More strict fixes

This commit is contained in:
David Négrier 2020-06-04 18:11:07 +02:00
parent 082a11b0cd
commit 6f69a62d4d
9 changed files with 52 additions and 51 deletions

View file

@ -7,7 +7,7 @@ import {
import {CurrentGamerInterface, GamerInterface, hasMovedEventName, Player} from "../Player/Player";
import { DEBUG_MODE, ZOOM_LEVEL, POSITION_DELAY } from "../../Enum/EnvironmentVariable";
import {ITiledMap, ITiledMapLayer, ITiledTileSet} from "../Map/ITiledMap";
import {PLAYER_RESOURCES} from "../Entity/PlayableCaracter";
import {PLAYER_RESOURCES} from "../Entity/PlayableCharacter";
import Texture = Phaser.Textures.Texture;
import Sprite = Phaser.GameObjects.Sprite;
import CanvasTexture = Phaser.Textures.CanvasTexture;
@ -30,7 +30,7 @@ export class GameScene extends Phaser.Scene {
CurrentPlayer: CurrentGamerInterface;
MapPlayers : Phaser.Physics.Arcade.Group;
MapPlayersByKey : Map<string, GamerInterface> = new Map<string, GamerInterface>();
Map: Phaser.Tilemaps.Tilemap|null = null;
Map: Phaser.Tilemaps.Tilemap;
Layers : Array<Phaser.Tilemaps.StaticTilemapLayer>;
Objects : Array<Phaser.Physics.Arcade.Sprite>;
mapFile: ITiledMap|null;
@ -38,7 +38,7 @@ export class GameScene extends Phaser.Scene {
startX = 704;// 22 case
startY = 32; // 1 case
circleTexture: CanvasTexture;
initPosition: PositionInterface|null = null;
private initPosition: PositionInterface|null = null;
private playersPositionInterpolator = new PlayersPositionInterpolator();
MapKey: string;
@ -121,7 +121,9 @@ export class GameScene extends Phaser.Scene {
//hook initialisation
init(initData : GameSceneInitInterface) {
this.initPosition = initData.initPosition;
if (initData.initPosition !== undefined) {
this.initPosition = initData.initPosition;
}
}
//hook create scene
@ -338,7 +340,7 @@ export class GameScene extends Phaser.Scene {
//initialise player
//TODO create animation moving between exit and start
this.CurrentPlayer = new Player(
null, // The current player is not has no id (because the id can change if connection is lost and we should check that id using the GameManager.
null, // The current player has no id (because the id can change if connection is lost and we should check that id using the GameManager.)
this,
this.startX,
this.startY,
@ -503,9 +505,10 @@ export class GameScene extends Phaser.Scene {
let player = this.MapPlayersByKey.get(userId);
if (player === undefined) {
console.error('Cannot find user with id ', userId);
} else {
player.destroy();
this.MapPlayers.remove(player);
}
player.destroy();
this.MapPlayers.remove(player);
this.MapPlayersByKey.delete(userId);
this.playersPositionInterpolator.removePlayer(userId);
}
@ -525,8 +528,9 @@ export class GameScene extends Phaser.Scene {
shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) {
let groupId = groupPositionMessage.groupId;
if (this.groups.has(groupId)) {
this.groups.get(groupId).setPosition(Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y));
let group = this.groups.get(groupId);
if (group !== undefined) {
group.setPosition(Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y));
} else {
// TODO: circle radius should not be hard stored
let sprite = new Sprite(
@ -541,10 +545,11 @@ export class GameScene extends Phaser.Scene {
}
deleteGroup(groupId: string): void {
if(!this.groups.get(groupId)){
let group = this.groups.get(groupId);
if(!group){
return;
}
this.groups.get(groupId).destroy();
group.destroy();
this.groups.delete(groupId);
}