Permit to dissociate data by room

- Update share room id.
 - Join room when a scene is loaded.
 - Add a room in constant variable.
This commit is contained in:
gparant 2020-05-10 13:58:32 +02:00
parent 27c6034661
commit 5f11b065e1
7 changed files with 46 additions and 27 deletions

View file

@ -71,6 +71,10 @@ export class GameManager {
this.status = StatusGameManagerEnum.CURRENT_USER_CREATED;
}
joinRoom(sceneKey : string, character: string){
this.ConnexionInstance.joinARoom(sceneKey, character);
}
/**
* Share position in game
* @param ListMessageUserPosition
@ -120,7 +124,7 @@ export class GameManager {
}
pushPlayerPosition(event: HasMovedEvent) {
this.ConnexionInstance.sharePosition(event.x, event.y, event.character, event.direction);
this.ConnexionInstance.sharePosition(event.x, event.y, event.character, this.currentGameScene.scene.key, event.direction);
}
}

View file

@ -139,7 +139,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat
// Let's generate the circle for the group delimiter
//TODO they are error with cercle
this.circleTexture = this.textures.createCanvas('circleSprite', 96, 96);
if(!this.circleTexture || this.circleTexture.context){
return;
@ -268,6 +268,11 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface, Creat
//create collision
this.createCollisionWithPlayer();
this.createCollisionObject();
//join room
this.GameManager.joinRoom(this.scene.key, this.CurrentPlayer.PlayerTexture);
//listen event to share position of user
this.CurrentPlayer.on(hasMovedEventName, this.pushPlayerPosition.bind(this))
}