Refactored and optimized messages
Now, when a user moves, only his/her position is sent back to the other users. The position of all users is not sent each time. The messages sent to the browser are now: - the list of all users as a return to the join_room event (you can send responses to events in socket.io) - a "join_room" event sent when a new user joins the room - a "user_moved" event when a user moved - a "user_left" event when a user left the room The GameScene tracks all these events and reacts accordingly. Also, I made a number of refactoring in the classes and removed the GameSceneInterface that was useless (it was implemented by the LogincScene for no reason at all)
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12 changed files with 238 additions and 101 deletions
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@ -1,12 +1,13 @@
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import {GameScene, GameSceneInterface} from "./GameScene";
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import {GameScene} from "./GameScene";
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import {
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Connexion,
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GroupCreatedUpdatedMessageInterface,
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ListMessageUserPositionInterface
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ListMessageUserPositionInterface, MessageUserJoined, MessageUserMovedInterface, MessageUserPositionInterface, Point
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} from "../../Connexion";
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import {SimplePeerInterface, SimplePeer} from "../../WebRtc/SimplePeer";
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import {getMapKeyByUrl} from "../Login/LogincScene";
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import ScenePlugin = Phaser.Scenes.ScenePlugin;
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import {AddPlayerInterface} from "./AddPlayerInterface";
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export enum StatusGameManagerEnum {
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IN_PROGRESS = 1,
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@ -27,7 +28,7 @@ export interface MapObject {
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export class GameManager {
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status: number;
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private ConnexionInstance: Connexion;
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private currentGameScene: GameSceneInterface;
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private currentGameScene: GameScene;
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private playerName: string;
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SimplePeer : SimplePeerInterface;
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private characterUserSelected: string;
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@ -56,7 +57,7 @@ export class GameManager {
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});
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}
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setCurrentGameScene(gameScene: GameSceneInterface) {
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setCurrentGameScene(gameScene: GameScene) {
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this.currentGameScene = gameScene;
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}
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@ -74,9 +75,28 @@ export class GameManager {
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this.ConnexionInstance.joinARoom(sceneKey);
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}
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onUserJoins(message: MessageUserJoined): void {
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let userMessage: AddPlayerInterface = {
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userId: message.userId,
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character: message.character,
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name: message.name,
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position: new Point(-1000, -1000)
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}
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this.currentGameScene.addPlayer(userMessage);
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}
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onUserMoved(message: MessageUserMovedInterface): void {
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this.currentGameScene.updatePlayerPosition(message);
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}
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onUserLeft(userId: string): void {
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this.currentGameScene.removePlayer(userId);
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}
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/**
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* Share position in game
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* @param ListMessageUserPosition
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* @deprecated
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*/
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shareUserPosition(ListMessageUserPosition: ListMessageUserPositionInterface): void {
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if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
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@ -89,6 +109,18 @@ export class GameManager {
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}
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}
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initUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
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// Shall we wait for room to be loaded?
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/*if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
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return;
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}*/
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try {
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this.currentGameScene.initUsersPosition(usersPosition)
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} catch (e) {
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console.error(e);
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}
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}
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/**
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* Share group position in game
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*/
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