camera zoom using scaleManager zooming. WIP
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6 changed files with 155 additions and 34 deletions
70
front/src/Phaser/Game/CameraManager.ts
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70
front/src/Phaser/Game/CameraManager.ts
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@ -0,0 +1,70 @@
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import { Easing } from '../../types';
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import { HtmlUtils } from '../../WebRtc/HtmlUtils';
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import type { Box } from '../../WebRtc/LayoutManager';
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import type { WaScaleManager } from '../Services/WaScaleManager';
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import type { GameScene } from './GameScene';
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export class CameraManager extends Phaser.Events.EventEmitter {
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private scene: GameScene;
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private camera: Phaser.Cameras.Scene2D.Camera;
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private waScaleManager: WaScaleManager;
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private cameraBounds: { x: number, y: number };
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constructor(scene: GameScene, cameraBounds: { x: number, y: number }, waScaleManager: WaScaleManager) {
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super();
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this.scene = scene;
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this.camera = scene.cameras.main;
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this.cameraBounds = cameraBounds;
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this.waScaleManager = waScaleManager;
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this.initCamera();
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}
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public getCamera(): Phaser.Cameras.Scene2D.Camera {
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return this.camera;
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}
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public changeCameraFocus(focusOn: { x: number, y: number, width: number, height: number }, duration: number = 1000): void {
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const maxZoomModifier = 2.84; // How to get max zoom value?
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const currentZoomModifier = this.waScaleManager.zoomModifier;
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const zoomModifierChange = maxZoomModifier - currentZoomModifier;
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this.camera.stopFollow();
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this.camera.pan(
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focusOn.x + focusOn.width * 0.5,
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focusOn.y + focusOn.height * 0.5,
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duration,
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Easing.SineEaseOut, false, (camera, progress, x, y) => {
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this.scene.setZoomModifierTo(currentZoomModifier + progress * zoomModifierChange);
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});
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}
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public startFollow(target: object | Phaser.GameObjects.GameObject): void {
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this.camera.startFollow(target, true);
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}
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/**
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* Updates the offset of the character compared to the center of the screen according to the layout manager
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* (tries to put the character in the center of the remaining space if there is a discussion going on.
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*/
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public updateCameraOffset(array: Box): void {
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const xCenter = (array.xEnd - array.xStart) / 2 + array.xStart;
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const yCenter = (array.yEnd - array.yStart) / 2 + array.yStart;
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const game = HtmlUtils.querySelectorOrFail<HTMLCanvasElement>("#game canvas");
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// Let's put this in Game coordinates by applying the zoom level:
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this.camera.setFollowOffset(
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((xCenter - game.offsetWidth / 2) * window.devicePixelRatio) / this.scene.scale.zoom,
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((yCenter - game.offsetHeight / 2) * window.devicePixelRatio) / this.scene.scale.zoom
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);
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}
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private initCamera() {
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this.camera = this.scene.cameras.main;
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this.camera.setBounds(0, 0, this.cameraBounds.x, this.cameraBounds.y);
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}
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}
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@ -192,6 +192,7 @@ export class GameMap {
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const zones = this.tiledObjects.filter(object => object.type === "zone");
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// P.H. NOTE: We could also get all of the zones and add properties of occupied tiles to them, so we could later on check collision by using tileKeys
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// TODO: Change this to an array with currently occupied sone instead of doing elimination process
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const zonesByOldPosition = this.oldPosition ?
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zones.filter((zone) => {
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if (!this.oldPosition) {
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@ -60,6 +60,7 @@ import { PinchManager } from "../UserInput/PinchManager";
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import { joystickBaseImg, joystickBaseKey, joystickThumbImg, joystickThumbKey } from "../Components/MobileJoystick";
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import { waScaleManager } from "../Services/WaScaleManager";
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import { EmoteManager } from "./EmoteManager";
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import { CameraManager } from './CameraManager';
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import EVENT_TYPE = Phaser.Scenes.Events;
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import type { HasPlayerMovedEvent } from "../../Api/Events/HasPlayerMovedEvent";
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@ -198,6 +199,7 @@ export class GameScene extends DirtyScene {
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private pinchManager: PinchManager | undefined;
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private mapTransitioning: boolean = false; //used to prevent transitions happening at the same time.
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private emoteManager!: EmoteManager;
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private cameraManager!: CameraManager;
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private preloading: boolean = true;
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private startPositionCalculator!: StartPositionCalculator;
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private sharedVariablesManager!: SharedVariablesManager;
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@ -549,7 +551,9 @@ export class GameScene extends DirtyScene {
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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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this.cameraManager = new CameraManager(this, { x: this.Map.widthInPixels, y: this.Map.heightInPixels }, waScaleManager);
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biggestAvailableAreaStore.recompute();
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this.cameraManager.startFollow(this.CurrentPlayer);
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this.animatedTiles.init(this.Map);
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this.events.on("tileanimationupdate", () => (this.dirty = true));
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@ -590,7 +594,7 @@ export class GameScene extends DirtyScene {
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// From now, this game scene will be notified of reposition events
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this.biggestAvailableAreaStoreUnsubscribe = biggestAvailableAreaStore.subscribe((box) =>
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this.updateCameraOffset(box)
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this.cameraManager.updateCameraOffset(box)
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);
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new GameMapPropertiesListener(this, this.gameMap).register();
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@ -643,7 +647,7 @@ export class GameScene extends DirtyScene {
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* Initializes the connection to Pusher.
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*/
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private connect(): void {
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const camera = this.cameras.main;
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const camera = this.cameraManager.getCamera();
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connectionManager
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.connectToRoomSocket(
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@ -779,17 +783,30 @@ export class GameScene extends DirtyScene {
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});
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});
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// P.H. TODO: Send those events to the iframe?
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this.gameMap.onEnterZone((zones) => {
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console.log('enter zones');
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console.log(zones);
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for (const zone of zones) {
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for (const property of zone.properties ?? []) {
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if (property.name === 'focusable' && property.value === true) {
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this.cameraManager.changeCameraFocus(zone);
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break;
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}
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}
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}
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// zones.forEach((zone) => {
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// iframeListener.sendEnterLayerEvent(zone.name);
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// });
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});
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this.gameMap.onLeaveZone((zones) => {
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console.log('leave zones');
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console.log(zones);
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for (const zone of zones) {
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for (const property of zone.properties ?? []) {
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if (property.name === 'focusable' && property.value === true) {
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this.cameraManager.startFollow(this.CurrentPlayer);
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break;
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}
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}
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}
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// zones.forEach((zone) => {
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// iframeListener.sendEnterLayerEvent(zone.name);
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// });
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@ -1478,13 +1495,6 @@ ${escapedMessage}
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}
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}
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//todo: in a dedicated class/function?
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initCamera() {
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this.cameras.main.setBounds(0, 0, this.Map.widthInPixels, this.Map.heightInPixels);
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this.cameras.main.startFollow(this.CurrentPlayer, true);
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biggestAvailableAreaStore.recompute();
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}
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createCollisionWithPlayer() {
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//add collision layer
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for (const phaserLayer of this.gameMap.phaserLayers) {
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@ -1876,23 +1886,6 @@ ${escapedMessage}
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biggestAvailableAreaStore.recompute();
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}
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/**
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* Updates the offset of the character compared to the center of the screen according to the layout manager
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* (tries to put the character in the center of the remaining space if there is a discussion going on.
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*/
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private updateCameraOffset(array: Box): void {
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const xCenter = (array.xEnd - array.xStart) / 2 + array.xStart;
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const yCenter = (array.yEnd - array.yStart) / 2 + array.yStart;
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const game = HtmlUtils.querySelectorOrFail<HTMLCanvasElement>("#game canvas");
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// Let's put this in Game coordinates by applying the zoom level:
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this.cameras.main.setFollowOffset(
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((xCenter - game.offsetWidth / 2) * window.devicePixelRatio) / this.scale.zoom,
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((yCenter - game.offsetHeight / 2) * window.devicePixelRatio) / this.scale.zoom
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);
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}
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public startJitsi(roomName: string, jwt?: string): void {
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const allProps = this.gameMap.getCurrentProperties();
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const jitsiConfig = this.safeParseJSONstring(
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@ -1965,6 +1958,10 @@ ${escapedMessage}
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biggestAvailableAreaStore.recompute();
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}
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public setZoomModifierTo(value: number): void {
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waScaleManager.zoomModifier = value;
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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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@ -5,7 +5,7 @@ import type { Game } from "../Game/Game";
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import { ResizableScene } from "../Login/ResizableScene";
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import { HtmlUtils } from "../../WebRtc/HtmlUtils";
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class WaScaleManager {
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export class WaScaleManager {
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private hdpiManager: HdpiManager;
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private scaleManager!: ScaleManager;
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private game!: Game;
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