Stopping sending literal errors
Errors now must be of "Error" type. Rule added in eslint.
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88509916a8
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ab0f5e9837
19 changed files with 31 additions and 28 deletions
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@ -66,7 +66,7 @@ export class GameManager {
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getCharacterLayers(): string[] {
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if (!this.characterLayers) {
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throw "characterLayers are not set";
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throw new Error("characterLayers are not set");
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}
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return this.characterLayers;
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}
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@ -119,7 +119,7 @@ export class GameManager {
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* This will close the socket connections and stop the gameScene, but won't remove it.
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*/
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leaveGame(targetSceneName: string, sceneClass: Phaser.Scene): void {
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if (this.currentGameSceneName === null) throw "No current scene id set!";
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if (this.currentGameSceneName === null) throw new Error("No current scene id set!");
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const gameScene: GameScene = this.scenePlugin.get(this.currentGameSceneName) as GameScene;
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gameScene.cleanupClosingScene();
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gameScene.createSuccessorGameScene(false, false);
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@ -143,7 +143,7 @@ export class GameManager {
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}
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public getCurrentGameScene(): GameScene {
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if (this.currentGameSceneName === null) throw "No current scene id set!";
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if (this.currentGameSceneName === null) throw new Error("No current scene id set!");
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return this.scenePlugin.get(this.currentGameSceneName) as GameScene;
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}
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@ -453,7 +453,7 @@ export class GameScene extends DirtyScene {
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const playerName = gameManager.getPlayerName();
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if (!playerName) {
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throw "playerName is not set";
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throw new Error("playerName is not set");
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}
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this.playerName = playerName;
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this.characterLayers = gameManager.getCharacterLayers();
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