Merge remote-tracking branch 'remotes/workadventure-main/develop' into load-page-api

This commit is contained in:
jonny 2021-05-10 09:58:59 +02:00
commit a5260c0831
96 changed files with 2400 additions and 1167 deletions

View file

@ -0,0 +1,52 @@
import {ResizableScene} from "../Login/ResizableScene";
import GameObject = Phaser.GameObjects.GameObject;
import Events = Phaser.Scenes.Events;
import AnimationEvents = Phaser.Animations.Events;
/**
* A scene that can track its dirty/pristine state.
*/
export abstract class DirtyScene extends ResizableScene {
private isAlreadyTracking: boolean = false;
protected dirty:boolean = true;
private objectListChanged:boolean = true;
/**
* Track all objects added to the scene and adds a callback each time an animation is added.
* Whenever an object is added, removed, or when an animation is played, the dirty state is set to true.
*
* Note: this does not work with animations from sprites inside containers.
*/
protected trackDirtyAnims(): void {
if (this.isAlreadyTracking) {
return;
}
this.isAlreadyTracking = true;
const trackAnimationFunction = this.trackAnimation.bind(this);
this.events.on(Events.ADDED_TO_SCENE, (gameObject: GameObject) => {
this.objectListChanged = true;
gameObject.on(AnimationEvents.ANIMATION_UPDATE, trackAnimationFunction);
});
this.events.on(Events.REMOVED_FROM_SCENE, (gameObject: GameObject) => {
this.objectListChanged = true;
gameObject.removeListener(AnimationEvents.ANIMATION_UPDATE, trackAnimationFunction);
});
this.events.on(Events.RENDER, () => {
this.objectListChanged = false;
});
}
private trackAnimation(): void {
this.objectListChanged = true;
}
public isDirty(): boolean {
return this.dirty || this.objectListChanged;
}
public onResize(ev: UIEvent): void {
this.objectListChanged = true;
}
}

View file

@ -0,0 +1,88 @@
const Events = Phaser.Core.Events;
/**
* A specialization of the main Phaser Game scene.
* It comes with an optimization to skip rendering.
*
* Beware, the "step" function might vary in future versions of Phaser.
*/
export class Game extends Phaser.Game {
public step(time: number, delta: number)
{
// @ts-ignore
if (this.pendingDestroy)
{
// @ts-ignore
return this.runDestroy();
}
const eventEmitter = this.events;
// Global Managers like Input and Sound update in the prestep
eventEmitter.emit(Events.PRE_STEP, time, delta);
// This is mostly meant for user-land code and plugins
eventEmitter.emit(Events.STEP, time, delta);
// Update the Scene Manager and all active Scenes
this.scene.update(time, delta);
// Our final event before rendering starts
eventEmitter.emit(Events.POST_STEP, time, delta);
// This "if" is the changed introduced by the new "Game" class to avoid rendering unnecessarily.
if (this.isDirty()) {
const renderer = this.renderer;
// Run the Pre-render (clearing the canvas, setting background colors, etc)
renderer.preRender();
eventEmitter.emit(Events.PRE_RENDER, renderer, time, delta);
// The main render loop. Iterates all Scenes and all Cameras in those scenes, rendering to the renderer instance.
this.scene.render(renderer);
// The Post-Render call. Tidies up loose end, takes snapshots, etc.
renderer.postRender();
// The final event before the step repeats. Your last chance to do anything to the canvas before it all starts again.
eventEmitter.emit(Events.POST_RENDER, renderer, time, delta);
} else {
// @ts-ignore
this.scene.isProcessing = false;
}
}
private isDirty(): boolean {
// Loop through the scenes in forward order
for (let i = 0; i < this.scene.scenes.length; i++)
{
const scene = this.scene.scenes[i];
const sys = scene.sys;
if (sys.settings.visible && sys.settings.status >= Phaser.Scenes.LOADING && sys.settings.status < Phaser.Scenes.SLEEPING)
{
// @ts-ignore
if(typeof scene.isDirty === 'function') {
// @ts-ignore
const isDirty = scene.isDirty() || scene.tweens.getAllTweens().length > 0;
if (isDirty) {
return true;
}
} else {
return true;
}
}
}
return false;
}
}

View file

@ -89,10 +89,7 @@ export class GameManager {
console.log('starting '+ (this.currentGameSceneName || this.startRoom.id))
scenePlugin.start(this.currentGameSceneName || this.startRoom.id);
scenePlugin.launch(MenuSceneName);
if (!localUserStore.getHelpCameraSettingsShown()) {
scenePlugin.launch(HelpCameraSettingsSceneName);//700
}
scenePlugin.launch(HelpCameraSettingsSceneName);//700
}
public gameSceneIsCreated(scene: GameScene) {

View file

@ -15,8 +15,6 @@ import {
JITSI_PRIVATE_MODE,
MAX_PER_GROUP,
POSITION_DELAY,
RESOLUTION,
ZOOM_LEVEL
} from "../../Enum/EnvironmentVariable";
import {
ITiledMap,
@ -86,10 +84,14 @@ import EVENT_TYPE =Phaser.Scenes.Events
import {Subscription} from "rxjs";
import {worldFullMessageStream} from "../../Connexion/WorldFullMessageStream";
import { lazyLoadCompanionResource } from "../Companion/CompanionTexturesLoadingManager";
import RenderTexture = Phaser.GameObjects.RenderTexture;
import Tilemap = Phaser.Tilemaps.Tilemap;
import {DirtyScene} from "./DirtyScene";
import {TextUtils} from "../Components/TextUtils";
import {touchScreenManager} from "../../Touch/TouchScreenManager";
import {PinchManager} from "../UserInput/PinchManager";
import {joystickBaseImg, joystickBaseKey, joystickThumbImg, joystickThumbKey} from "../Components/MobileJoystick";
import {waScaleManager} from "../Services/WaScaleManager";
export interface GameSceneInitInterface {
initPosition: PointInterface|null,
@ -128,13 +130,13 @@ interface DeleteGroupEventInterface {
const defaultStartLayerName = 'start';
export class GameScene extends ResizableScene implements CenterListener {
export class GameScene extends DirtyScene implements CenterListener {
Terrains : Array<Phaser.Tilemaps.Tileset>;
CurrentPlayer!: CurrentGamerInterface;
MapPlayers!: Phaser.Physics.Arcade.Group;
MapPlayersByKey : Map<number, RemotePlayer> = new Map<number, RemotePlayer>();
Map!: Phaser.Tilemaps.Tilemap;
Layers!: Array<Phaser.Tilemaps.StaticTilemapLayer>;
Layers!: Array<Phaser.Tilemaps.TilemapLayer>;
Objects!: Array<Phaser.Physics.Arcade.Sprite>;
mapFile!: ITiledMap;
groups: Map<number, Sprite>;
@ -184,6 +186,7 @@ export class GameScene extends ResizableScene implements CenterListener {
private messageSubscription: Subscription|null = null;
private popUpElements : Map<number, DOMElement> = new Map<number, Phaser.GameObjects.DOMElement>();
private originalMapUrl: string|undefined;
private pinchManager: PinchManager|undefined;
constructor(private room: Room, MapUrlFile: string, customKey?: string|undefined) {
super({
@ -202,12 +205,11 @@ export class GameScene extends ResizableScene implements CenterListener {
})
this.connectionAnswerPromise = new Promise<RoomJoinedMessageInterface>((resolve, reject): void => {
this.connectionAnswerPromiseResolve = resolve;
})
});
}
//hook preload scene
preload(): void {
addLoader(this);
const localUser = localUserStore.getLocalUser();
const textures = localUser?.textures;
if (textures) {
@ -267,6 +269,9 @@ export class GameScene extends ResizableScene implements CenterListener {
this.load.spritesheet('layout_modes', 'resources/objects/layout_modes.png', {frameWidth: 32, frameHeight: 32});
this.load.bitmapFont('main_font', 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
//this function must stay at the end of preload function
addLoader(this);
}
// FIXME: we need to put a "unknown" instead of a "any" and validate the structure of the JSON we are receiving.
@ -365,15 +370,17 @@ export class GameScene extends ResizableScene implements CenterListener {
//hook create scene
create(): void {
this.trackDirtyAnims();
gameManager.gameSceneIsCreated(this);
urlManager.pushRoomIdToUrl(this.room);
this.startLayerName = urlManager.getStartLayerNameFromUrl();
if (touchScreenManager.supportTouchScreen) {
new PinchManager(this);
this.pinchManager = new PinchManager(this);
}
this.messageSubscription = worldFullMessageStream.stream.subscribe((message) => this.showWorldFullError())
this.messageSubscription = worldFullMessageStream.stream.subscribe((message) => this.showWorldFullError(message))
const playerName = gameManager.getPlayerName();
if (!playerName) {
@ -395,12 +402,11 @@ export class GameScene extends ResizableScene implements CenterListener {
this.physics.world.setBounds(0, 0, this.Map.widthInPixels, this.Map.heightInPixels);
//add layer on map
this.Layers = new Array<Phaser.Tilemaps.StaticTilemapLayer>();
this.Layers = new Array<Phaser.Tilemaps.TilemapLayer>();
let depth = -2;
for (const layer of this.gameMap.layersIterator) {
if (layer.type === 'tilelayer') {
this.addLayer(this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
this.addLayer(this.Map.createLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
const exitSceneUrl = this.getExitSceneUrl(layer);
if (exitSceneUrl !== undefined) {
@ -436,8 +442,8 @@ export class GameScene extends ResizableScene implements CenterListener {
//create input to move
mediaManager.setUserInputManager(this.userInputManager);
this.userInputManager = new UserInputManager(this);
mediaManager.setUserInputManager(this.userInputManager);
if (localUserStore.getFullscreen()) {
document.querySelector('body')?.requestFullscreen();
@ -917,9 +923,11 @@ ${escapedMessage}
audioManager.unloadAudio();
// We are completely destroying the current scene to avoid using a half-backed instance when coming back to the same map.
this.connection?.closeConnection();
this.simplePeer.closeAllConnections();
this.simplePeer?.closeAllConnections();
this.simplePeer?.unregister();
this.messageSubscription?.unsubscribe();
this.userInputManager.destroy();
this.pinchManager?.destroy();
for(const iframeEvents of this.iframeSubscriptionList){
iframeEvents.unsubscribe();
@ -1067,17 +1075,18 @@ ${escapedMessage}
//todo: in a dedicated class/function?
initCamera() {
this.cameras.main.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels);
this.cameras.main.startFollow(this.CurrentPlayer, true);
this.updateCameraOffset();
this.cameras.main.setZoom(ZOOM_LEVEL);
}
addLayer(Layer : Phaser.Tilemaps.StaticTilemapLayer){
addLayer(Layer : Phaser.Tilemaps.TilemapLayer){
this.Layers.push(Layer);
}
createCollisionWithPlayer() {
this.physics.disableUpdate();
//add collision layer
this.Layers.forEach((Layer: Phaser.Tilemaps.StaticTilemapLayer) => {
this.Layers.forEach((Layer: Phaser.Tilemaps.TilemapLayer) => {
this.physics.add.collider(this.CurrentPlayer, Layer, (object1: GameObject, object2: GameObject) => {
//this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
});
@ -1206,12 +1215,24 @@ ${escapedMessage}
* @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
*/
update(time: number, delta: number) : void {
mediaManager.setLastUpdateScene();
this.dirty = false;
mediaManager.updateScene();
this.currentTick = time;
if (this.CurrentPlayer.isMoving()) {
this.dirty = true;
}
this.CurrentPlayer.moveUser(delta);
if (this.CurrentPlayer.isMoving()) {
this.dirty = true;
this.physics.enableUpdate();
} else {
this.physics.disableUpdate();
}
// Let's handle all events
while (this.pendingEvents.length !== 0) {
this.dirty = true;
const event = this.pendingEvents.dequeue();
switch (event.type) {
case "InitUserPositionEvent":
@ -1237,6 +1258,7 @@ ${escapedMessage}
// Let's move all users
const updatedPlayersPositions = this.playersPositionInterpolator.getUpdatedPositions(time);
updatedPlayersPositions.forEach((moveEvent: HasMovedEvent, userId: number) => {
this.dirty = true;
const player: RemotePlayer | undefined = this.MapPlayersByKey.get(userId);
if (player === undefined) {
throw new Error('Cannot find player with ID "' + userId + '"');
@ -1406,7 +1428,8 @@ ${escapedMessage}
this.connection?.emitActionableEvent(itemId, eventName, state, parameters);
}
public onResize(): void {
public onResize(ev: UIEvent): void {
super.onResize(ev);
this.reposition();
// Send new viewport to server
@ -1441,19 +1464,18 @@ ${escapedMessage}
}
/**
* Updates the offset of the character compared to the center of the screen according to the layout mananger
* (tries to put the character in the center of the reamining space if there is a discussion going on.
* Updates the offset of the character compared to the center of the screen according to the layout manager
* (tries to put the character in the center of the remaining space if there is a discussion going on.
*/
private updateCameraOffset(): void {
const array = layoutManager.findBiggestAvailableArray();
let xCenter = (array.xEnd - array.xStart) / 2 + array.xStart;
let yCenter = (array.yEnd - array.yStart) / 2 + array.yStart;
const xCenter = (array.xEnd - array.xStart) / 2 + array.xStart;
const yCenter = (array.yEnd - array.yStart) / 2 + array.yStart;
const game = HtmlUtils.querySelectorOrFail<HTMLCanvasElement>('#game canvas');
// Let's put this in Game coordinates by applying the zoom level:
xCenter /= ZOOM_LEVEL * RESOLUTION;
yCenter /= ZOOM_LEVEL * RESOLUTION;
this.cameras.main.startFollow(this.CurrentPlayer, true, 1, 1, xCenter - this.game.renderer.width / 2, yCenter - this.game.renderer.height / 2);
this.cameras.main.setFollowOffset((xCenter - game.offsetWidth/2) * window.devicePixelRatio / this.scale.zoom , (yCenter - game.offsetHeight/2) * window.devicePixelRatio / this.scale.zoom);
}
public onCenterChange(): void {
@ -1496,14 +1518,29 @@ ${escapedMessage}
}
//todo: put this into an 'orchestrator' scene (EntryScene?)
private showWorldFullError(): void {
private showWorldFullError(message: string|null): void {
this.cleanupClosingScene();
this.scene.stop(ReconnectingSceneName);
this.scene.remove(ReconnectingSceneName);
this.userInputManager.disableControls();
this.scene.start(ErrorSceneName, {
title: 'Connection rejected',
subTitle: 'The world you are trying to join is full. Try again later.',
message: 'If you want more information, you may contact us at: workadventure@thecodingmachine.com'
});
//FIX ME to use status code
if(message == undefined){
this.scene.start(ErrorSceneName, {
title: 'Connection rejected',
subTitle: 'The world you are trying to join is full. Try again later.',
message: 'If you want more information, you may contact us at: workadventure@thecodingmachine.com'
});
}else{
this.scene.start(ErrorSceneName, {
title: 'Connection rejected',
subTitle: 'You cannot join the World. Try again later. \n\r \n\r Error: '+message+'.',
message: 'If you want more information, you may contact administrator or contact us at: workadventure@thecodingmachine.com'
});
}
}
zoomByFactor(zoomFactor: number) {
waScaleManager.zoomModifier *= zoomFactor;
this.updateCameraOffset();
}
}