Create and send close message
# TODO - Show error or wait room
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326c2e4183
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17 changed files with 700 additions and 1846 deletions
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@ -110,6 +110,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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startX!: number;
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startY!: number;
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circleTexture!: CanvasTexture;
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circleRedTexture!: CanvasTexture;
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pendingEvents: Queue<InitUserPositionEventInterface|AddPlayerEventInterface|RemovePlayerEventInterface|UserMovedEventInterface|GroupCreatedUpdatedEventInterface|DeleteGroupEventInterface> = new Queue<InitUserPositionEventInterface|AddPlayerEventInterface|RemovePlayerEventInterface|UserMovedEventInterface|GroupCreatedUpdatedEventInterface|DeleteGroupEventInterface>();
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private initPosition: PositionInterface|null = null;
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private playersPositionInterpolator = new PlayersPositionInterpolator();
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@ -411,11 +412,18 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.initCamera();
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// Let's generate the circle for the group delimiter
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const circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite');
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let circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite-white');
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if (circleElement) {
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this.textures.remove('circleSprite');
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this.textures.remove('circleSprite-white');
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}
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this.circleTexture = this.textures.createCanvas('circleSprite', 96, 96);
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circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite-red');
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if (circleElement) {
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this.textures.remove('circleSprite-red');
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}
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//create white circle canvas use to create sprite
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this.circleTexture = this.textures.createCanvas('circleSprite-white', 96, 96);
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const context = this.circleTexture.context;
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context.beginPath();
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context.arc(48, 48, 48, 0, 2 * Math.PI, false);
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@ -424,6 +432,16 @@ export class GameScene extends ResizableScene implements CenterListener {
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context.stroke();
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this.circleTexture.refresh();
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//create red circle canvas use to create sprite
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this.circleRedTexture = this.textures.createCanvas('circleSprite-red', 96, 96);
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const contextRed = this.circleRedTexture.context;
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contextRed.beginPath();
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contextRed.arc(48, 48, 48, 0, 2 * Math.PI, false);
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// context.lineWidth = 5;
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contextRed.strokeStyle = '#ff0000';
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contextRed.stroke();
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this.circleRedTexture.refresh();
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// Let's pause the scene if the connection is not established yet
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if (this.connection === undefined) {
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// Let's wait 0.5 seconds before printing the "connecting" screen to avoid blinking
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@ -600,6 +618,11 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.startJitsi(room, jwt);
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});
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connection.onCloseMessage((status: number) => {
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console.log(`close message status : ${status}`);
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//TODO show wait room
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});
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// When connection is performed, let's connect SimplePeer
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this.simplePeer = new SimplePeer(this.connection, !this.room.isPublic);
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this.GlobalMessageManager = new GlobalMessageManager(this.connection);
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@ -1135,18 +1158,27 @@ export class GameScene extends ResizableScene implements CenterListener {
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private doShareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) {
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const groupId = groupPositionMessage.groupId;
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const groupSize = groupPositionMessage.groupSize;
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const group = this.groups.get(groupId);
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if (group !== undefined) {
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group.setPosition(Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y));
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} else {
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// TODO: circle radius should not be hard stored
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const positionX = 48;
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const positionY = 48;
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let texture = 'circleSprite-red';
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if(groupSize < 4){
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texture = 'circleSprite-white';
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}
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const sprite = new Sprite(
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this,
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Math.round(groupPositionMessage.position.x),
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Math.round(groupPositionMessage.position.y),
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'circleSprite');
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sprite.setDisplayOrigin(48, 48);
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texture
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);
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sprite.setDisplayOrigin(positionX, positionY);
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this.add.existing(sprite);
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this.groups.set(groupId, sprite);
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}
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@ -1278,6 +1310,10 @@ export class GameScene extends ResizableScene implements CenterListener {
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private loadSpritesheet(name: string, url: string): Promise<void> {
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return new Promise<void>(((resolve, reject) => {
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if (this.textures.exists(name)) {
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resolve();
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return;
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}
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this.load.spritesheet(
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name,
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url,
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