.generateCharacter(300 + x + layerPosX, y, layerNumber, i);
this.containersRow[layerNumber][i] = container;
this.add.existing(container);
layerPosX += 30;
alpha += 0.1;
}
}
/**
* Generates a character from the current selected items BUT replaces
* one layer item with an item we pass in parameter.
*
* Current selected items are fetched from this.selectedLayers
*
* @param x,
* @param y,
* @param layerNumber, The selected layer number (0 for body...)
* @param selectedItem, The number of the item select (0 for black body...)
*/
private generateCharacter(x: number, y: number, layerNumber: number, selectedItem: number) {
return new CustomizedCharacter(this, x, y, this.getContainerChildren(layerNumber, selectedItem));
}
private getContainerChildren(layerNumber: number, selectedItem: number): Array<string> {
const children: Array<string> = new Array<string>();
for (let j = 0; j <= layerNumber; j++) {
if (j === layerNumber) {
children.push(this.layers[j][selectedItem].name);
} else {
const layer = this.selectedLayers[j];
if (layer === undefined) {
continue;
}
children.push(this.layers[j][layer].name);
}
}
return children;
}
/**
* Move the layer left, right, up and down and update the selected layer
*/
private moveLayers(): void {
const screenCenterX = this.cameras.main.worldView.x + this.cameras.main.width / 2;
const screenCenterY = this.cameras.main.worldView.y + this.cameras.main.height / 3;
const screenWidth = this.game.renderer.width;
const screenHeight = this.game.renderer.height;
for (let i = 0; i < this.containersRow.length; i++) {
for (let j = 0; j < this.containersRow[i].length; j++) {
let selectedX = this.selectedLayers[i];
if (selectedX === undefined) {
selectedX = 0;
}
this.containersRow[i][j].x = screenCenterX + (j - selectedX) * 40;
this.containersRow[i][j].y = screenCenterY + (i - get(activeRowStore)) * 40;
const alpha1 = (Math.abs(selectedX - j) * 47 * 2) / screenWidth;
const alpha2 = (Math.abs(get(activeRowStore) - i) * 49 * 2) / screenHeight;
this.containersRow[i][j].setAlpha((1 - alpha1) * (1 - alpha2));
}
}
}
/**
* @param x, the sprite's vertical position
* @param y, the sprites's horizontal position
* @param name, the sprite's name
* @return a new sprite
*/
private generateLayers(x: number, y: number, name: string): Sprite {
//return new Sprite(this, x, y, name);
return this.add.sprite(0, 0, name);
}
private updateSelectedLayer() {
for (let i = 0; i < this.containersRow.length; i++) {
for (let j = 0; j < this.containersRow[i].length; j++) {
const children = this.getContainerChildren(i, j);
this.containersRow[i][j].updateSprites(children);
}
}
}
update(time: number, delta: number): void {
if (this.lazyloadingAttempt) {
this.moveLayers();
this.doMoveCursorHorizontally(this.moveHorizontally);
this.lazyloadingAttempt = false;
}
if (this.moveHorizontally !== 0) {
this.doMoveCursorHorizontally(this.moveHorizontally);
this.moveHorizontally = 0;
}
if (this.moveVertically !== 0) {
this.doMoveCursorVertically(this.moveVertically);
this.moveVertically = 0;
}
}
public onResize(): void {
this.moveLayers();
this.Rectangle.x = this.cameras.main.worldView.x + this.cameras.main.width / 2;
this.Rectangle.y = this.cameras.main.worldView.y + this.cameras.main.height / 3;
}
public nextSceneToCamera() {
const layers: string[] = [];
let i = 0;
for (const layerItem of this.selectedLayers) {
if (layerItem !== undefined) {
layers.push(this.layers[i][layerItem].name);
}
i++;
}
if (!areCharacterLayersValid(layers)) {
return;
}
analyticsClient.validationWoka("CustomizeWoka");
gameManager.setCharacterLayers(layers);
this.scene.sleep(CustomizeSceneName);
waScaleManager.restoreZoom();
this.events.removeListener("wake");
gameManager.tryResumingGame(EnableCameraSceneName);
customCharacterSceneVisibleStore.set(false);
}
public backToPreviousScene() {
this.scene.sleep(CustomizeSceneName);
waScaleManager.restoreZoom();
this.scene.run(SelectCharacterSceneName);
customCharacterSceneVisibleStore.set(false);
}
}