Centering character in free space
This commit adds the ability to put the character where there is free space when a discussion is hapening (either in presentation or chat mode)
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parent
b7c2f8be7b
commit
044495cf05
3 changed files with 173 additions and 7 deletions
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@ -9,7 +9,7 @@ import {
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PositionInterface
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} from "../../Connection";
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import {CurrentGamerInterface, hasMovedEventName, Player} from "../Player/Player";
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import {DEBUG_MODE, POSITION_DELAY, ZOOM_LEVEL} from "../../Enum/EnvironmentVariable";
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import {DEBUG_MODE, POSITION_DELAY, RESOLUTION, ZOOM_LEVEL} from "../../Enum/EnvironmentVariable";
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import {ITiledMap, ITiledMapLayer, ITiledMapLayerProperty, ITiledTileSet} from "../Map/ITiledMap";
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import {PLAYER_RESOURCES, PlayerResourceDescriptionInterface} from "../Entity/Character";
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import {AddPlayerInterface} from "./AddPlayerInterface";
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@ -22,7 +22,7 @@ import {SimplePeer, UserSimplePeerInterface} from "../../WebRtc/SimplePeer";
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import {ReconnectingSceneName} from "../Reconnecting/ReconnectingScene";
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import {FourOFourSceneName} from "../Reconnecting/FourOFourScene";
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import {loadAllLayers} from "../Entity/body_character";
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import {layoutManager, LayoutMode} from "../../WebRtc/LayoutManager";
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import {CenterListener, layoutManager, LayoutMode} from "../../WebRtc/LayoutManager";
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import Texture = Phaser.Textures.Texture;
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import Sprite = Phaser.GameObjects.Sprite;
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import CanvasTexture = Phaser.Textures.CanvasTexture;
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@ -69,7 +69,7 @@ interface DeleteGroupEventInterface {
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groupId: string
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}
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export class GameScene extends Phaser.Scene {
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export class GameScene extends Phaser.Scene implements CenterListener {
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GameManager : GameManager;
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Terrains : Array<Phaser.Tilemaps.Tileset>;
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CurrentPlayer!: CurrentGamerInterface;
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@ -408,6 +408,9 @@ export class GameScene extends Phaser.Scene {
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this.repositionCallback = this.reposition.bind(this);
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window.addEventListener('resize', this.repositionCallback);
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this.reposition();
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// From now, this game scene will be notified of reposition events
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layoutManager.setListener(this);
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}
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private switchLayoutMode(): void {
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@ -527,7 +530,7 @@ export class GameScene extends Phaser.Scene {
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//todo: in a dedicated class/function?
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initCamera() {
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this.cameras.main.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels);
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this.cameras.main.startFollow(this.CurrentPlayer);
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this.updateCameraOffset();
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this.cameras.main.setZoom(ZOOM_LEVEL);
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}
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@ -874,5 +877,30 @@ export class GameScene extends Phaser.Scene {
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private reposition(): void {
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this.presentationModeSprite.setY(this.game.renderer.height - 2);
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this.chatModeSprite.setY(this.game.renderer.height - 2);
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// Recompute camera offset if needed
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this.updateCameraOffset();
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}
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/**
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* Updates the offset of the character compared to the center of the screen according to the layout mananger
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* (tries to put the character in the center of the reamining space if there is a discussion going on.
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*/
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private updateCameraOffset(): void {
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const array = layoutManager.findBiggestAvailableArray();
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let xCenter = (array.xEnd - array.xStart) / 2 + array.xStart;
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let yCenter = (array.yEnd - array.yStart) / 2 + array.yStart;
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// Let's put this in Game coordinates by applying the zoom level:
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xCenter /= ZOOM_LEVEL * RESOLUTION;
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yCenter /= ZOOM_LEVEL * RESOLUTION;
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//console.log("updateCameraOffset", array, xCenter, yCenter, this.game.renderer.width, this.game.renderer.height);
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this.cameras.main.startFollow(this.CurrentPlayer, true, 1, 1, xCenter - this.game.renderer.width / 2, yCenter - this.game.renderer.height / 2);
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}
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public onCenterChange(): void {
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this.updateCameraOffset();
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}
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}
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