FIX: rewrote the way scene exits are triggered

This commit is contained in:
kharhamel 2020-11-18 18:15:57 +01:00
parent c5af6df7fa
commit 09d6d22a5d
6 changed files with 135 additions and 129 deletions

View file

@ -39,20 +39,16 @@ export class GameManager {
public async loadMap(room: Room, scenePlugin: Phaser.Scenes.ScenePlugin): Promise<void> {
const roomID = room.id;
const mapUrl = await room.getMapUrl();
console.log('Loading map '+roomID+' at url '+mapUrl);
const gameIndex = scenePlugin.getIndex(mapUrl);
const gameIndex = scenePlugin.getIndex(roomID);
if(gameIndex === -1){
const game : Phaser.Scene = GameScene.createFromUrl(room, mapUrl);
console.log('Adding scene '+mapUrl);
scenePlugin.add(mapUrl, game, false);
scenePlugin.add(roomID, game, false);
}
}
public async goToStartingMap(scenePlugin: Phaser.Scenes.ScenePlugin) {
const url = await this.startRoom.getMapUrl();
console.log('Starting scene '+url);
scenePlugin.start(url);
public goToStartingMap(scenePlugin: Phaser.Scenes.ScenePlugin): void {
scenePlugin.start(this.startRoom.id);
}
}