FEAT: prototype game menu using html elements, better icon for text chat

This commit is contained in:
kharhamel 2020-12-04 11:30:35 +01:00
parent 855b55903b
commit 069f2f1cec
23 changed files with 520 additions and 226 deletions

View file

@ -1,6 +1,11 @@
import {GameScene} from "./GameScene";
import {connectionManager} from "../../Connexion/ConnectionManager";
import {Room} from "../../Connexion/Room";
import {MenuSceneName} from "../Menu/MenuScene";
import {LoginSceneName} from "../Login/LoginScene";
import {SelectCharacterSceneName} from "../Login/SelectCharacterScene";
import {EnableCameraSceneName} from "../Login/EnableCameraScene";
import {localUserStore} from "../../Connexion/LocalUserStore";
export interface HasMovedEvent {
direction: string;
@ -9,29 +14,48 @@ export interface HasMovedEvent {
y: number;
}
/**
* This class should be responsible for any scene starting/stopping
*/
export class GameManager {
private playerName!: string;
private characterLayers!: string[];
private playerName: string|null;
private characterLayers: string[]|null;
private startRoom!:Room;
currentSceneName: string|null = null;
constructor() {
this.playerName = localUserStore.getName();
this.characterLayers = localUserStore.getCharacterLayers();
}
public async init(scenePlugin: Phaser.Scenes.ScenePlugin) {
public async init(scenePlugin: Phaser.Scenes.ScenePlugin): Promise<string> {
this.startRoom = await connectionManager.initGameConnexion();
await this.loadMap(this.startRoom, scenePlugin);
if (!this.playerName) {
return LoginSceneName;
} else if (!this.characterLayers) {
return SelectCharacterSceneName;
} else {
return EnableCameraSceneName;
}
}
public setPlayerName(name: string): void {
this.playerName = name;
localUserStore.setName(name);
}
public setCharacterLayers(layers: string[]): void {
this.characterLayers = layers;
localUserStore.setCharacterLayers(layers);
}
getPlayerName(): string {
getPlayerName(): string|null {
return this.playerName;
}
getCharacterSelected(): string[] {
getCharacterLayers(): string[]|null {
return this.characterLayers;
}
@ -48,7 +72,28 @@ export class GameManager {
}
public goToStartingMap(scenePlugin: Phaser.Scenes.ScenePlugin): void {
scenePlugin.start(this.startRoom.id);
console.log('starting '+ (this.currentSceneName || this.startRoom.id))
scenePlugin.start(this.currentSceneName || this.startRoom.id);
//the menu scene launches faster than the gameScene, so we delay it to not have menu buttons on a black screen
setTimeout(() => scenePlugin.launch(MenuSceneName), 1000);
}
/**
* Temporary leave a gameScene to go back to the loginScene for example.
* This will close the socket connections and stop the gameScene, but won't remove it.
*/
leaveGame(scene: Phaser.Scene, targetSceneName: string): void {
if (this.currentSceneName === null) throw 'No current scene id set!';
const gameScene: GameScene = scene.scene.get(this.currentSceneName) as GameScene;
gameScene.cleanupClosingScene();
scene.scene.stop(this.currentSceneName);
scene.scene.stop(MenuSceneName);
scene.scene.run(targetSceneName);
}
public getCurrentGameScene(scene: Phaser.Scene): GameScene {
if (this.currentSceneName === null) throw 'No current scene id set!';
return scene.scene.get(this.currentSceneName) as GameScene
}
}