workadventure/front/src/Phaser/Login/SelectCharacterScene.ts
David Négrier d785a8a1bf Refactoring connection to be part of a GameScene
Most of the refactoring issues we are seeing are probably due to the fact that we are trying to manipulate a ScenePlugin out of a Scene (the GameManager is not a Scene and holds a reference to a ScenePlugin coming from a Scene that might get invalidated by Phaser 3).
Furthermore, if we want in the future to be able to scale, scenes could be hosted on different servers. Therefore, it makes no sense to have one connexion for the whole application.
Instead, we should have one connexion for each scene.
2020-06-22 11:58:07 +02:00

216 lines
8.5 KiB
TypeScript

import {gameManager} from "../Game/GameManager";
import {TextField} from "../Components/TextField";
import {ClickButton} from "../Components/ClickButton";
import Image = Phaser.GameObjects.Image;
import Rectangle = Phaser.GameObjects.Rectangle;
import {PLAYER_RESOURCES, PlayerResourceDescriptionInterface} from "../Entity/Character";
import {GameSceneInitInterface} from "../Game/GameScene";
import {StartMapInterface} from "../../Connection";
//todo: put this constants in a dedicated file
export const SelectCharacterSceneName = "SelectCharacterScene";
enum LoginTextures {
playButton = "play_button",
icon = "icon",
mainFont = "main_font"
}
export interface SelectCharacterSceneInitDataInterface {
name: string
}
export class SelectCharacterScene extends Phaser.Scene {
private readonly nbCharactersPerRow = 4;
private textField: TextField;
private pressReturnField: TextField;
private logo: Image;
private loginName: string;
private selectedRectangle: Rectangle;
private selectedRectangleXPos = 0; // Number of the character selected in the rows
private selectedRectangleYPos = 0; // Number of the character selected in the columns
private selectedPlayer: Phaser.Physics.Arcade.Sprite;
private players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
constructor() {
super({
key: SelectCharacterSceneName
});
}
init({ name }: SelectCharacterSceneInitDataInterface) {
this.loginName = name;
}
preload() {
this.load.image(LoginTextures.playButton, "resources/objects/play_button.png");
this.load.image(LoginTextures.icon, "resources/logos/tcm_full.png");
// Note: arcade.png from the Phaser 3 examples at: https://github.com/photonstorm/phaser3-examples/tree/master/public/assets/fonts/bitmap
this.load.bitmapFont(LoginTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
//add player png
PLAYER_RESOURCES.forEach((playerResource: PlayerResourceDescriptionInterface) => {
this.load.spritesheet(
playerResource.name,
playerResource.img,
{frameWidth: 32, frameHeight: 32}
);
});
}
create() {
this.textField = new TextField(this, this.game.renderer.width / 2, 50, 'Select your character');
this.textField.setOrigin(0.5).setCenterAlign()
this.pressReturnField = new TextField(this, this.game.renderer.width / 2, 230, 'Press enter to start');
this.pressReturnField.setOrigin(0.5).setCenterAlign()
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.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, LoginTextures.icon);
this.add.existing(this.logo);
this.input.keyboard.on('keyup-ENTER', () => {
return this.login(this.loginName);
});
this.input.keyboard.on('keydown-RIGHT', () => {
if (this.selectedRectangleXPos < this.nbCharactersPerRow - 1) {
this.selectedRectangleXPos++;
}
this.updateSelectedPlayer();
});
this.input.keyboard.on('keydown-LEFT', () => {
if (this.selectedRectangleXPos > 0) {
this.selectedRectangleXPos--;
}
this.updateSelectedPlayer();
});
this.input.keyboard.on('keydown-DOWN', () => {
if (this.selectedRectangleYPos < Math.ceil(PLAYER_RESOURCES.length / this.nbCharactersPerRow) - 1) {
this.selectedRectangleYPos++;
}
this.updateSelectedPlayer();
});
this.input.keyboard.on('keydown-UP', () => {
if (this.selectedRectangleYPos > 0) {
this.selectedRectangleYPos--;
}
this.updateSelectedPlayer();
});
/*create user*/
this.createCurrentPlayer();
if (window.localStorage) {
const playerNumberStr: string = window.localStorage.getItem('selectedPlayer') ?? '0';
const playerNumber: number = Number(playerNumberStr);
this.selectedRectangleXPos = playerNumber % this.nbCharactersPerRow;
this.selectedRectangleYPos = Math.floor(playerNumber / this.nbCharactersPerRow);
this.updateSelectedPlayer();
}
}
update(time: number, delta: number): void {
this.pressReturnField.setVisible(!!(Math.floor(time / 500) % 2));
}
private async login(name: string): Promise<StartMapInterface> {
gameManager.storePlayerDetails(name, this.selectedPlayer.texture.key);
// Do we have a start URL in the address bar? If so, let's redirect to this address
const instanceAndMapUrl = this.findMapUrl();
if (instanceAndMapUrl !== null) {
const [mapUrl, instance] = instanceAndMapUrl;
const key = gameManager.loadMap(mapUrl, this.scene, instance);
this.scene.start(key, {
startLayerName: window.location.hash ? window.location.hash.substr(1) : undefined
} as GameSceneInitInterface);
return {
mapUrlStart: mapUrl,
startInstance: instance
};
} else {
// If we do not have a map address in the URL, let's ask the server for a start map.
return gameManager.loadStartMap().then((startMap: StartMapInterface) => {
const key = gameManager.loadMap(window.location.protocol + "//" + startMap.mapUrlStart, this.scene, startMap.startInstance);
this.scene.start(key);
return startMap;
}).catch((err) => {
console.error(err);
throw err;
});
}
}
/**
* Returns the map URL and the instance from the current URL
*/
private findMapUrl(): [string, string]|null {
const path = window.location.pathname;
if (!path.startsWith('/_/')) {
return null;
}
const instanceAndMap = path.substr(3);
const firstSlash = instanceAndMap.indexOf('/');
if (firstSlash === -1) {
return null;
}
const instance = instanceAndMap.substr(0, firstSlash);
return [window.location.protocol+'//'+instanceAndMap.substr(firstSlash+1), instance];
}
createCurrentPlayer(): void {
for (let i = 0; i <PLAYER_RESOURCES.length; i++) {
const playerResource = PLAYER_RESOURCES[i];
const col = i % this.nbCharactersPerRow;
const row = Math.floor(i / this.nbCharactersPerRow);
const [x, y] = this.getCharacterPosition(col, row);
const player = this.physics.add.sprite(x, y, playerResource.name, 0);
player.setBounce(0.2);
player.setCollideWorldBounds(true);
this.anims.create({
key: playerResource.name,
frames: this.anims.generateFrameNumbers(playerResource.name, {start: 0, end: 2,}),
frameRate: 10,
repeat: -1
});
player.setInteractive().on("pointerdown", () => {
this.selectedRectangleXPos = col;
this.selectedRectangleYPos = row;
this.updateSelectedPlayer();
});
this.players.push(player);
}
this.selectedPlayer = this.players[0];
this.selectedPlayer.play(PLAYER_RESOURCES[0].name);
}
/**
* Returns pixel position by on column and row number
*/
private getCharacterPosition(x: number, y: number): [number, number] {
return [
this.game.renderer.width / 2 + 16 + (x - this.nbCharactersPerRow / 2) * 32,
y * 32 + 90
];
}
private updateSelectedPlayer(): void {
this.selectedPlayer.anims.pause();
const [x, y] = this.getCharacterPosition(this.selectedRectangleXPos, this.selectedRectangleYPos);
this.selectedRectangle.setX(x);
this.selectedRectangle.setY(y);
const playerNumber = this.selectedRectangleXPos + this.selectedRectangleYPos * this.nbCharactersPerRow;
const player = this.players[playerNumber];
player.play(PLAYER_RESOURCES[playerNumber].name);
this.selectedPlayer = player;
if (window.localStorage) {
window.localStorage.setItem('selectedPlayer', String(playerNumber));
}
}
}