workadventure/front/src/Phaser/Login/SelectCharacterScene.ts

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import {gameManager} from "../Game/GameManager";
import Rectangle = Phaser.GameObjects.Rectangle;
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import {EnableCameraSceneName} from "./EnableCameraScene";
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import {CustomizeSceneName} from "./CustomizeScene";
import {localUserStore} from "../../Connexion/LocalUserStore";
import {loadAllDefaultModels} from "../Entity/PlayerTexturesLoadingManager";
import {addLoader} from "../Components/Loader";
import type {BodyResourceDescriptionInterface} from "../Entity/PlayerTextures";
import {AbstractCharacterScene} from "./AbstractCharacterScene";
import {areCharacterLayersValid} from "../../Connexion/LocalUser";
import {touchScreenManager} from "../../Touch/TouchScreenManager";
import {PinchManager} from "../UserInput/PinchManager";
import {MenuScene} from "../Menu/MenuScene";
//todo: put this constants in a dedicated file
export const SelectCharacterSceneName = "SelectCharacterScene";
const selectCharacterKey = 'selectCharacterScene';
export class SelectCharacterScene extends AbstractCharacterScene {
protected readonly nbCharactersPerRow = 6;
protected selectedPlayer!: Phaser.Physics.Arcade.Sprite|null; // null if we are selecting the "customize" option
protected players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
protected playerModels!: BodyResourceDescriptionInterface[];
protected selectedRectangle!: Rectangle;
protected selectCharacterSceneElement!: Phaser.GameObjects.DOMElement;
protected currentSelectUser = 0;
constructor() {
super({
key: SelectCharacterSceneName,
});
}
preload() {
this.load.html(selectCharacterKey, 'resources/html/selectCharacterScene.html');
this.loadSelectSceneCharacters().then((bodyResourceDescriptions) => {
bodyResourceDescriptions.forEach((bodyResourceDescription) => {
this.playerModels.push(bodyResourceDescription);
});
})
this.playerModels = loadAllDefaultModels(this.load);
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//this function must stay at the end of preload function
addLoader(this);
}
create() {
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this.selectCharacterSceneElement = this.add.dom(-1000, 0).createFromCache(selectCharacterKey);
this.centerXDomElement(this.selectCharacterSceneElement, 150);
MenuScene.revealMenusAfterInit(this.selectCharacterSceneElement, selectCharacterKey);
this.selectCharacterSceneElement.addListener('click');
this.selectCharacterSceneElement.on('click', (event:MouseEvent) => {
event.preventDefault();
if((event?.target as HTMLInputElement).id === 'selectCharacterButtonLeft') {
this.moveToLeft();
}else if((event?.target as HTMLInputElement).id === 'selectCharacterButtonRight') {
this.moveToRight();
}else if((event?.target as HTMLInputElement).id === 'selectCharacterSceneFormSubmit') {
this.nextSceneToCameraScene();
}else if((event?.target as HTMLInputElement).id === 'selectCharacterSceneFormCustomYourOwnSubmit') {
this.nextSceneToCustomizeScene();
}
});
if (touchScreenManager.supportTouchScreen) {
new PinchManager(this);
}
const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xFFFFFF);
this.selectedRectangle.setDepth(2);
/*create user*/
this.createCurrentPlayer();
const playerNumber = localUserStore.getPlayerCharacterIndex();
this.input.keyboard.on('keyup-ENTER', () => {
return this.nextSceneToCameraScene();
});
this.input.keyboard.on('keydown-RIGHT', () => {
this.moveToRight();
});
this.input.keyboard.on('keydown-LEFT', () => {
this.moveToLeft();
});
this.input.keyboard.on('keydown-UP', () => {
this.moveToUp();
});
this.input.keyboard.on('keydown-DOWN', () => {
this.moveToDown();
});
}
protected nextSceneToCameraScene(): void {
if (this.selectedPlayer !== null && !areCharacterLayersValid([this.selectedPlayer.texture.key])) {
return;
}
if(!this.selectedPlayer){
return;
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}
this.scene.stop(SelectCharacterSceneName);
gameManager.setCharacterLayers([this.selectedPlayer.texture.key]);
gameManager.tryResumingGame(this, EnableCameraSceneName);
this.scene.remove(SelectCharacterSceneName);
}
protected nextSceneToCustomizeScene(): void {
if (this.selectedPlayer !== null && !areCharacterLayersValid([this.selectedPlayer.texture.key])) {
return;
}
this.scene.sleep(SelectCharacterSceneName);
this.scene.run(CustomizeSceneName);
}
createCurrentPlayer(): void {
for (let i = 0; i <this.playerModels.length; i++) {
const playerResource = this.playerModels[i];
const [middleX, middleY] = this.getCharacterPosition();
const player = this.physics.add.sprite(middleX, middleY, playerResource.name, 0);
this.setUpPlayer(player, i);
this.anims.create({
key: playerResource.name,
frames: this.anims.generateFrameNumbers(playerResource.name, {start: 0, end: 11}),
frameRate: 8,
repeat: -1
});
player.setInteractive().on("pointerdown", () => {
if(this.currentSelectUser === i){
return;
}
this.currentSelectUser = i;
this.moveUser();
});
this.players.push(player);
}
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this.selectedPlayer = this.players[this.currentSelectUser];
this.selectedPlayer.play(this.playerModels[this.currentSelectUser].name);
}
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protected moveUser(){
for(let i = 0; i < this.players.length; i++){
const player = this.players[i];
this.setUpPlayer(player, i);
}
this.updateSelectedPlayer();
}
protected moveToLeft(){
if(this.currentSelectUser === 0){
return;
}
this.currentSelectUser -= 1;
this.moveUser();
}
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protected moveToRight(){
if(this.currentSelectUser === (this.players.length - 1)){
return;
}
this.currentSelectUser += 1;
this.moveUser();
}
protected moveToUp(){
if(this.currentSelectUser < this.nbCharactersPerRow){
return;
}
this.currentSelectUser -= this.nbCharactersPerRow;
this.moveUser();
}
protected moveToDown(){
if((this.currentSelectUser + this.nbCharactersPerRow) > (this.players.length - 1)){
return;
}
this.currentSelectUser += this.nbCharactersPerRow;
this.moveUser();
}
protected defineSetupPlayer(numero: number){
const deltaX = 32;
const deltaY = 32;
let [playerX, playerY] = this.getCharacterPosition(); // player X and player y are middle of the
playerX = ( (playerX - (deltaX * 2.5)) + ((deltaX) * (numero % this.nbCharactersPerRow)) ); // calcul position on line users
playerY = ( (playerY - (deltaY * 2)) + ((deltaY) * ( Math.floor(numero / this.nbCharactersPerRow) )) ); // calcul position on column users
const playerVisible = true;
const playerScale = 1;
const playserOpactity = 1;
// if selected
if( numero === this.currentSelectUser ){
this.selectedRectangle.setX(playerX);
this.selectedRectangle.setY(playerY);
}
return {playerX, playerY, playerScale, playserOpactity, playerVisible}
}
protected setUpPlayer(player: Phaser.Physics.Arcade.Sprite, numero: number){
const {playerX, playerY, playerScale, playserOpactity, playerVisible} = this.defineSetupPlayer(numero);
player.setBounce(0.2);
player.setCollideWorldBounds(true);
player.setVisible( playerVisible );
player.setScale(playerScale, playerScale);
player.setAlpha(playserOpactity);
player.setX(playerX);
player.setY(playerY);
}
/**
* Returns pixel position by on column and row number
*/
protected getCharacterPosition(): [number, number] {
return [
this.game.renderer.width / 2,
this.game.renderer.height / 2.5
];
}
protected updateSelectedPlayer(): void {
this.selectedPlayer?.anims.pause(this.selectedPlayer?.anims.currentAnim.frames[0]);
const player = this.players[this.currentSelectUser];
player.play(this.playerModels[this.currentSelectUser].name);
this.selectedPlayer = player;
localUserStore.setPlayerCharacterIndex(this.currentSelectUser);
}
update(time: number, delta: number): void {
}
public onResize(ev: UIEvent): void {
//move position of user
this.moveUser();
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this.centerXDomElement(this.selectCharacterSceneElement, 150);
}
}