workadventure/front/src/Phaser/Game/GameManager.ts
David Négrier f7265c213e Patch
2020-06-11 10:40:43 +02:00

209 lines
6.7 KiB
TypeScript

import {GameScene} from "./GameScene";
import {
Connection,
GroupCreatedUpdatedMessageInterface,
ListMessageUserPositionInterface,
MessageUserJoined,
MessageUserMovedInterface,
MessageUserPositionInterface,
Point,
PointInterface
} from "../../Connection";
import {SimplePeer} from "../../WebRtc/SimplePeer";
import {AddPlayerInterface} from "./AddPlayerInterface";
import {ReconnectingScene, ReconnectingSceneName} from "../Reconnecting/ReconnectingScene";
import ScenePlugin = Phaser.Scenes.ScenePlugin;
import {Scene} from "phaser";
/*export enum StatusGameManagerEnum {
IN_PROGRESS = 1,
CURRENT_USER_CREATED = 2
}*/
export interface HasMovedEvent {
direction: string;
moving: boolean;
x: number;
y: number;
}
export interface MapObject {
key: string,
url: string
}
export class GameManager {
//status: number;
private ConnectionInstance: Connection;
private currentGameScene: GameScene|null = null;
private playerName: string;
SimplePeer : SimplePeer;
private characterUserSelected: string;
constructor() {
//this.status = StatusGameManagerEnum.IN_PROGRESS;
}
connect(name: string, characterUserSelected : string) {
this.playerName = name;
this.characterUserSelected = characterUserSelected;
this.ConnectionInstance = new Connection(this);
return this.ConnectionInstance.createConnection(name, characterUserSelected).then((data : any) => {
this.SimplePeer = new SimplePeer(this.ConnectionInstance);
return data;
}).catch((err) => {
throw err;
});
}
loadStartMap(){
return this.ConnectionInstance.loadStartMap().then((data) => {
return data;
}).catch((err) => {
throw err;
});
}
setCurrentGameScene(gameScene: GameScene) {
this.currentGameScene = gameScene;
}
/**
* Permit to create player in started room
*/
/*createCurrentPlayer(): void {
//Get started room send by the backend
this.currentGameScene.createCurrentPlayer();
//this.status = StatusGameManagerEnum.CURRENT_USER_CREATED;
}*/
joinRoom(sceneKey: string, startX: number, startY: number, direction: string, moving: boolean){
this.ConnectionInstance.joinARoom(sceneKey, startX, startY, direction, moving);
}
onUserJoins(message: MessageUserJoined): void {
let userMessage: AddPlayerInterface = {
userId: message.userId,
character: message.character,
name: message.name,
position: message.position
}
this.getCurrentGameScene().addPlayer(userMessage);
}
onUserMoved(message: MessageUserMovedInterface): void {
this.getCurrentGameScene().updatePlayerPosition(message);
}
onUserLeft(userId: string): void {
this.getCurrentGameScene().removePlayer(userId);
}
initUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
// Shall we wait for room to be loaded?
/*if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
return;
}*/
try {
this.getCurrentGameScene().initUsersPosition(usersPosition)
} catch (e) {
console.error(e);
}
}
/**
* Share group position in game
*/
shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface): void {
/*if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
return;
}*/
try {
this.getCurrentGameScene().shareGroupPosition(groupPositionMessage)
} catch (e) {
console.error(e);
}
}
deleteGroup(groupId: string): void {
/*if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
return;
}*/
try {
this.getCurrentGameScene().deleteGroup(groupId)
} catch (e) {
console.error(e);
}
}
getPlayerName(): string {
return this.playerName;
}
getPlayerId(): string|null {
return this.ConnectionInstance.userId;
}
getCharacterSelected(): string {
return this.characterUserSelected;
}
pushPlayerPosition(event: HasMovedEvent) {
this.ConnectionInstance.sharePosition(event.x, event.y, event.direction, event.moving);
}
loadMap(mapUrl: string, scene: Phaser.Scenes.ScenePlugin, instance: string): string {
let sceneKey = GameScene.getMapKeyByUrl(mapUrl);
let gameIndex = scene.getIndex(sceneKey);
if(gameIndex === -1){
let game : Phaser.Scene = GameScene.createFromUrl(mapUrl, instance);
scene.add(sceneKey, game, false);
}
return sceneKey;
}
private oldSceneKey : string;
private oldMapUrlFile : string;
private oldInstance : string;
private scenePlugin: ScenePlugin;
private reconnectScene: Scene|null = null;
switchToDisconnectedScene(): void {
if (this.currentGameScene === null) {
return;
}
console.log('Switching to disconnected scene');
this.oldSceneKey = this.currentGameScene.scene.key;
this.oldMapUrlFile = this.currentGameScene.MapUrlFile;
this.oldInstance = this.currentGameScene.instance;
this.currentGameScene.scene.start(ReconnectingSceneName);
this.reconnectScene = this.currentGameScene.scene.get(ReconnectingSceneName);
// Let's completely delete an purge the disconnected scene. We will start again from 0.
this.currentGameScene.scene.remove(this.oldSceneKey);
this.scenePlugin = this.currentGameScene.scene;
this.currentGameScene = null;
}
reconnectToGameScene(lastPositionShared: PointInterface) {
if (this.reconnectScene === null && this.currentGameScene) {
// In case we are asked to reconnect even if switchToDisconnectedScene was not triggered (can happen when a laptop goes to sleep)
this.switchToDisconnectedScene();
// Wait a bit for scene to load. Otherwise, starting ReconnectingSceneName and then starting GameScene one after the other fails for some reason.
setTimeout(() => this.reconnectToGameScene(lastPositionShared), 500);
return;
}
const game : Phaser.Scene = GameScene.createFromUrl(this.oldMapUrlFile, this.oldInstance);
this.reconnectScene?.scene.add(this.oldSceneKey, game, true, { initPosition: lastPositionShared });
}
private getCurrentGameScene(): GameScene {
if (this.currentGameScene === null) {
throw new Error('No current game scene enabled');
}
return this.currentGameScene;
}
}
export const gameManager = new GameManager();