Multi Scene in back end

- Change maps url to get maps
 - Change GameScene to create scene with file since back end
 - Change LoginScene to upload scene and start game
This commit is contained in:
gparant 2020-05-09 19:41:21 +02:00
parent 7f989cfd23
commit fb8d9bf9a8
8 changed files with 101 additions and 53 deletions

View file

@ -11,16 +11,12 @@ import Graphics = Phaser.GameObjects.Graphics;
import Texture = Phaser.Textures.Texture;
import Sprite = Phaser.GameObjects.Sprite;
import CanvasTexture = Phaser.Textures.CanvasTexture;
import {Floor1Name} from "./GameSceneFloor1";
import CreateSceneFromObjectConfig = Phaser.Types.Scenes.CreateSceneFromObjectConfig;
export enum Textures {
Player = "male1",
Map = 'floor0',
MapUrl = 'maps/floor0.json'
Player = "male1"
}
export const Floor0Name = "Floor0";
export interface GameSceneInterface extends Phaser.Scene {
Map: Phaser.Tilemaps.Tilemap;
createCurrentPlayer(UserId : string) : void;
@ -29,7 +25,7 @@ export interface GameSceneInterface extends Phaser.Scene {
updateOrCreateMapPlayer(UsersPosition : Array<MessageUserPositionInterface>): void;
deleteGroup(groupId: string): void;
}
export class GameScene extends Phaser.Scene implements GameSceneInterface{
export class GameScene extends Phaser.Scene implements GameSceneInterface, CreateSceneFromObjectConfig{
GameManager : GameManager;
Terrains : Array<Phaser.Tilemaps.Tileset>;
CurrentPlayer: CurrentGamerInterface;
@ -38,24 +34,31 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
Layers : Array<Phaser.Tilemaps.StaticTilemapLayer>;
Objects : Array<Phaser.Physics.Arcade.Sprite>;
map: ITiledMap;
groups: Map<string, Sprite>
groups: Map<string, Sprite>;
startX = 704;// 22 case
startY = 32; // 1 case
circleTexture: CanvasTexture;
constructor() {
MapKey: string;
MapUrlFile: string;
constructor(MapKey : string = "", MapUrlFile: string = "") {
super({
key: Floor0Name
key: MapKey
});
this.GameManager = gameManager;
this.Terrains = [];
this.groups = new Map<string, Sprite>();
this.MapKey = MapKey;
this.MapUrlFile = MapUrlFile;
}
//hook preload scene
preload(): void {
this.GameManager.setCurrentGameScene(this);
this.load.on('filecomplete-tilemapJSON-'+Textures.Map, (key: string, type: string, data: any) => {
this.load.on('filecomplete-tilemapJSON-'+this.MapKey, (key: string, type: string, data: any) => {
// Triggered when the map is loaded
// Load tiles attached to the map recursively
this.map = data.data;
@ -64,11 +67,13 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
console.warn("Don't know how to handle tileset ", tileset)
return;
}
let path = Textures.MapUrl.substr(0, Textures.MapUrl.lastIndexOf('/'));
this.load.image(tileset.name, path + '/' + tileset.image);
console.log(tileset);
console.log(tileset.name, `${this.MapUrlFile}/${tileset.image}`);
this.load.image(tileset.name, `${this.MapUrlFile}/${tileset.image}`);
})
});
this.load.tilemapTiledJSON(Textures.Map, Textures.MapUrl);
console.log(this.MapKey, `${this.MapUrlFile}/${this.MapKey}.json`);
this.load.tilemapTiledJSON(this.MapKey, `${this.MapUrlFile}/${this.MapKey}.json`);
//add player png
PLAYER_RESOURCES.forEach((playerResource: any) => {
@ -88,7 +93,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
//hook create scene
create(): void {
//initalise map
this.Map = this.add.tilemap(Textures.Map);
this.Map = this.add.tilemap(this.MapKey);
this.map.tilesets.forEach((tileset: ITiledTileSet) => {
this.Terrains.push(this.Map.addTilesetImage(tileset.name, tileset.name));
});
@ -132,6 +137,9 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
// Let's generate the circle for the group delimiter
this.circleTexture = this.textures.createCanvas('circleSprite', 96, 96);
if(!this.circleTexture || this.circleTexture.context){
return;
}
let context = this.circleTexture.context;
context.beginPath();
context.arc(48, 48, 48, 0, 2 * Math.PI, false);
@ -224,6 +232,12 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
*/
update(time: number, delta: number) : void {
this.CurrentPlayer.moveUser(delta);
if(
832 <= this.CurrentPlayer.x && this.CurrentPlayer.x <= 864
&& 0 <= this.CurrentPlayer.y && this.CurrentPlayer.y <= 64
){
//this.scene.start(Floor1Name);
}
}
/**