Merge branch 'develop' of github.com:thecodingmachine/workadventure into feature/animated-tiles
# Conflicts: # front/package.json # front/tsconfig.json # front/yarn.lock
This commit is contained in:
commit
e4dab5fd0d
555 changed files with 22975 additions and 17853 deletions
|
@ -1,9 +1,11 @@
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|||
import {PointInterface} from "../../Connexion/ConnexionModels";
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import {BodyResourceDescriptionInterface} from "../Entity/body_character";
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import type {PointInterface} from "../../Connexion/ConnexionModels";
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import type {BodyResourceDescriptionInterface} from "../Entity/PlayerTextures";
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export interface AddPlayerInterface {
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userId: number;
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name: string;
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characterLayers: BodyResourceDescriptionInterface[];
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position: PointInterface;
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visitCardUrl: string|null;
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companion: string|null;
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}
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|
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8
front/src/Phaser/Game/DepthIndexes.ts
Normal file
8
front/src/Phaser/Game/DepthIndexes.ts
Normal file
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@ -0,0 +1,8 @@
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//this file contains all the depth indexes which will be used in our game
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export const DEPTH_TILE_INDEX = 0;
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//Note: Player characters use their y coordinate as their depth to simulate a perspective.
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//See the Character class.
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export const DEPTH_OVERLAY_INDEX = 10000;
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export const DEPTH_INGAME_TEXT_INDEX = 100000;
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export const DEPTH_UI_INDEX = 1000000;
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75
front/src/Phaser/Game/DirtyScene.ts
Normal file
75
front/src/Phaser/Game/DirtyScene.ts
Normal file
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@ -0,0 +1,75 @@
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import {ResizableScene} from "../Login/ResizableScene";
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import GameObject = Phaser.GameObjects.GameObject;
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import Events = Phaser.Scenes.Events;
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import AnimationEvents = Phaser.Animations.Events;
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import StructEvents = Phaser.Structs.Events;
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import {SKIP_RENDER_OPTIMIZATIONS} from "../../Enum/EnvironmentVariable";
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/**
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* A scene that can track its dirty/pristine state.
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*/
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export abstract class DirtyScene extends ResizableScene {
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private isAlreadyTracking: boolean = false;
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protected dirty:boolean = true;
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private objectListChanged:boolean = true;
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private physicsEnabled: boolean = false;
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/**
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* Track all objects added to the scene and adds a callback each time an animation is added.
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* Whenever an object is added, removed, or when an animation is played, the dirty state is set to true.
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*
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* Note: this does not work with animations from sprites inside containers.
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*/
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protected trackDirtyAnims(): void {
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if (this.isAlreadyTracking || SKIP_RENDER_OPTIMIZATIONS) {
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return;
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}
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this.isAlreadyTracking = true;
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const trackAnimationFunction = this.trackAnimation.bind(this);
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this.sys.updateList.on(StructEvents.PROCESS_QUEUE_ADD, (gameObject: GameObject) => {
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this.objectListChanged = true;
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gameObject.on(AnimationEvents.ANIMATION_UPDATE, trackAnimationFunction);
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});
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this.sys.updateList.on(StructEvents.PROCESS_QUEUE_REMOVE, (gameObject: GameObject) => {
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this.objectListChanged = true;
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gameObject.removeListener(AnimationEvents.ANIMATION_UPDATE, trackAnimationFunction);
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});
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this.events.on(Events.RENDER, () => {
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this.objectListChanged = false;
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});
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this.physics.disableUpdate();
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this.events.on(Events.POST_UPDATE, () => {
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let objectMoving = false;
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for (const body of this.physics.world.bodies.entries) {
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if (body.velocity.x !== 0 || body.velocity.y !== 0) {
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this.objectListChanged = true;
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objectMoving = true;
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if (!this.physicsEnabled) {
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this.physics.enableUpdate();
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this.physicsEnabled = true;
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}
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break;
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}
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}
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if (!objectMoving && this.physicsEnabled) {
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this.physics.disableUpdate();
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this.physicsEnabled = false;
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}
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});
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}
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private trackAnimation(): void {
|
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this.objectListChanged = true;
|
||||
}
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||||
|
||||
public isDirty(): boolean {
|
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return this.dirty || this.objectListChanged;
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}
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|
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public onResize(): void {
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this.objectListChanged = true;
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}
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}
|
73
front/src/Phaser/Game/EmoteManager.ts
Normal file
73
front/src/Phaser/Game/EmoteManager.ts
Normal file
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@ -0,0 +1,73 @@
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import type {BodyResourceDescriptionInterface} from "../Entity/PlayerTextures";
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import {emoteEventStream} from "../../Connexion/EmoteEventStream";
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import type {GameScene} from "./GameScene";
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import type {RadialMenuItem} from "../Components/RadialMenu";
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import LoaderPlugin = Phaser.Loader.LoaderPlugin;
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import type {Subscription} from "rxjs";
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||||
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interface RegisteredEmote extends BodyResourceDescriptionInterface {
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name: string;
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img: string;
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||||
}
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export const emotes: {[key: string]: RegisteredEmote} = {
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'emote-heart': {name: 'emote-heart', img: 'resources/emotes/heart-emote.png'},
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'emote-clap': {name: 'emote-clap', img: 'resources/emotes/clap-emote.png'},
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'emote-hand': {name: 'emote-hand', img: 'resources/emotes/hand-emote.png'},
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||||
'emote-thanks': {name: 'emote-thanks', img: 'resources/emotes/thanks-emote.png'},
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'emote-thumb-up': {name: 'emote-thumb-up', img: 'resources/emotes/thumb-up-emote.png'},
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'emote-thumb-down': {name: 'emote-thumb-down', img: 'resources/emotes/thumb-down-emote.png'},
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};
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export class EmoteManager {
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private subscription: Subscription;
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constructor(private scene: GameScene) {
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this.subscription = emoteEventStream.stream.subscribe((event) => {
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const actor = this.scene.MapPlayersByKey.get(event.userId);
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if (actor) {
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this.lazyLoadEmoteTexture(event.emoteName).then(emoteKey => {
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actor.playEmote(emoteKey);
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})
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}
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})
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}
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createLoadingPromise(loadPlugin: LoaderPlugin, playerResourceDescriptor: BodyResourceDescriptionInterface) {
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return new Promise<string>((res) => {
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if (loadPlugin.textureManager.exists(playerResourceDescriptor.name)) {
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return res(playerResourceDescriptor.name);
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}
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loadPlugin.image(playerResourceDescriptor.name, playerResourceDescriptor.img);
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loadPlugin.once('filecomplete-image-' + playerResourceDescriptor.name, () => res(playerResourceDescriptor.name));
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});
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||||
}
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lazyLoadEmoteTexture(textureKey: string): Promise<string> {
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const emoteDescriptor = emotes[textureKey];
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if (emoteDescriptor === undefined) {
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throw 'Emote not found!';
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}
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const loadPromise = this.createLoadingPromise(this.scene.load, emoteDescriptor);
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this.scene.load.start();
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return loadPromise
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}
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||||
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getMenuImages(): Promise<RadialMenuItem[]> {
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const promises = [];
|
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for (const key in emotes) {
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const promise = this.lazyLoadEmoteTexture(key).then((textureKey) => {
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return {
|
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image: textureKey,
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name: textureKey,
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||||
}
|
||||
});
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promises.push(promise);
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||||
}
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return Promise.all(promises);
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||||
}
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||||
|
||||
destroy() {
|
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this.subscription.unsubscribe();
|
||||
}
|
||||
}
|
132
front/src/Phaser/Game/Game.ts
Normal file
132
front/src/Phaser/Game/Game.ts
Normal file
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@ -0,0 +1,132 @@
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import {SKIP_RENDER_OPTIMIZATIONS} from "../../Enum/EnvironmentVariable";
|
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import {coWebsiteManager} from "../../WebRtc/CoWebsiteManager";
|
||||
import {waScaleManager} from "../Services/WaScaleManager";
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||||
import {ResizableScene} from "../Login/ResizableScene";
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||||
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||||
const Events = Phaser.Core.Events;
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||||
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||||
/**
|
||||
* A specialization of the main Phaser Game scene.
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||||
* It comes with an optimization to skip rendering.
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||||
*
|
||||
* Beware, the "step" function might vary in future versions of Phaser.
|
||||
*
|
||||
* It also automatically calls "onResize" on any scenes extending ResizableScene.
|
||||
*/
|
||||
export class Game extends Phaser.Game {
|
||||
|
||||
private _isDirty = false;
|
||||
|
||||
|
||||
constructor(GameConfig: Phaser.Types.Core.GameConfig) {
|
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super(GameConfig);
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||||
|
||||
this.scale.on(Phaser.Scale.Events.RESIZE, () => {
|
||||
for (const scene of this.scene.getScenes(true)) {
|
||||
if (scene instanceof ResizableScene) {
|
||||
scene.onResize();
|
||||
}
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||||
}
|
||||
})
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||||
|
||||
/*window.addEventListener('resize', (event) => {
|
||||
// Let's trigger the onResize method of any active scene that is a ResizableScene
|
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for (const scene of this.scene.getScenes(true)) {
|
||||
if (scene instanceof ResizableScene) {
|
||||
scene.onResize(event);
|
||||
}
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||||
}
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||||
});*/
|
||||
}
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||||
|
||||
public step(time: number, delta: number)
|
||||
{
|
||||
// @ts-ignore
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||||
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
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||||
|
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eventEmitter.emit(Events.STEP, time, delta);
|
||||
|
||||
// Update the Scene Manager and all active Scenes
|
||||
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||||
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 (SKIP_RENDER_OPTIMIZATIONS || 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 {
|
||||
if (this._isDirty) {
|
||||
this._isDirty = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
/**
|
||||
* Marks the game as needing to be redrawn.
|
||||
*/
|
||||
public markDirty(): void {
|
||||
this._isDirty = true;
|
||||
}
|
||||
}
|
|
@ -1,11 +1,14 @@
|
|||
import {GameScene} from "./GameScene";
|
||||
import {connectionManager} from "../../Connexion/ConnectionManager";
|
||||
import {Room} from "../../Connexion/Room";
|
||||
import type {Room} from "../../Connexion/Room";
|
||||
import {MenuScene, MenuSceneName} from "../Menu/MenuScene";
|
||||
import {LoginSceneName} from "../Login/LoginScene";
|
||||
import {SelectCharacterSceneName} from "../Login/SelectCharacterScene";
|
||||
import {EnableCameraSceneName} from "../Login/EnableCameraScene";
|
||||
import {localUserStore} from "../../Connexion/LocalUserStore";
|
||||
import {get} from "svelte/store";
|
||||
import {requestedCameraState, requestedMicrophoneState} from "../../Stores/MediaStore";
|
||||
import {helpCameraSettingsVisibleStore} from "../../Stores/HelpCameraSettingsStore";
|
||||
|
||||
export interface HasMovedEvent {
|
||||
direction: string;
|
||||
|
@ -20,21 +23,23 @@ export interface HasMovedEvent {
|
|||
export class GameManager {
|
||||
private playerName: string|null;
|
||||
private characterLayers: string[]|null;
|
||||
private companion: string|null;
|
||||
private startRoom!:Room;
|
||||
currentGameSceneName: string|null = null;
|
||||
|
||||
|
||||
constructor() {
|
||||
this.playerName = localUserStore.getName();
|
||||
this.characterLayers = localUserStore.getCharacterLayers();
|
||||
this.companion = localUserStore.getCompanion();
|
||||
}
|
||||
|
||||
public async init(scenePlugin: Phaser.Scenes.ScenePlugin): Promise<string> {
|
||||
this.startRoom = await connectionManager.initGameConnexion();
|
||||
await this.loadMap(this.startRoom, scenePlugin);
|
||||
|
||||
|
||||
if (!this.playerName) {
|
||||
return LoginSceneName;
|
||||
} else if (!this.characterLayers) {
|
||||
} else if (!this.characterLayers || !this.characterLayers.length) {
|
||||
return SelectCharacterSceneName;
|
||||
} else {
|
||||
return EnableCameraSceneName;
|
||||
|
@ -55,18 +60,29 @@ export class GameManager {
|
|||
return this.playerName;
|
||||
}
|
||||
|
||||
getCharacterLayers(): string[]|null {
|
||||
getCharacterLayers(): string[] {
|
||||
if (!this.characterLayers) {
|
||||
throw 'characterLayers are not set';
|
||||
}
|
||||
return this.characterLayers;
|
||||
}
|
||||
|
||||
|
||||
setCompanion(companion: string|null): void {
|
||||
this.companion = companion;
|
||||
}
|
||||
|
||||
getCompanion(): string|null {
|
||||
return this.companion;
|
||||
}
|
||||
|
||||
public async loadMap(room: Room, scenePlugin: Phaser.Scenes.ScenePlugin): Promise<void> {
|
||||
const roomID = room.id;
|
||||
const mapUrl = await room.getMapUrl();
|
||||
const mapDetail = await room.getMapDetail();
|
||||
|
||||
const gameIndex = scenePlugin.getIndex(roomID);
|
||||
if(gameIndex === -1){
|
||||
const game : Phaser.Scene = new GameScene(room, mapUrl);
|
||||
const game : Phaser.Scene = new GameScene(room, mapDetail.mapUrl);
|
||||
scenePlugin.add(roomID, game, false);
|
||||
}
|
||||
}
|
||||
|
@ -75,8 +91,13 @@ export class GameManager {
|
|||
console.log('starting '+ (this.currentGameSceneName || this.startRoom.id))
|
||||
scenePlugin.start(this.currentGameSceneName || this.startRoom.id);
|
||||
scenePlugin.launch(MenuSceneName);
|
||||
|
||||
if(!localUserStore.getHelpCameraSettingsShown() && (!get(requestedMicrophoneState) || !get(requestedCameraState))){
|
||||
helpCameraSettingsVisibleStore.set(true);
|
||||
localUserStore.setHelpCameraSettingsShown();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public gameSceneIsCreated(scene: GameScene) {
|
||||
this.currentGameSceneName = scene.scene.key;
|
||||
const menuScene: MenuScene = scene.scene.get(MenuSceneName) as MenuScene;
|
||||
|
@ -110,7 +131,7 @@ export class GameManager {
|
|||
scene.scene.run(fallbackSceneName)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public getCurrentGameScene(scene: Phaser.Scene): GameScene {
|
||||
if (this.currentGameSceneName === null) throw 'No current scene id set!';
|
||||
return scene.scene.get(this.currentGameSceneName) as GameScene
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
import {ITiledMap} from "../Map/ITiledMap";
|
||||
import type {ITiledMap, ITiledMapLayer} from "../Map/ITiledMap";
|
||||
import {LayersIterator} from "../Map/LayersIterator";
|
||||
|
||||
export type PropertyChangeCallback = (newValue: string | number | boolean | undefined, oldValue: string | number | boolean | undefined, allProps: Map<string, string | boolean | number>) => void;
|
||||
|
||||
|
@ -10,8 +11,10 @@ export class GameMap {
|
|||
private key: number|undefined;
|
||||
private lastProperties = new Map<string, string|boolean|number>();
|
||||
private callbacks = new Map<string, Array<PropertyChangeCallback>>();
|
||||
public readonly layersIterator: LayersIterator;
|
||||
|
||||
public constructor(private map: ITiledMap) {
|
||||
this.layersIterator = new LayersIterator(map);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -29,6 +32,7 @@ export class GameMap {
|
|||
|
||||
const newProps = this.getProperties(key);
|
||||
const oldProps = this.lastProperties;
|
||||
this.lastProperties = newProps;
|
||||
|
||||
// Let's compare the 2 maps:
|
||||
// First new properties vs oldProperties
|
||||
|
@ -45,14 +49,16 @@ export class GameMap {
|
|||
this.trigger(oldPropName, oldPropValue, undefined, newProps);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.lastProperties = newProps;
|
||||
public getCurrentProperties(): Map<string, string|boolean|number> {
|
||||
return this.lastProperties;
|
||||
}
|
||||
|
||||
private getProperties(key: number): Map<string, string|boolean|number> {
|
||||
const properties = new Map<string, string|boolean|number>();
|
||||
|
||||
for (const layer of this.map.layers) {
|
||||
for (const layer of this.layersIterator) {
|
||||
if (layer.type !== 'tilelayer') {
|
||||
continue;
|
||||
}
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -1,6 +1,6 @@
|
|||
import {HasMovedEvent} from "./GameManager";
|
||||
import type {HasMovedEvent} from "./GameManager";
|
||||
import {MAX_EXTRAPOLATION_TIME} from "../../Enum/EnvironmentVariable";
|
||||
import {PositionInterface} from "../../Connexion/ConnexionModels";
|
||||
import type {PositionInterface} from "../../Connexion/ConnexionModels";
|
||||
|
||||
export class PlayerMovement {
|
||||
public constructor(private startPosition: PositionInterface, private startTick: number, private endPosition: HasMovedEvent, private endTick: number) {
|
||||
|
|
|
@ -2,8 +2,8 @@
|
|||
* This class is in charge of computing the position of all players.
|
||||
* Player movement is delayed by 200ms so position depends on ticks.
|
||||
*/
|
||||
import {PlayerMovement} from "./PlayerMovement";
|
||||
import {HasMovedEvent} from "./GameManager";
|
||||
import type {PlayerMovement} from "./PlayerMovement";
|
||||
import type {HasMovedEvent} from "./GameManager";
|
||||
|
||||
export class PlayersPositionInterpolator {
|
||||
playerMovements: Map<number, PlayerMovement> = new Map<number, PlayerMovement>();
|
||||
|
|
39
front/src/Phaser/Game/SoundManager.ts
Normal file
39
front/src/Phaser/Game/SoundManager.ts
Normal file
|
@ -0,0 +1,39 @@
|
|||
import LoaderPlugin = Phaser.Loader.LoaderPlugin;
|
||||
import BaseSoundManager = Phaser.Sound.BaseSoundManager;
|
||||
import BaseSound = Phaser.Sound.BaseSound;
|
||||
import SoundConfig = Phaser.Types.Sound.SoundConfig;
|
||||
|
||||
class SoundManager {
|
||||
private soundPromises : Map<string,Promise<BaseSound>> = new Map<string, Promise<Phaser.Sound.BaseSound>>();
|
||||
public loadSound (loadPlugin: LoaderPlugin, soundManager : BaseSoundManager, soundUrl: string) : Promise<BaseSound> {
|
||||
let soundPromise = this.soundPromises.get(soundUrl);
|
||||
if (soundPromise !== undefined) {
|
||||
return soundPromise;
|
||||
}
|
||||
soundPromise = new Promise<BaseSound>((res) => {
|
||||
|
||||
const sound = soundManager.get(soundUrl);
|
||||
if (sound !== null) {
|
||||
return res(sound);
|
||||
}
|
||||
loadPlugin.audio(soundUrl, soundUrl);
|
||||
loadPlugin.once('filecomplete-audio-' + soundUrl, () => {
|
||||
res(soundManager.add(soundUrl));
|
||||
});
|
||||
loadPlugin.start();
|
||||
});
|
||||
this.soundPromises.set(soundUrl,soundPromise);
|
||||
return soundPromise;
|
||||
}
|
||||
|
||||
public async playSound(loadPlugin: LoaderPlugin, soundManager : BaseSoundManager, soundUrl: string, config: SoundConfig|undefined) : Promise<void> {
|
||||
const sound = await this.loadSound(loadPlugin,soundManager,soundUrl);
|
||||
if (config === undefined) sound.play();
|
||||
else sound.play(config);
|
||||
}
|
||||
|
||||
public stopSound(soundManager : BaseSoundManager,soundUrl : string){
|
||||
soundManager.get(soundUrl).stop();
|
||||
}
|
||||
}
|
||||
export const soundManager = new SoundManager();
|
Loading…
Add table
Add a link
Reference in a new issue