workadventure/front/src/Phaser/Login/CustomizeScene.ts
David Négrier e3ee66527a Fixing bug slowing down the CustomizeScene a lot
By forcing the containers to be updated only in the "update" method, we seem to be solving some bugs regarding the way sprites are handled.
There is still an issue though. Some times, for some reasons, the update list seems to be growing a lot.
The more we click the left/right arrow to choose a character, the slower it gets (but with this commit, it does not lock anymore)
2021-06-14 16:32:09 +02:00

293 lines
11 KiB
TypeScript

import {EnableCameraSceneName} from "./EnableCameraScene";
import Rectangle = Phaser.GameObjects.Rectangle;
import {loadAllLayers} from "../Entity/PlayerTexturesLoadingManager";
import Sprite = Phaser.GameObjects.Sprite;
import Container = Phaser.GameObjects.Container;
import {gameManager} from "../Game/GameManager";
import {localUserStore} from "../../Connexion/LocalUserStore";
import {addLoader} from "../Components/Loader";
import type {BodyResourceDescriptionInterface} from "../Entity/PlayerTextures";
import {AbstractCharacterScene} from "./AbstractCharacterScene";
import {areCharacterLayersValid} from "../../Connexion/LocalUser";
import { MenuScene } from "../Menu/MenuScene";
import { SelectCharacterSceneName } from "./SelectCharacterScene";
import {customCharacterSceneVisibleStore} from "../../Stores/CustomCharacterStore";
import {selectCharacterSceneVisibleStore} from "../../Stores/SelectCharacterStore";
import {waScaleManager} from "../Services/WaScaleManager";
import {isMobile} from "../../Enum/EnvironmentVariable";
import {CustomizedCharacter} from "../Entity/CustomizedCharacter";
export const CustomizeSceneName = "CustomizeScene";
export const CustomizeSceneKey = "CustomizeScene";
const customizeSceneKey = 'customizeScene';
export class CustomizeScene extends AbstractCharacterScene {
private Rectangle!: Rectangle;
private selectedLayers: number[] = [0];
private containersRow: CustomizedCharacter[][] = [];
public activeRow:number = 0;
private layers: BodyResourceDescriptionInterface[][] = [];
protected lazyloadingAttempt = true; //permit to update texture loaded after renderer
private moveHorizontally: number = 0;
private moveVertically: number = 0;
constructor() {
super({
key: CustomizeSceneName
});
}
preload() {
this.load.html(customizeSceneKey, 'resources/html/CustomCharacterScene.html');
this.loadCustomSceneSelectCharacters().then((bodyResourceDescriptions) => {
bodyResourceDescriptions.forEach((bodyResourceDescription) => {
if(bodyResourceDescription.level == undefined || bodyResourceDescription.level < 0 || bodyResourceDescription.level > 5 ){
throw 'Texture level is null';
}
this.layers[bodyResourceDescription.level].unshift(bodyResourceDescription);
});
this.lazyloadingAttempt = true;
});
this.layers = loadAllLayers(this.load);
this.lazyloadingAttempt = false;
//this function must stay at the end of preload function
addLoader(this);
}
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) {
this.activeRow = customCursorPosition.activeRow;
this.selectedLayers = customCursorPosition.selectedLayers;
this.moveLayers();
this.updateSelectedLayer();
}
this.onResize();
}
public doMoveCursorHorizontally(index: number): void {
this.selectedLayers[this.activeRow] += index;
if (this.selectedLayers[this.activeRow] < 0) {
this.selectedLayers[this.activeRow] = 0
} else if(this.selectedLayers[this.activeRow] > this.layers[this.activeRow].length - 1) {
this.selectedLayers[this.activeRow] = this.layers[this.activeRow].length - 1
}
this.moveLayers();
this.updateSelectedLayer();
this.saveInLocalStorage();
}
public doMoveCursorVertically(index:number): void {
this.activeRow += index;
if (this.activeRow < 0) {
this.activeRow = 0
} else if (this.activeRow > this.layers.length - 1) {
this.activeRow = this.layers.length - 1
}
this.moveLayers();
this.saveInLocalStorage();
}
private saveInLocalStorage() {
localUserStore.setCustomCursorPosition(this.activeRow, 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 - this.activeRow) * 40;
const alpha1 = Math.abs(selectedX - j)*47*2/screenWidth;
const alpha2 = Math.abs(this.activeRow - 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.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;
}
private 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;
}
gameManager.setCharacterLayers(layers);
this.scene.sleep(CustomizeSceneName);
waScaleManager.restoreZoom();
this.events.removeListener('wake');
gameManager.tryResumingGame(this, EnableCameraSceneName);
customCharacterSceneVisibleStore.set(false);
}
private backToPreviousScene(){
this.scene.sleep(CustomizeSceneName);
waScaleManager.restoreZoom();
this.scene.run(SelectCharacterSceneName);
customCharacterSceneVisibleStore.set(false);
}
}