workadventure/front/src/Phaser/Game/GameScene.ts

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import {GameManager, gameManager, HasMovedEvent} from "./GameManager";
import {
GroupCreatedUpdatedMessageInterface,
MessageUserJoined,
MessageUserMovedInterface,
MessageUserPositionInterface,
PointInterface,
PositionInterface,
RoomJoinedMessageInterface
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} from "../../Connexion/ConnexionModels";
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import {CurrentGamerInterface, hasMovedEventName, Player} from "../Player/Player";
import {
DEBUG_MODE,
JITSI_PRIVATE_MODE,
POSITION_DELAY,
RESOLUTION,
ZOOM_LEVEL
} from "../../Enum/EnvironmentVariable";
import {
ITiledMap,
ITiledMapLayer,
ITiledMapLayerProperty, ITiledMapObject,
ITiledTileSet
} from "../Map/ITiledMap";
import {AddPlayerInterface} from "./AddPlayerInterface";
import {PlayerAnimationNames} from "../Player/Animation";
import {PlayerMovement} from "./PlayerMovement";
import {PlayersPositionInterpolator} from "./PlayersPositionInterpolator";
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import {RemotePlayer} from "../Entity/RemotePlayer";
import {Queue} from 'queue-typescript';
import {SimplePeer, UserSimplePeerInterface} from "../../WebRtc/SimplePeer";
import {ReconnectingSceneName} from "../Reconnecting/ReconnectingScene";
import {loadAllLayers, loadObject, loadPlayerCharacters} from "../Entity/body_character";
import {CenterListener, layoutManager, LayoutMode} from "../../WebRtc/LayoutManager";
import Texture = Phaser.Textures.Texture;
import Sprite = Phaser.GameObjects.Sprite;
import CanvasTexture = Phaser.Textures.CanvasTexture;
import GameObject = Phaser.GameObjects.GameObject;
import FILE_LOAD_ERROR = Phaser.Loader.Events.FILE_LOAD_ERROR;
import {GameMap} from "./GameMap";
import {coWebsiteManager} from "../../WebRtc/CoWebsiteManager";
import {mediaManager} from "../../WebRtc/MediaManager";
import {FourOFourSceneName} from "../Reconnecting/FourOFourScene";
import {ItemFactoryInterface} from "../Items/ItemFactoryInterface";
import {ActionableItem} from "../Items/ActionableItem";
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import {UserInputManager} from "../UserInput/UserInputManager";
import {UserMovedMessage} from "../../Messages/generated/messages_pb";
import {ProtobufClientUtils} from "../../Network/ProtobufClientUtils";
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import {connectionManager} from "../../Connexion/ConnectionManager";
import {RoomConnection} from "../../Connexion/RoomConnection";
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import {GlobalMessageManager} from "../../Administration/GlobalMessageManager";
import {UserMessageManager} from "../../Administration/UserMessageManager";
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import {ConsoleGlobalMessageManager} from "../../Administration/ConsoleGlobalMessageManager";
import {ResizableScene} from "../Login/ResizableScene";
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import {Room} from "../../Connexion/Room";
import {jitsiFactory} from "../../WebRtc/JitsiFactory";
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export interface GameSceneInitInterface {
initPosition: PointInterface|null
}
interface InitUserPositionEventInterface {
type: 'InitUserPositionEvent'
event: MessageUserPositionInterface[]
}
interface AddPlayerEventInterface {
type: 'AddPlayerEvent'
event: AddPlayerInterface
}
interface RemovePlayerEventInterface {
type: 'RemovePlayerEvent'
userId: number
}
interface UserMovedEventInterface {
type: 'UserMovedEvent'
event: MessageUserMovedInterface
}
interface GroupCreatedUpdatedEventInterface {
type: 'GroupCreatedUpdatedEvent'
event: GroupCreatedUpdatedMessageInterface
}
interface DeleteGroupEventInterface {
type: 'DeleteGroupEvent'
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groupId: number
}
export class GameScene extends ResizableScene implements CenterListener {
GameManager : GameManager;
Terrains : Array<Phaser.Tilemaps.Tileset>;
CurrentPlayer!: CurrentGamerInterface;
MapPlayers!: Phaser.Physics.Arcade.Group;
MapPlayersByKey : Map<number, RemotePlayer> = new Map<number, RemotePlayer>();
Map!: Phaser.Tilemaps.Tilemap;
Layers!: Array<Phaser.Tilemaps.StaticTilemapLayer>;
Objects!: Array<Phaser.Physics.Arcade.Sprite>;
mapFile!: ITiledMap;
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groups: Map<number, Sprite>;
startX!: number;
startY!: number;
circleTexture!: CanvasTexture;
circleRedTexture!: CanvasTexture;
pendingEvents: Queue<InitUserPositionEventInterface|AddPlayerEventInterface|RemovePlayerEventInterface|UserMovedEventInterface|GroupCreatedUpdatedEventInterface|DeleteGroupEventInterface> = new Queue<InitUserPositionEventInterface|AddPlayerEventInterface|RemovePlayerEventInterface|UserMovedEventInterface|GroupCreatedUpdatedEventInterface|DeleteGroupEventInterface>();
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private initPosition: PositionInterface|null = null;
private playersPositionInterpolator = new PlayersPositionInterpolator();
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private connection!: RoomConnection;
private simplePeer!: SimplePeer;
private GlobalMessageManager!: GlobalMessageManager;
private UserMessageManager!: UserMessageManager;
private ConsoleGlobalMessageManager!: ConsoleGlobalMessageManager;
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private connectionAnswerPromise: Promise<RoomJoinedMessageInterface>;
private connectionAnswerPromiseResolve!: (value?: RoomJoinedMessageInterface | PromiseLike<RoomJoinedMessageInterface>) => void;
// A promise that will resolve when the "create" method is called (signaling loading is ended)
private createPromise: Promise<void>;
private createPromiseResolve!: (value?: void | PromiseLike<void>) => void;
MapKey: string;
MapUrlFile: string;
RoomId: string;
instance: string;
currentTick!: number;
lastSentTick!: number; // The last tick at which a position was sent.
lastMoveEventSent: HasMovedEvent = {
direction: '',
moving: false,
x: -1000,
y: -1000
}
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private PositionNextScene: Array<Array<{ key: string, hash: string }>> = new Array<Array<{ key: string, hash: string }>>();
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private presentationModeSprite!: Sprite;
private chatModeSprite!: Sprite;
private gameMap!: GameMap;
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private actionableItems: Map<number, ActionableItem> = new Map<number, ActionableItem>();
// The item that can be selected by pressing the space key.
private outlinedItem: ActionableItem|null = null;
private userInputManager!: UserInputManager;
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static createFromUrl(room: Room, mapUrlFile: string, gameSceneKey: string|null = null): GameScene {
// We use the map URL as a key
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if (gameSceneKey === null) {
gameSceneKey = mapUrlFile;
}
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return new GameScene(room, mapUrlFile, gameSceneKey);
}
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constructor(private room: Room, MapUrlFile: string, gameSceneKey: string) {
super({
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key: gameSceneKey
});
this.GameManager = gameManager;
this.Terrains = [];
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this.groups = new Map<number, Sprite>();
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this.instance = room.getInstance();
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this.MapKey = MapUrlFile;
this.MapUrlFile = MapUrlFile;
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this.RoomId = room.id;
this.createPromise = new Promise<void>((resolve, reject): void => {
this.createPromiseResolve = resolve;
})
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this.connectionAnswerPromise = new Promise<RoomJoinedMessageInterface>((resolve, reject): void => {
this.connectionAnswerPromiseResolve = resolve;
})
}
//hook preload scene
preload(): void {
this.load.on(FILE_LOAD_ERROR, (file: {src: string}) => {
this.scene.start(FourOFourSceneName, {
file: file.src
});
});
this.load.on('filecomplete-tilemapJSON-'+this.MapKey, (key: string, type: string, data: unknown) => {
this.onMapLoad(data);
});
//TODO strategy to add access token
this.load.tilemapTiledJSON(this.MapKey, this.MapUrlFile);
// If the map has already been loaded as part of another GameScene, the "on load" event will not be triggered.
// In this case, we check in the cache to see if the map is here and trigger the event manually.
if (this.cache.tilemap.exists(this.MapKey)) {
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const data = this.cache.tilemap.get(this.MapKey);
this.onMapLoad(data);
}
//add player png
loadPlayerCharacters(this.load);
loadAllLayers(this.load);
loadObject(this.load);
this.load.bitmapFont('main_font', 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
}
// FIXME: we need to put a "unknown" instead of a "any" and validate the structure of the JSON we are receiving.
// eslint-disable-next-line @typescript-eslint/no-explicit-any
private async onMapLoad(data: any): Promise<void> {
// Triggered when the map is loaded
// Load tiles attached to the map recursively
this.mapFile = data.data;
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const url = this.MapUrlFile.substr(0, this.MapUrlFile.lastIndexOf('/'));
this.mapFile.tilesets.forEach((tileset) => {
if (typeof tileset.name === 'undefined' || typeof tileset.image === 'undefined') {
console.warn("Don't know how to handle tileset ", tileset)
return;
}
//TODO strategy to add access token
this.load.image(`${url}/${tileset.image}`, `${url}/${tileset.image}`);
})
// Scan the object layers for objects to load and load them.
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const objects = new Map<string, ITiledMapObject[]>();
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for (const layer of this.mapFile.layers) {
if (layer.type === 'objectgroup') {
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for (const object of layer.objects) {
let objectsOfType: ITiledMapObject[]|undefined;
if (!objects.has(object.type)) {
objectsOfType = new Array<ITiledMapObject>();
} else {
objectsOfType = objects.get(object.type);
if (objectsOfType === undefined) {
throw new Error('Unexpected object type not found');
}
}
objectsOfType.push(object);
objects.set(object.type, objectsOfType);
}
}
}
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for (const [itemType, objectsOfType] of objects) {
// FIXME: we would ideally need for the loader to WAIT for the import to be performed, which means writing our own loader plugin.
let itemFactory: ItemFactoryInterface;
switch (itemType) {
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case 'computer': {
const module = await import('../Items/Computer/computer');
itemFactory = module.default;
break;
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}
default:
throw new Error('Unsupported object type: "'+ itemType +'"');
}
itemFactory.preload(this.load);
this.load.start(); // Let's manually start the loader because the import might be over AFTER the loading ends.
this.load.on('complete', () => {
// FIXME: the factory might fail because the resources might not be loaded yet...
// We would need to add a loader ended event in addition to the createPromise
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this.createPromise.then(async () => {
itemFactory.create(this);
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const roomJoinedAnswer = await this.connectionAnswerPromise;
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for (const object of objectsOfType) {
// TODO: we should pass here a factory to create sprites (maybe?)
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// Do we have a state for this object?
const state = roomJoinedAnswer.items[object.id];
const actionableItem = itemFactory.factory(this, object, state);
this.actionableItems.set(actionableItem.getId(), actionableItem);
}
});
});
// import(/* webpackIgnore: true */ scriptUrl).then(result => {
//
// result.default.preload(this.load);
//
// this.load.start(); // Let's manually start the loader because the import might be over AFTER the loading ends.
// this.load.on('complete', () => {
// // FIXME: the factory might fail because the resources might not be loaded yet...
// // We would need to add a loader ended event in addition to the createPromise
// this.createPromise.then(() => {
// result.default.create(this);
//
// for (let object of objectsOfType) {
// // TODO: we should pass here a factory to create sprites (maybe?)
// let objectSprite = result.default.factory(this, object);
// }
// });
// });
// });
}
}
//hook initialisation
init(initData : GameSceneInitInterface) {
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if (initData.initPosition !== undefined) {
this.initPosition = initData.initPosition;
}
}
//hook create scene
create(): void {
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//initalise map
this.Map = this.add.tilemap(this.MapKey);
this.gameMap = new GameMap(this.mapFile);
const mapDirUrl = this.MapUrlFile.substr(0, this.MapUrlFile.lastIndexOf('/'));
this.mapFile.tilesets.forEach((tileset: ITiledTileSet) => {
this.Terrains.push(this.Map.addTilesetImage(tileset.name, `${mapDirUrl}/${tileset.image}`, tileset.tilewidth, tileset.tileheight, tileset.margin, tileset.spacing/*, tileset.firstgid*/));
});
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//permit to set bound collision
this.physics.world.setBounds(0, 0, this.Map.widthInPixels, this.Map.heightInPixels);
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// Let's alter browser history
let path = this.room.id;
if (this.room.hash) {
path += '#'+this.room.hash;
}
window.history.pushState({}, 'WorkAdventure', path);
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//add layer on map
this.Layers = new Array<Phaser.Tilemaps.StaticTilemapLayer>();
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let depth = -2;
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for (const layer of this.mapFile.layers) {
if (layer.type === 'tilelayer') {
this.addLayer(this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
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}
if (layer.type === 'tilelayer' && this.getExitSceneUrl(layer) !== undefined) {
this.loadNextGameFromExitSceneUrl(layer, this.mapFile.width);
} else if (layer.type === 'tilelayer' && this.getExitUrl(layer) !== undefined) {
console.log('Loading exitUrl ', this.getExitUrl(layer))
this.loadNextGameFromExitUrl(layer, this.mapFile.width);
}
if (layer.type === 'objectgroup' && layer.name === 'floorLayer') {
depth = 10000;
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}
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}
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if (depth === -2) {
throw new Error('Your map MUST contain a layer of type "objectgroup" whose name is "floorLayer" that represents the layer characters are drawn at.');
}
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this.initStartXAndStartY();
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//add entities
this.Objects = new Array<Phaser.Physics.Arcade.Sprite>();
//initialise list of other player
this.MapPlayers = this.physics.add.group({immovable: true});
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//create input to move
this.userInputManager = new UserInputManager(this);
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mediaManager.setUserInputManager(this.userInputManager);
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//notify game manager can to create currentUser in map
this.createCurrentPlayer();
//initialise camera
this.initCamera();
// Let's generate the circle for the group delimiter
let circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite-white');
if (circleElement) {
this.textures.remove('circleSprite-white');
}
circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite-red');
if (circleElement) {
this.textures.remove('circleSprite-red');
}
//create white circle canvas use to create sprite
this.circleTexture = this.textures.createCanvas('circleSprite-white', 96, 96);
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const context = this.circleTexture.context;
context.beginPath();
context.arc(48, 48, 48, 0, 2 * Math.PI, false);
// context.lineWidth = 5;
context.strokeStyle = '#ffffff';
context.stroke();
this.circleTexture.refresh();
//create red circle canvas use to create sprite
this.circleRedTexture = this.textures.createCanvas('circleSprite-red', 96, 96);
const contextRed = this.circleRedTexture.context;
contextRed.beginPath();
contextRed.arc(48, 48, 48, 0, 2 * Math.PI, false);
// context.lineWidth = 5;
contextRed.strokeStyle = '#ff0000';
contextRed.stroke();
this.circleRedTexture.refresh();
// Let's pause the scene if the connection is not established yet
if (this.connection === undefined) {
// Let's wait 0.5 seconds before printing the "connecting" screen to avoid blinking
setTimeout(() => {
if (this.connection === undefined) {
this.scene.sleep();
this.scene.launch(ReconnectingSceneName);
}
}, 500);
}
this.createPromiseResolve();
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this.userInputManager.spaceEvent(() => {
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this.outlinedItem?.activate();
});
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this.presentationModeSprite = this.add.sprite(2, this.game.renderer.height - 2, 'layout_modes', 0);
this.presentationModeSprite.setScrollFactor(0, 0);
this.presentationModeSprite.setOrigin(0, 1);
this.presentationModeSprite.setInteractive();
this.presentationModeSprite.setVisible(false);
this.presentationModeSprite.setDepth(99999);
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this.presentationModeSprite.on('pointerup', this.switchLayoutMode.bind(this));
this.chatModeSprite = this.add.sprite(36, this.game.renderer.height - 2, 'layout_modes', 3);
this.chatModeSprite.setScrollFactor(0, 0);
this.chatModeSprite.setOrigin(0, 1);
this.chatModeSprite.setInteractive();
this.chatModeSprite.setVisible(false);
this.chatModeSprite.setDepth(99999);
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this.chatModeSprite.on('pointerup', this.switchLayoutMode.bind(this));
// FIXME: change this to use the UserInputManager class for input
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this.input.keyboard.on('keyup-' + 'M', () => {
this.switchLayoutMode();
});
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this.reposition();
// From now, this game scene will be notified of reposition events
layoutManager.setListener(this);
this.triggerOnMapLayerPropertyChange();
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const camera = this.cameras.main;
connectionManager.connectToRoomSocket(
this.RoomId,
gameManager.getPlayerName(),
gameManager.getCharacterSelected(),
{
x: this.startX,
y: this.startY
},
{
left: camera.scrollX,
top: camera.scrollY,
right: camera.scrollX + camera.width,
bottom: camera.scrollY + camera.height,
}).then((connection: RoomConnection) => {
this.connection = connection;
//this.connection.emitPlayerDetailsMessage(gameManager.getPlayerName(), gameManager.getCharacterSelected())
connection.onStartRoom((roomJoinedMessage: RoomJoinedMessageInterface) => {
this.initUsersPosition(roomJoinedMessage.users);
this.connectionAnswerPromiseResolve(roomJoinedMessage);
// Analyze tags to find if we are admin. If yes, show console.
if (this.connection.hasTag('admin')) {
this.ConsoleGlobalMessageManager = new ConsoleGlobalMessageManager(this.connection, this.userInputManager);
}
});
connection.onUserJoins((message: MessageUserJoined) => {
const userMessage: AddPlayerInterface = {
userId: message.userId,
characterLayers: message.characterLayers,
name: message.name,
position: message.position
}
this.addPlayer(userMessage);
});
connection.onUserMoved((message: UserMovedMessage) => {
const position = message.getPosition();
if (position === undefined) {
throw new Error('Position missing from UserMovedMessage');
}
//console.log('Received position ', position.getX(), position.getY(), "from user", message.getUserid());
const messageUserMoved: MessageUserMovedInterface = {
userId: message.getUserid(),
position: ProtobufClientUtils.toPointInterface(position)
}
this.updatePlayerPosition(messageUserMoved);
});
connection.onUserLeft((userId: number) => {
this.removePlayer(userId);
});
connection.onGroupUpdatedOrCreated((groupPositionMessage: GroupCreatedUpdatedMessageInterface) => {
this.shareGroupPosition(groupPositionMessage);
})
connection.onGroupDeleted((groupId: number) => {
try {
this.deleteGroup(groupId);
} catch (e) {
console.error(e);
}
})
connection.onServerDisconnected(() => {
console.log('Player disconnected from server. Reloading scene.');
this.simplePeer.closeAllConnections();
this.simplePeer.unregister();
const gameSceneKey = 'somekey' + Math.round(Math.random() * 10000);
const game: Phaser.Scene = GameScene.createFromUrl(this.room, this.MapUrlFile, gameSceneKey);
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this.scene.add(gameSceneKey, game, true,
{
initPosition: {
x: this.CurrentPlayer.x,
y: this.CurrentPlayer.y
}
});
this.scene.stop(this.scene.key);
this.scene.remove(this.scene.key);
})
connection.onActionableEvent((message => {
const item = this.actionableItems.get(message.itemId);
if (item === undefined) {
console.warn('Received an event about object "' + message.itemId + '" but cannot find this item on the map.');
return;
}
item.fire(message.event, message.state, message.parameters);
}));
/**
* Triggered when we receive the JWT token to connect to Jitsi
*/
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connection.onStartJitsiRoom((jwt, room) => {
this.startJitsi(room, jwt);
});
// When connection is performed, let's connect SimplePeer
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this.simplePeer = new SimplePeer(this.connection, !this.room.isPublic, this.GameManager.getPlayerName());
this.GlobalMessageManager = new GlobalMessageManager(this.connection);
this.UserMessageManager = new UserMessageManager(this.connection);
const self = this;
this.simplePeer.registerPeerConnectionListener({
onConnect(user: UserSimplePeerInterface) {
self.presentationModeSprite.setVisible(true);
self.chatModeSprite.setVisible(true);
},
onDisconnect(userId: number) {
if (self.simplePeer.getNbConnections() === 0) {
self.presentationModeSprite.setVisible(false);
self.chatModeSprite.setVisible(false);
}
}
})
//listen event to share position of user
this.CurrentPlayer.on(hasMovedEventName, this.pushPlayerPosition.bind(this))
this.CurrentPlayer.on(hasMovedEventName, this.outlineItem.bind(this))
this.CurrentPlayer.on(hasMovedEventName, (event: HasMovedEvent) => {
this.gameMap.setPosition(event.x, event.y);
})
this.scene.wake();
this.scene.sleep(ReconnectingSceneName);
//init user position and play trigger to check layers properties
this.gameMap.setPosition(this.CurrentPlayer.x, this.CurrentPlayer.y);
return connection;
});
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}
private triggerOnMapLayerPropertyChange(){
this.gameMap.onPropertyChange('openWebsite', (newValue, oldValue) => {
if (newValue === undefined) {
coWebsiteManager.closeCoWebsite();
} else {
coWebsiteManager.loadCoWebsite(newValue as string);
}
});
this.gameMap.onPropertyChange('jitsiRoom', (newValue, oldValue, allProps) => {
if (newValue === undefined) {
this.stopJitsi();
} else {
if (JITSI_PRIVATE_MODE) {
const adminTag = allProps.get("jitsiRoomAdminTag") as string|undefined;
this.connection.emitQueryJitsiJwtMessage(this.instance.replace('/', '-') + "-" + newValue, adminTag);
} else {
this.startJitsi(newValue as string);
}
}
})
this.gameMap.onPropertyChange('silent', (newValue, oldValue) => {
if (newValue === undefined || newValue === false || newValue === '') {
this.connection.setSilent(false);
} else {
this.connection.setSilent(true);
}
});
}
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private switchLayoutMode(): void {
//if discussion is activated, this layout cannot be activated
if(mediaManager.activatedDiscussion){
return;
}
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const mode = layoutManager.getLayoutMode();
if (mode === LayoutMode.Presentation) {
layoutManager.switchLayoutMode(LayoutMode.VideoChat);
this.presentationModeSprite.setFrame(1);
this.chatModeSprite.setFrame(2);
} else {
layoutManager.switchLayoutMode(LayoutMode.Presentation);
this.presentationModeSprite.setFrame(0);
this.chatModeSprite.setFrame(3);
}
}
private initStartXAndStartY() {
// If there is an init position passed
if (this.initPosition !== null) {
this.startX = this.initPosition.x;
this.startY = this.initPosition.y;
} else {
// Now, let's find the start layer
if (this.room.hash) {
this.initPositionFromLayerName(this.room.hash);
}
if (this.startX === undefined) {
// If we have no start layer specified or if the hash passed does not exist, let's go with the default start position.
this.initPositionFromLayerName("start");
}
}
// Still no start position? Something is wrong with the map, we need a "start" layer.
if (this.startX === undefined) {
console.warn('This map is missing a layer named "start" that contains the available default start positions.');
// Let's start in the middle of the map
this.startX = this.mapFile.width * 16;
this.startY = this.mapFile.height * 16;
}
}
private initPositionFromLayerName(layerName: string) {
for (const layer of this.mapFile.layers) {
if (layerName === layer.name && layer.type === 'tilelayer' && (layerName === "start" || this.isStartLayer(layer))) {
const startPosition = this.startUser(layer);
this.startX = startPosition.x + this.mapFile.tilewidth/2;
this.startY = startPosition.y + this.mapFile.tileheight/2;
}
}
}
private getExitUrl(layer: ITiledMapLayer): string|undefined {
return this.getProperty(layer, "exitUrl") as string|undefined;
}
private getExitSceneUrl(layer: ITiledMapLayer): string|undefined {
return this.getProperty(layer, "exitSceneUrl") as string|undefined;
}
private getExitSceneInstance(layer: ITiledMapLayer): string|undefined {
return this.getProperty(layer, "exitInstance") as string|undefined;
}
private isStartLayer(layer: ITiledMapLayer): boolean {
return this.getProperty(layer, "startLayer") == true;
}
private getProperty(layer: ITiledMapLayer, name: string): string|boolean|number|undefined {
const properties = layer.properties;
if (!properties) {
return undefined;
}
const obj = properties.find((property: ITiledMapLayerProperty) => property.name === name);
if (obj === undefined) {
return undefined;
}
return obj.value;
}
private loadNextGameFromExitSceneUrl(layer: ITiledMapLayer, mapWidth: number) {
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const exitSceneUrl = this.getExitSceneUrl(layer);
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if (exitSceneUrl === undefined) {
throw new Error('Layer is not an exit scene layer.');
}
let instance = this.getExitSceneInstance(layer);
if (instance === undefined) {
instance = this.instance;
}
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const absoluteExitSceneUrl = new URL(exitSceneUrl, this.MapUrlFile).href;
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const absoluteExitSceneUrlWithoutProtocol = absoluteExitSceneUrl.toString().substr(absoluteExitSceneUrl.toString().indexOf('://')+3);
const roomId = '_/'+instance+'/'+absoluteExitSceneUrlWithoutProtocol;
this.loadNextGame(layer, mapWidth, roomId);
}
private loadNextGameFromExitUrl(layer: ITiledMapLayer, mapWidth: number) {
const exitUrl = this.getExitUrl(layer);
if (exitUrl === undefined) {
throw new Error('Layer is not an exit layer.');
}
const fullPath = new URL(exitUrl, window.location.toString()).pathname;
this.loadNextGame(layer, mapWidth, fullPath);
}
//todo: push that into the gameManager
private loadNextGame(layer: ITiledMapLayer, mapWidth: number, roomId: string){
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const room = new Room(roomId);
gameManager.loadMap(room, this.scene);
const exitSceneKey = roomId;
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const tiles : number[] = layer.data as number[];
for (let key=0; key < tiles.length; key++) {
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const objectKey = tiles[key];
if(objectKey === 0){
continue;
}
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//key + 1 because the start x = 0;
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const y : number = parseInt(((key + 1) / mapWidth).toString());
const x : number = key - (y * mapWidth);
let hash = new URL(roomId, this.MapUrlFile).hash;
if (hash) {
hash = hash.substr(1);
}
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//push and save switching case
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if (this.PositionNextScene[y] === undefined) {
this.PositionNextScene[y] = new Array<{key: string, hash: string}>();
}
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room.getMapUrl().then((url: string) => {
this.PositionNextScene[y][x] = {
key: url,
hash
}
})
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}
}
private startUser(layer: ITiledMapLayer): PositionInterface {
const tiles = layer.data;
if (typeof(tiles) === 'string') {
throw new Error('The content of a JSON map must be filled as a JSON array, not as a string');
}
const possibleStartPositions : PositionInterface[] = [];
tiles.forEach((objectKey : number, key: number) => {
if(objectKey === 0){
return;
}
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const y = Math.floor(key / layer.width);
const x = key % layer.width;
possibleStartPositions.push({x: x*32, y: y*32});
});
// Get a value at random amongst allowed values
if (possibleStartPositions.length === 0) {
console.warn('The start layer "'+layer.name+'" for this map is empty.');
return {
x: 0,
y: 0
};
}
// Choose one of the available start positions at random amongst the list of available start positions.
return possibleStartPositions[Math.floor(Math.random() * possibleStartPositions.length)];
}
//todo: in a dedicated class/function?
initCamera() {
this.cameras.main.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels);
this.updateCameraOffset();
this.cameras.main.setZoom(ZOOM_LEVEL);
}
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addLayer(Layer : Phaser.Tilemaps.StaticTilemapLayer){
this.Layers.push(Layer);
}
createCollisionWithPlayer() {
//add collision layer
this.Layers.forEach((Layer: Phaser.Tilemaps.StaticTilemapLayer) => {
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this.physics.add.collider(this.CurrentPlayer, Layer, (object1: GameObject, object2: GameObject) => {
//this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
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});
Layer.setCollisionByProperty({collides: true});
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if (DEBUG_MODE) {
//debug code to see the collision hitbox of the object in the top layer
Layer.renderDebug(this.add.graphics(), {
tileColor: null, //non-colliding tiles
collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles,
faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
});
}
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});
}
createCurrentPlayer(){
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//initialise player
//TODO create animation moving between exit and start
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this.CurrentPlayer = new Player(
this,
this.startX,
this.startY,
this.GameManager.getPlayerName(),
this.GameManager.getCharacterSelected(),
PlayerAnimationNames.WalkDown,
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false,
this.userInputManager
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);
//create collision
this.createCollisionWithPlayer();
}
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pushPlayerPosition(event: HasMovedEvent) {
if (this.lastMoveEventSent === event) {
return;
}
// If the player is not moving, let's send the info right now.
if (event.moving === false) {
this.doPushPlayerPosition(event);
return;
}
// If the player is moving, and if it changed direction, let's send an event
if (event.direction !== this.lastMoveEventSent.direction) {
this.doPushPlayerPosition(event);
return;
}
// If more than 200ms happened since last event sent
if (this.currentTick - this.lastSentTick >= POSITION_DELAY) {
this.doPushPlayerPosition(event);
return;
}
// Otherwise, do nothing.
}
/**
* Finds the correct item to outline and outline it (if there is an item to be outlined)
* @param event
*/
private outlineItem(event: HasMovedEvent): void {
let x = event.x;
let y = event.y;
switch (event.direction) {
case PlayerAnimationNames.WalkUp:
y -= 32;
break;
case PlayerAnimationNames.WalkDown:
y += 32;
break;
case PlayerAnimationNames.WalkLeft:
x -= 32;
break;
case PlayerAnimationNames.WalkRight:
x += 32;
break;
default:
throw new Error('Unexpected direction "' + event.direction + '"');
}
let shortestDistance: number = Infinity;
let selectedItem: ActionableItem|null = null;
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for (const item of this.actionableItems.values()) {
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const distance = item.actionableDistance(x, y);
if (distance !== null && distance < shortestDistance) {
shortestDistance = distance;
selectedItem = item;
}
}
if (this.outlinedItem === selectedItem) {
return;
}
this.outlinedItem?.notSelectable();
this.outlinedItem = selectedItem;
this.outlinedItem?.selectable();
}
private doPushPlayerPosition(event: HasMovedEvent): void {
this.lastMoveEventSent = event;
this.lastSentTick = this.currentTick;
const camera = this.cameras.main;
this.connection.sharePosition(event.x, event.y, event.direction, event.moving, {
left: camera.scrollX,
top: camera.scrollY,
right: camera.scrollX + camera.width,
bottom: camera.scrollY + camera.height,
});
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}
/**
* @param time
* @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
*/
update(time: number, delta: number) : void {
this.currentTick = time;
this.CurrentPlayer.moveUser(delta);
// Let's handle all events
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while (this.pendingEvents.length !== 0) {
const event = this.pendingEvents.dequeue();
switch (event.type) {
case "InitUserPositionEvent":
this.doInitUsersPosition(event.event);
break;
case "AddPlayerEvent":
this.doAddPlayer(event.event);
break;
case "RemovePlayerEvent":
this.doRemovePlayer(event.userId);
break;
case "UserMovedEvent":
this.doUpdatePlayerPosition(event.event);
break;
case "GroupCreatedUpdatedEvent":
this.doShareGroupPosition(event.event);
break;
case "DeleteGroupEvent":
this.doDeleteGroup(event.groupId);
break;
}
}
// Let's move all users
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const updatedPlayersPositions = this.playersPositionInterpolator.getUpdatedPositions(time);
updatedPlayersPositions.forEach((moveEvent: HasMovedEvent, userId: number) => {
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const player : RemotePlayer | undefined = this.MapPlayersByKey.get(userId);
if (player === undefined) {
throw new Error('Cannot find player with ID "' + userId +'"');
}
player.updatePosition(moveEvent);
});
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const nextSceneKey = this.checkToExit();
if (!nextSceneKey) return;
if (nextSceneKey.key !== this.scene.key) {
// We are completely destroying the current scene to avoid using a half-backed instance when coming back to the same map.
this.connection.closeConnection();
this.simplePeer.unregister();
this.scene.stop();
this.scene.remove(this.scene.key);
this.scene.start(nextSceneKey.key);
} else {
//if the exit points to the current map, we simply teleport the user back to the startLayer
this.initPositionFromLayerName(this.room.hash || 'start');
this.CurrentPlayer.x = this.startX;
this.CurrentPlayer.y = this.startY;
}
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}
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private checkToExit(): {key: string, hash: string} | null {
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const x = Math.floor(this.CurrentPlayer.x / 32);
const y = Math.floor(this.CurrentPlayer.y / 32);
if (this.PositionNextScene[y] !== undefined && this.PositionNextScene[y][x] !== undefined) {
return this.PositionNextScene[y][x];
} else {
return null;
}
}
/**
* Called by the connexion when the full list of user position is received.
*/
private initUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
this.pendingEvents.enqueue({
type: "InitUserPositionEvent",
event: usersPosition
});
}
/**
* Put all the players on the map on map load.
*/
private doInitUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
const currentPlayerId = this.connection.getUserId();
// clean map
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this.MapPlayersByKey.forEach((player: RemotePlayer) => {
player.destroy();
this.MapPlayers.remove(player);
});
this.MapPlayersByKey = new Map<number, RemotePlayer>();
// load map
usersPosition.forEach((userPosition : MessageUserPositionInterface) => {
if(userPosition.userId === currentPlayerId){
return;
}
this.addPlayer(userPosition);
});
}
/**
* Called by the connexion when a new player arrives on a map
*/
public addPlayer(addPlayerData : AddPlayerInterface) : void {
this.pendingEvents.enqueue({
type: "AddPlayerEvent",
event: addPlayerData
});
}
/**
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* Create new player
*/
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private async doAddPlayer(addPlayerData : AddPlayerInterface) : Promise<void> {
//check if exist player, if exist, move position
if(this.MapPlayersByKey.has(addPlayerData.userId)){
this.updatePlayerPosition({
userId: addPlayerData.userId,
position: addPlayerData.position
});
return;
}
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// Load textures (in case it is a custom texture)
const characterLayerList: string[] = [];
const loadPromises: Promise<void>[] = [];
for (const characterLayer of addPlayerData.characterLayers) {
characterLayerList.push(characterLayer.name);
if (characterLayer.img) {
console.log('LOADING ', characterLayer.name, characterLayer.img)
loadPromises.push(this.loadSpritesheet(characterLayer.name, characterLayer.img));
}
}
if (loadPromises.length > 0) {
this.load.start();
}
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//initialise player
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const player = new RemotePlayer(
addPlayerData.userId,
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this,
addPlayerData.position.x,
addPlayerData.position.y,
addPlayerData.name,
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[], // Let's go with no textures and let's load textures when promises have returned.
addPlayerData.position.direction,
addPlayerData.position.moving
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);
this.MapPlayers.add(player);
this.MapPlayersByKey.set(player.userId, player);
player.updatePosition(addPlayerData.position);
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await Promise.all(loadPromises);
player.addTextures(characterLayerList, 1);
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}
/**
* Called by the connexion when a player is removed from the map
*/
public removePlayer(userId: number) {
this.pendingEvents.enqueue({
type: "RemovePlayerEvent",
userId
});
}
private doRemovePlayer(userId: number) {
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const player = this.MapPlayersByKey.get(userId);
if (player === undefined) {
console.error('Cannot find user with id ', userId);
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} else {
player.destroy();
this.MapPlayers.remove(player);
}
this.MapPlayersByKey.delete(userId);
this.playersPositionInterpolator.removePlayer(userId);
}
public updatePlayerPosition(message: MessageUserMovedInterface): void {
this.pendingEvents.enqueue({
type: "UserMovedEvent",
event: message
});
}
private doUpdatePlayerPosition(message: MessageUserMovedInterface): void {
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const player : RemotePlayer | undefined = this.MapPlayersByKey.get(message.userId);
if (player === undefined) {
//throw new Error('Cannot find player with ID "' + message.userId +'"');
console.error('Cannot update position of player with ID "' + message.userId +'": player not found');
return;
}
// We do not update the player position directly (because it is sent only every 200ms).
// Instead we use the PlayersPositionInterpolator that will do a smooth animation over the next 200ms.
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const playerMovement = new PlayerMovement({ x: player.x, y: player.y }, this.currentTick, message.position, this.currentTick + POSITION_DELAY);
this.playersPositionInterpolator.updatePlayerPosition(player.userId, playerMovement);
}
public shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) {
this.pendingEvents.enqueue({
type: "GroupCreatedUpdatedEvent",
event: groupPositionMessage
});
}
private doShareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) {
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//delete previous group
this.doDeleteGroup(groupPositionMessage.groupId);
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// TODO: circle radius should not be hard stored
//create new group
const sprite = new Sprite(
this,
Math.round(groupPositionMessage.position.x),
Math.round(groupPositionMessage.position.y),
groupPositionMessage.groupSize === 4 ? 'circleSprite-red' : 'circleSprite-white'
);
sprite.setDisplayOrigin(48, 48);
this.add.existing(sprite);
this.groups.set(groupPositionMessage.groupId, sprite);
return sprite;
}
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deleteGroup(groupId: number): void {
this.pendingEvents.enqueue({
type: "DeleteGroupEvent",
groupId
});
}
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doDeleteGroup(groupId: number): void {
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const group = this.groups.get(groupId);
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if(!group){
return;
}
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group.destroy();
this.groups.delete(groupId);
}
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/**
* Sends to the server an event emitted by one of the ActionableItems.
*/
emitActionableEvent(itemId: number, eventName: string, state: unknown, parameters: unknown) {
this.connection.emitActionableEvent(itemId, eventName, state, parameters);
}
public onResize(): void {
this.reposition();
// Send new viewport to server
const camera = this.cameras.main;
this.connection.setViewport({
left: camera.scrollX,
top: camera.scrollY,
right: camera.scrollX + camera.width,
bottom: camera.scrollY + camera.height,
});
}
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private reposition(): void {
this.presentationModeSprite.setY(this.game.renderer.height - 2);
this.chatModeSprite.setY(this.game.renderer.height - 2);
// Recompute camera offset if needed
this.updateCameraOffset();
}
/**
* Updates the offset of the character compared to the center of the screen according to the layout mananger
* (tries to put the character in the center of the reamining space if there is a discussion going on.
*/
private updateCameraOffset(): void {
const array = layoutManager.findBiggestAvailableArray();
let xCenter = (array.xEnd - array.xStart) / 2 + array.xStart;
let yCenter = (array.yEnd - array.yStart) / 2 + array.yStart;
// Let's put this in Game coordinates by applying the zoom level:
xCenter /= ZOOM_LEVEL * RESOLUTION;
yCenter /= ZOOM_LEVEL * RESOLUTION;
//console.log("updateCameraOffset", array, xCenter, yCenter, this.game.renderer.width, this.game.renderer.height);
this.cameras.main.startFollow(this.CurrentPlayer, true, 1, 1, xCenter - this.game.renderer.width / 2, yCenter - this.game.renderer.height / 2);
}
public onCenterChange(): void {
this.updateCameraOffset();
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}
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public startJitsi(roomName: string, jwt?: string): void {
jitsiFactory.start(roomName, gameManager.getPlayerName(), jwt);
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this.connection.setSilent(true);
mediaManager.hideGameOverlay();
}
public stopJitsi(): void {
this.connection.setSilent(false);
jitsiFactory.stop();
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mediaManager.showGameOverlay();
}
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private loadSpritesheet(name: string, url: string): Promise<void> {
return new Promise<void>(((resolve, reject) => {
if (this.textures.exists(name)) {
resolve();
return;
}
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this.load.spritesheet(
name,
url,
{frameWidth: 32, frameHeight: 32}
);
this.load.on('filecomplete-spritesheet-'+name, () => {
console.log('RESOURCE LOADED!');
resolve();
});
}))
}
}