Player return a the same position when after editing his profile (same as reconnection)
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parent
0c796dff90
commit
c2b3d23ec0
2 changed files with 26 additions and 36 deletions
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@ -17,7 +17,6 @@ export class GameManager {
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private playerName: string | null;
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private characterLayers: string[] | null;
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private companion: string | null;
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private positionBeforeSleep: { scene: string; x: number; y: number } | undefined;
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private startRoom!: Room;
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private scenePlugin!: Phaser.Scenes.ScenePlugin;
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currentGameSceneName: string | null = null;
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@ -71,10 +70,6 @@ export class GameManager {
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return this.companion;
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}
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getPositionBeforeSleep(): { scene: string; x: number; y: number } | undefined {
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return this.positionBeforeSleep;
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}
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public loadMap(room: Room) {
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const roomID = room.key;
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@ -113,12 +108,7 @@ export class GameManager {
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if (this.currentGameSceneName === null) throw "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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this.positionBeforeSleep = {
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scene: gameScene.roomUrl,
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x: gameScene.CurrentPlayer.x,
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y: gameScene.CurrentPlayer.y,
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};
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this.scenePlugin.stop(this.currentGameSceneName);
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gameScene.createSuccessorGameScene(false, false);
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this.scenePlugin.sleep(MenuSceneName);
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if (!this.scenePlugin.get(targetSceneName)) {
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this.scenePlugin.add(targetSceneName, sceneClass, false);
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@ -538,15 +538,7 @@ export class GameScene extends DirtyScene {
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}
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//notify game manager can to create currentUser in map
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const positionBeforeSleep = gameManager.getPositionBeforeSleep();
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if (positionBeforeSleep && positionBeforeSleep.scene === this.room.key) {
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this.createCurrentPlayer(positionBeforeSleep.x, positionBeforeSleep.y);
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} else {
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this.createCurrentPlayer(
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this.startPositionCalculator.startPosition.x,
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this.startPositionCalculator.startPosition.y
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);
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}
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this.createCurrentPlayer();
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this.removeAllRemotePlayers(); //cleanup the list of remote players in case the scene was rebooted
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this.initCamera();
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@ -692,19 +684,7 @@ export class GameScene extends DirtyScene {
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this.connection.onServerDisconnected(() => {
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console.log("Player disconnected from server. Reloading scene.");
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this.cleanupClosingScene();
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const gameSceneKey = "somekey" + Math.round(Math.random() * 10000);
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const game: Phaser.Scene = new GameScene(this.room, this.MapUrlFile, gameSceneKey);
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this.scene.add(gameSceneKey, game, true, {
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initPosition: {
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x: this.CurrentPlayer.x,
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y: this.CurrentPlayer.y,
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},
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reconnecting: true,
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});
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this.scene.stop(this.scene.key);
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this.scene.remove(this.scene.key);
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this.createSuccessorGameScene(true, true);
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});
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this.connection.onActionableEvent((message) => {
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@ -1491,14 +1471,14 @@ ${escapedMessage}
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}
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}
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createCurrentPlayer(x: number, y: number) {
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createCurrentPlayer() {
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//TODO create animation moving between exit and start
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const texturesPromise = lazyLoadPlayerCharacterTextures(this.load, this.characterLayers);
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try {
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this.CurrentPlayer = new Player(
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this,
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x,
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y,
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this.startPositionCalculator.startPosition.x,
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this.startPositionCalculator.startPosition.y,
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this.playerName,
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texturesPromise,
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PlayerAnimationDirections.Down,
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@ -1936,4 +1916,24 @@ ${escapedMessage}
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waScaleManager.zoomModifier *= zoomFactor;
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biggestAvailableAreaStore.recompute();
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}
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public createSuccessorGameScene(autostart: boolean, reconnecting: boolean) {
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const gameSceneKey = "somekey" + Math.round(Math.random() * 10000);
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const game = new GameScene(this.room, this.MapUrlFile, gameSceneKey);
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this.scene.add(gameSceneKey, game, autostart, {
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initPosition: {
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x: this.CurrentPlayer.x,
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y: this.CurrentPlayer.y,
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},
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reconnecting: reconnecting,
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});
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//If new gameScene doesn't start automatically then we change the gameScene in gameManager so that it can start the new gameScene
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if (!autostart) {
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gameManager.gameSceneIsCreated(game);
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}
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this.scene.stop(this.scene.key);
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this.scene.remove(this.scene.key);
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}
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}
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