Finish select character scene and custom character scene
This commit is contained in:
parent
78d888ffaf
commit
0a04f5d631
150
front/dist/resources/html/CustomCharacterScene.html
vendored
Normal file
150
front/dist/resources/html/CustomCharacterScene.html
vendored
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@ -0,0 +1,150 @@
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<style>
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#customizeScene {
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background: #0000;
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/*border: 1px solid #ebeeee;*/
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border-radius: 6px;
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margin: 10px auto 0;
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color: #ebeeee;
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overflow: scroll;
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width: 42vw;
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height: 38vh;
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max-width: 300px;
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max-height: 40vh;
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}
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#customizeScene h1 {
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background-image: linear-gradient(top, #f1f3f3, #d4dae0);
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border-bottom: 1px solid #a6abaf;
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border-radius: 6px 6px 0 0;
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box-sizing: border-box;
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color: #727678;
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display: block;
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height: 43px;
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padding-top: 10px;
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margin: 0;
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text-align: center;
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text-shadow: 0 -1px 0 rgba(0,0,0,0.2), 0 1px 0 #fff;
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}
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#customizeScene input {
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font-size: 70%;
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background: linear-gradient(top, #d6d7d7, #dee0e0);
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border: 1px solid #a1a3a3;
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border-radius: 4px;
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box-shadow: 0 1px #fff;
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box-sizing: border-box;
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color: #696969;
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height: 30px;
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transition: box-shadow 0.3s;
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width: 100%;
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text-align: center;
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}
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#customizeScene section {
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margin: 10px;
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}
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#customizeScene section.action {
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text-align: center;
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position: absolute;
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bottom: 0;
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top: 100%;
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width: 100%;
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}
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#customizeScene section.action.action-move {
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top: 96%;
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}
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#customizeScene button {
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margin: 2px 10px;
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background-color: black;;
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color: #ebeeee;
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border-radius: 7px;
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padding-bottom: 4px;
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}
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#customizeScene button#customizeSceneFormCancel {
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background-color: #aca6a600;
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color: #292929;
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}
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#customizeScene section h6,
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#customizeScene section h5{
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margin: 1px;
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}
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#customizeScene section.text-center{
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text-align: center;
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}
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#customizeScene section a{
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font-size: 14px;
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text-decoration: underline;
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color: #ebeeee;
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}
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#customizeScene section a:hover{
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font-weight: 700;
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}
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#customizeScene section p{
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text-align: left;
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font-size: 8px;
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margin: 10px 10px;
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}
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#customizeScene section p.err{
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color: red;
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text-align: center;
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}
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#customizeScene section p.info{
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display: none;
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text-align: center;
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}
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#customizeScene section input#customizeSceneLink{
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background-color: #a1a3a3;
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}
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#customizeScene section img{
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width: 160px;
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margin: 20px 0;
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}
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#customizeScene section button.customizeSceneButton{
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position: absolute;
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margin: 0;
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width: 25px;
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top: -8vh;
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}
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#customizeScene section button.customizeSceneButton#customizeSceneButtonLeft{
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left: 1vw;
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}
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#customizeScene section button.customizeSceneButton#customizeSceneButtonRight{
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right: 1vw;
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}
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#customizeScene section button.customizeSceneButton#customizeSceneButtonUp{
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left: calc(2vw + 40px);
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transform: rotate(90deg);
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margin-top: -20px;
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}
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#customizeScene section button.customizeSceneButton#customizeSceneButtonDown{
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right: calc(2vw + 40px);
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transform: rotate(90deg);
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margin-top: 20px;
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}
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@media only screen and (max-width: 600px) {
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#customizeScene {
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max-width: 160px;
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}
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}
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@media only screen and (max-height: 400px) {
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#customizeScene section.action {
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top: 92%;
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}
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#customizeScene section.action.action-move {
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top: 80%;
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}
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}
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</style>
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<form id="customizeScene" hidden>
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<section class="text-center">
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<h5>Custom your WOKA</h5>
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</section>
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<section class="action action-move">
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<button class="customizeSceneButton" id="customizeSceneButtonLeft"> < </button>
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<button class="customizeSceneButton" id="customizeSceneButtonRight"> > </button>
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<button class="customizeSceneButton" id="customizeSceneButtonUp"> < </button>
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<button class="customizeSceneButton" id="customizeSceneButtonDown"> > </button>
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</section>
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<section class="action">
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<a type="submit" id="customizeSceneFormBack">Back</a>
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<button type="submit" id="customizeSceneFormSubmit">Finish</button>
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</section>
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</form>
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125
front/dist/resources/html/SelectCharacterScene.html
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125
front/dist/resources/html/SelectCharacterScene.html
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<style>
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#selectCharacterScene {
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background: #0000;
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/*border: 1px solid #ebeeee;*/
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border-radius: 6px;
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margin: 10px auto 0;
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color: #ebeeee;
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max-height: 40vh;
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overflow: scroll;
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max-width: 300px;
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width: 40vw;
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}
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#selectCharacterScene h1 {
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background-image: linear-gradient(top, #f1f3f3, #d4dae0);
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border-bottom: 1px solid #a6abaf;
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border-radius: 6px 6px 0 0;
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box-sizing: border-box;
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color: #727678;
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display: block;
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height: 43px;
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padding-top: 10px;
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margin: 0;
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text-align: center;
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text-shadow: 0 -1px 0 rgba(0,0,0,0.2), 0 1px 0 #fff;
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}
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#selectCharacterScene input {
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font-size: 70%;
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background: linear-gradient(top, #d6d7d7, #dee0e0);
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border: 1px solid #a1a3a3;
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border-radius: 4px;
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box-shadow: 0 1px #fff;
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box-sizing: border-box;
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color: #696969;
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height: 30px;
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transition: box-shadow 0.3s;
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width: 100%;
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text-align: center;
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}
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#selectCharacterScene section {
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margin: 10px;
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}
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#selectCharacterScene section.action {
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text-align: center;
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margin: 0;
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margin-top: 20vh;
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}
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#selectCharacterScene button {
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margin: 10px 0px;
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background-color: black;;
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color: #ebeeee;
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border-radius: 7px;
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padding-bottom: 4px;
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width: 100px;
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}
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#selectCharacterScene button#selectCharacterSceneFormCancel {
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background-color: #aca6a600;
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color: #292929;
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}
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#selectCharacterScene section h6,
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#selectCharacterScene section h5{
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margin: 1px;
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}
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#selectCharacterScene section.text-center{
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text-align: center;
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}
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#selectCharacterScene section a{
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font-size: 8px;
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text-decoration: underline;
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color: #ebeeee;
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}
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#selectCharacterScene section a:hover{
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font-weight: 700;
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}
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#selectCharacterScene section p{
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text-align: left;
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font-size: 8px;
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margin: 10px 10px;
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}
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#selectCharacterScene section p.err{
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color: red;
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text-align: center;
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}
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#selectCharacterScene section p.info{
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display: none;
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text-align: center;
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}
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#selectCharacterScene section input#selectCharacterSceneLink{
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background-color: #a1a3a3;
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}
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#selectCharacterScene section img{
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width: 160px;
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margin: 20px 0;
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}
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#selectCharacterScene section button.selectCharacterButton{
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position: absolute;
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top: 20vh;
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margin: 0;
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width: 25px;
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}
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#selectCharacterScene section button.selectCharacterButton#selectCharacterButtonLeft{
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left: 1vw;
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}
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#selectCharacterScene section button.selectCharacterButton#selectCharacterButtonRight{
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right: 1vw;
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}
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#selectCharacterScene section button#selectCharacterSceneFormCustomYourOwnSubmit{
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font-size: 14px;
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width: auto;
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margin-top: -2px;
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background-color: #ffd700;
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color: black;
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}
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</style>
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<form id="selectCharacterScene" hidden>
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<section class="text-center">
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<h5>Select your WOKA</h5>
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<button class="selectCharacterButton" id="selectCharacterButtonLeft"> < </button>
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<button class="selectCharacterButton" id="selectCharacterButtonRight"> > </button>
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</section>
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<section class="action">
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<button type="submit" id="selectCharacterSceneFormSubmit">Continue</button>
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<button type="submit" id="selectCharacterSceneFormCustomYourOwnSubmit">Custom your WOKA</button>
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</section>
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</form>
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6
front/dist/resources/html/loginScene.html
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6
front/dist/resources/html/loginScene.html
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<style>
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#loginScene {
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background: #000000;
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border: 1px solid #ebeeee;
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/*border: 1px solid #ebeeee;*/
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border-radius: 6px;
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margin: 20px auto 0;
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width: 90%;
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@ -45,8 +45,8 @@
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}
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#loginScene button {
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margin: 10px;
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background-color: #ebeeee;;
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color: black;
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background-color: black;;
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color: #ebeeee;
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border-radius: 7px;
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padding-bottom: 4px;
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width: 100px;
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@ -12,6 +12,8 @@ import {addLoader} from "../Components/Loader";
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import {BodyResourceDescriptionInterface} from "../Entity/PlayerTextures";
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import {AbstractCharacterScene} from "./AbstractCharacterScene";
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import {areCharacterLayersValid} from "../../Connexion/LocalUser";
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import { MenuScene } from "../Menu/MenuScene";
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import { SelectCharacterSceneName } from "./SelectCharacterScene";
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export const CustomizeSceneName = "CustomizeScene";
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@ -22,11 +24,10 @@ enum CustomizeTextures{
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arrowUp = "arrow_up",
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}
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export const CustomizeSceneKey = "CustomizeScene";
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const customizeSceneKey = 'customizeScene';
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export class CustomizeScene extends AbstractCharacterScene {
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private textField!: TextField;
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private enterField!: TextField;
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private arrowRight!: Image;
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private arrowLeft!: Image;
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@ -49,6 +50,8 @@ export class CustomizeScene extends AbstractCharacterScene {
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private activeRow:number = 0;
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private layers: BodyResourceDescriptionInterface[][] = [];
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private customizeSceneElement!: Phaser.GameObjects.DOMElement;
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constructor() {
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super({
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key: CustomizeSceneName
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@ -58,6 +61,8 @@ export class CustomizeScene extends AbstractCharacterScene {
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preload() {
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addLoader(this);
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this.load.html(customizeSceneKey, 'resources/html/CustomCharacterScene.html');
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this.layers = loadAllLayers(this.load);
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this.loadCustomSceneSelectCharacters().then((bodyResourceDescriptions) => {
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bodyResourceDescriptions.forEach((bodyResourceDescription) => {
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@ -67,106 +72,34 @@ export class CustomizeScene extends AbstractCharacterScene {
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this.layers[bodyResourceDescription.level].unshift(bodyResourceDescription);
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});
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});
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this.load.image(CustomizeTextures.arrowRight, "resources/objects/arrow_right.png");
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this.load.image(CustomizeTextures.icon, "resources/logos/tcm_full.png");
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this.load.image(CustomizeTextures.arrowUp, "resources/objects/arrow_up.png");
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this.load.bitmapFont(CustomizeTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
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}
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create() {
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this.textField = new TextField(this, this.game.renderer.width / 2, 30, 'Customize your own Avatar!');
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const middleX = this.getMiddleX();
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this.customizeSceneElement = this.add.dom(middleX, 0).createFromCache(customizeSceneKey);
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MenuScene.revealMenusAfterInit(this.customizeSceneElement, customizeSceneKey);
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this.enterField = new TextField(this, this.game.renderer.width / 2, 60, 'Start the game by pressing ENTER\n\n or touching the center rectangle');
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this.customizeSceneElement.addListener('click');
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this.customizeSceneElement.on('click', (event:MouseEvent) => {
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event.preventDefault();
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if((event?.target as HTMLInputElement).id === 'customizeSceneButtonLeft') {
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this.moveCursorHorizontally(-1);
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}else if((event?.target as HTMLInputElement).id === 'customizeSceneButtonRight') {
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this.moveCursorHorizontally(1);
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}else if((event?.target as HTMLInputElement).id === 'customizeSceneButtonDown') {
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this.moveCursorVertically(1);
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}else if((event?.target as HTMLInputElement).id === 'customizeSceneButtonUp') {
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this.moveCursorVertically(-1);
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}else if((event?.target as HTMLInputElement).id === 'customizeSceneFormBack') {
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this.backToPreviousScene();
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}else if((event?.target as HTMLInputElement).id === 'customizeSceneFormSubmit') {
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this.nextSceneToCamera();
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}
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});
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this.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, CustomizeTextures.icon);
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this.add.existing(this.logo);
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this.arrowRight = new Image(this, this.game.renderer.width*0.9, this.game.renderer.height/2, CustomizeTextures.arrowRight);
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this.add.existing(this.arrowRight);
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this.mobileTapRIGHT = this.add
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.rectangle(
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this.game.renderer.width*0.9,
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this.game.renderer.height/2,
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32,
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32,
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)
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.setInteractive()
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.on("pointerdown", () => {
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this.moveCursorHorizontally(1);
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});
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this.arrowLeft = new Image(this, this.game.renderer.width/9, this.game.renderer.height/2, CustomizeTextures.arrowRight);
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this.arrowLeft.flipX = true;
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this.add.existing(this.arrowLeft);
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this.mobileTapLEFT = this.add
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.rectangle(
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this.game.renderer.width/9,
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this.game.renderer.height/2,
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32,
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32,
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)
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.setInteractive()
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.on("pointerdown", () => {
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this.moveCursorHorizontally(-1);
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});
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this.Rectangle = this.add.rectangle(this.cameras.main.worldView.x + this.cameras.main.width / 2, this.cameras.main.worldView.y + this.cameras.main.height / 2, 32, 33)
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this.Rectangle = this.add.rectangle(this.cameras.main.worldView.x + this.cameras.main.width / 2, this.cameras.main.worldView.y + this.cameras.main.height / 3, 32, 33)
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this.Rectangle.setStrokeStyle(2, 0xFFFFFF);
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this.add.existing(this.Rectangle);
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this.mobileTapENTER = this.add
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.rectangle(
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this.cameras.main.worldView.x + this.cameras.main.width / 2,
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this.cameras.main.worldView.y + this.cameras.main.height / 2,
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32,
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32,
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)
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.setInteractive()
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.on("pointerdown", () => {
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const layers: string[] = [];
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let i = 0;
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for (const layerItem of this.selectedLayers) {
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if (layerItem !== undefined) {
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layers.push(this.layers[i][layerItem].name);
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}
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i++;
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}
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gameManager.setCharacterLayers(layers);
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this.scene.sleep(CustomizeSceneName);
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gameManager.tryResumingGame(this, EnableCameraSceneName);
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});
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this.arrowDown = new Image(this, this.game.renderer.width - 30, 100, CustomizeTextures.arrowUp);
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this.arrowDown.flipY = true;
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this.add.existing(this.arrowDown);
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this.mobileTapDOWN = this.add
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.rectangle(
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this.game.renderer.width - 30,
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100,
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32,
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32,
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)
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.setInteractive()
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.on("pointerdown", () => {
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this.moveCursorVertically(1);
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});
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this.arrowUp = new Image(this, this.game.renderer.width - 30, 60, CustomizeTextures.arrowUp);
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this.add.existing(this.arrowUp);
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this.mobileTapUP = this.add
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.rectangle(
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this.game.renderer.width - 30,
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60,
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32,
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32,
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)
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.setInteractive()
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.on("pointerdown", () => {
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this.moveCursorVertically(-1);
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});
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this.createCustomizeLayer(0, 0, 0);
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this.createCustomizeLayer(0, 0, 1);
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@ -177,22 +110,10 @@ export class CustomizeScene extends AbstractCharacterScene {
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this.moveLayers();
|
||||
this.input.keyboard.on('keyup-ENTER', () => {
|
||||
const layers: string[] = [];
|
||||
let i = 0;
|
||||
for (const layerItem of this.selectedLayers) {
|
||||
if (layerItem !== undefined) {
|
||||
layers.push(this.layers[i][layerItem].name);
|
||||
}
|
||||
i++;
|
||||
}
|
||||
if (!areCharacterLayersValid(layers)) {
|
||||
return;
|
||||
}
|
||||
|
||||
gameManager.setCharacterLayers(layers);
|
||||
|
||||
this.scene.sleep(CustomizeSceneName);
|
||||
gameManager.tryResumingGame(this, EnableCameraSceneName);
|
||||
this.nextSceneToCamera();
|
||||
});
|
||||
this.input.keyboard.on('keyup-BACKSPACE', () => {
|
||||
this.backToPreviousScene();
|
||||
});
|
||||
|
||||
this.input.keyboard.on('keyup-RIGHT', () => this.moveCursorHorizontally(1));
|
||||
@ -236,11 +157,6 @@ export class CustomizeScene extends AbstractCharacterScene {
|
||||
localUserStore.setCustomCursorPosition(this.activeRow, this.selectedLayers);
|
||||
}
|
||||
|
||||
update(time: number, delta: number): void {
|
||||
super.update(time, delta);
|
||||
this.enterField.setVisible(!!(Math.floor(time / 500) % 2));
|
||||
}
|
||||
|
||||
/**
|
||||
* @param x, the layer's vertical position
|
||||
* @param y, the layer's horizontal position
|
||||
@ -298,7 +214,7 @@ export class CustomizeScene extends AbstractCharacterScene {
|
||||
*/
|
||||
private moveLayers(): void {
|
||||
const screenCenterX = this.cameras.main.worldView.x + this.cameras.main.width / 2;
|
||||
const screenCenterY = this.cameras.main.worldView.y + this.cameras.main.height / 2;
|
||||
const screenCenterY = this.cameras.main.worldView.y + this.cameras.main.height / 3;
|
||||
const screenWidth = this.game.renderer.width;
|
||||
const screenHeight = this.game.renderer.height;
|
||||
for (let i = 0; i < this.containersRow.length; i++) {
|
||||
@ -337,39 +253,63 @@ export class CustomizeScene extends AbstractCharacterScene {
|
||||
}
|
||||
}
|
||||
|
||||
update(time: number, delta: number): void {
|
||||
const middleX = this.getMiddleX();
|
||||
this.tweens.add({
|
||||
targets: this.customizeSceneElement,
|
||||
x: middleX,
|
||||
duration: 1000,
|
||||
ease: 'Power3'
|
||||
});
|
||||
}
|
||||
|
||||
public onResize(): void {
|
||||
this.moveLayers();
|
||||
|
||||
this.Rectangle.x = this.cameras.main.worldView.x + this.cameras.main.width / 2;
|
||||
this.mobileTapENTER.x = this.cameras.main.worldView.x + this.cameras.main.width / 2;
|
||||
this.Rectangle.y = this.cameras.main.worldView.y + this.cameras.main.height / 2;
|
||||
this.mobileTapENTER.y = this.cameras.main.worldView.y + this.cameras.main.height / 2;
|
||||
|
||||
this.textField.x = this.game.renderer.width/2;
|
||||
|
||||
this.logo.x = this.game.renderer.width - 30;
|
||||
this.logo.y = this.game.renderer.height - 20;
|
||||
|
||||
this.arrowUp.x = this.game.renderer.width - 30;
|
||||
this.mobileTapUP.x = this.game.renderer.width - 30;
|
||||
this.arrowUp.y = 60;
|
||||
this.mobileTapUP.y = 60;
|
||||
|
||||
this.arrowDown.x = this.game.renderer.width - 30;
|
||||
this.mobileTapDOWN.x = this.game.renderer.width - 30;
|
||||
this.arrowDown.y = 100;
|
||||
this.mobileTapDOWN.y = 100;
|
||||
|
||||
this.arrowLeft.x = this.game.renderer.width/9;
|
||||
this.mobileTapLEFT.x = this.game.renderer.width/9;
|
||||
this.arrowLeft.y = this.game.renderer.height/2;
|
||||
this.mobileTapLEFT.y = this.game.renderer.height/2;
|
||||
|
||||
this.arrowRight.x = this.game.renderer.width*0.9;
|
||||
this.mobileTapRIGHT.x = this.game.renderer.width*0.9;
|
||||
this.arrowRight.y = this.game.renderer.height/2;
|
||||
this.mobileTapRIGHT.y = this.game.renderer.height/2;
|
||||
|
||||
this.Rectangle.y = this.cameras.main.worldView.y + this.cameras.main.height / 3;
|
||||
|
||||
const middleX = this.getMiddleX();
|
||||
this.tweens.add({
|
||||
targets: this.customizeSceneElement,
|
||||
x: middleX,
|
||||
duration: 1000,
|
||||
ease: 'Power3'
|
||||
});
|
||||
}
|
||||
|
||||
private getMiddleX() : number{
|
||||
return (this.game.renderer.width / 2) -
|
||||
(
|
||||
this.customizeSceneElement
|
||||
&& this.customizeSceneElement.node
|
||||
&& this.customizeSceneElement.node.getBoundingClientRect().width > 0
|
||||
? (this.customizeSceneElement.node.getBoundingClientRect().width / 4)
|
||||
: 150
|
||||
);
|
||||
}
|
||||
|
||||
private nextSceneToCamera(){
|
||||
const layers: string[] = [];
|
||||
let i = 0;
|
||||
for (const layerItem of this.selectedLayers) {
|
||||
if (layerItem !== undefined) {
|
||||
layers.push(this.layers[i][layerItem].name);
|
||||
}
|
||||
i++;
|
||||
}
|
||||
if (!areCharacterLayersValid(layers)) {
|
||||
return;
|
||||
}
|
||||
|
||||
gameManager.setCharacterLayers(layers);
|
||||
this.scene.sleep(CustomizeSceneName);
|
||||
this.scene.remove(SelectCharacterSceneName);
|
||||
gameManager.tryResumingGame(this, EnableCameraSceneName);
|
||||
}
|
||||
|
||||
private backToPreviousScene(){
|
||||
this.scene.sleep(CustomizeSceneName);
|
||||
this.scene.run(SelectCharacterSceneName);
|
||||
}
|
||||
}
|
||||
|
@ -12,6 +12,7 @@ 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
|
||||
@ -24,166 +25,104 @@ enum LoginTextures {
|
||||
customizeButtonSelected = "customize_button_selected"
|
||||
}
|
||||
|
||||
const selectCharacterKey = 'selectCharacterScene';
|
||||
|
||||
export class SelectCharacterScene extends AbstractCharacterScene {
|
||||
private readonly nbCharactersPerRow = 6;
|
||||
private textField!: TextField;
|
||||
private pressReturnField!: TextField;
|
||||
private logo!: Image;
|
||||
private customizeButton!: Image;
|
||||
private customizeButtonSelected!: Image;
|
||||
|
||||
private selectedRectangle!: Rectangle;
|
||||
private selectedRectangleXPos = 0; // Number of the character selected in the rows
|
||||
private selectedRectangleYPos = 0; // Number of the character selected in the columns
|
||||
private selectedPlayer!: Phaser.Physics.Arcade.Sprite|null; // null if we are selecting the "customize" option
|
||||
private players: Array<Phaser.Physics.Arcade.Sprite> = new Array<Phaser.Physics.Arcade.Sprite>();
|
||||
private mobileTapRectangle!: Rectangle;
|
||||
private playerModels!: BodyResourceDescriptionInterface[];
|
||||
|
||||
private selectCharacterSceneElement!: Phaser.GameObjects.DOMElement;
|
||||
private currentSelectUser = 0;
|
||||
|
||||
constructor() {
|
||||
super({
|
||||
key: SelectCharacterSceneName
|
||||
key: SelectCharacterSceneName,
|
||||
});
|
||||
}
|
||||
|
||||
preload() {
|
||||
addLoader(this);
|
||||
|
||||
this.load.html(selectCharacterKey, 'resources/html/selectCharacterScene.html');
|
||||
|
||||
this.loadSelectSceneCharacters().then((bodyResourceDescriptions) => {
|
||||
bodyResourceDescriptions.forEach((bodyResourceDescription) => {
|
||||
this.playerModels.push(bodyResourceDescription);
|
||||
});
|
||||
})
|
||||
|
||||
this.load.image(LoginTextures.playButton, "resources/objects/play_button.png");
|
||||
this.load.image(LoginTextures.icon, "resources/logos/tcm_full.png");
|
||||
// Note: arcade.png from the Phaser 3 examples at: https://github.com/photonstorm/phaser3-examples/tree/master/public/assets/fonts/bitmap
|
||||
this.load.bitmapFont(LoginTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
|
||||
this.playerModels = loadAllDefaultModels(this.load);
|
||||
this.load.image(LoginTextures.customizeButton, 'resources/objects/customize.png');
|
||||
this.load.image(LoginTextures.customizeButtonSelected, 'resources/objects/customize_selected.png');
|
||||
|
||||
addLoader(this);
|
||||
}
|
||||
|
||||
create() {
|
||||
const middleX = this.getMiddleX();
|
||||
this.selectCharacterSceneElement = this.add.dom(middleX, 0).createFromCache(selectCharacterKey);
|
||||
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);
|
||||
}
|
||||
this.textField = new TextField(this, this.game.renderer.width / 2, 50, 'Select your character');
|
||||
this.pressReturnField = new TextField(
|
||||
this,
|
||||
this.game.renderer.width / 2,
|
||||
90 + 32 * Math.ceil( this.playerModels.length / this.nbCharactersPerRow) + 60,
|
||||
'Touch here\n\n or \n\nPress enter to start');
|
||||
// For mobile purposes - we need a big enough touchable area.
|
||||
this.mobileTapRectangle = this.add
|
||||
.rectangle(
|
||||
this.game.renderer.width / 2,
|
||||
275,
|
||||
this.game.renderer.width / 2,
|
||||
50,
|
||||
)
|
||||
.setInteractive()
|
||||
.on("pointerdown", () => {
|
||||
this.nextScene();
|
||||
});
|
||||
|
||||
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.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, LoginTextures.icon);
|
||||
this.add.existing(this.logo);
|
||||
|
||||
this.input.keyboard.on('keyup-ENTER', () => {
|
||||
return this.nextScene();
|
||||
});
|
||||
|
||||
this.input.keyboard.on('keydown-RIGHT', () => {
|
||||
if(this.selectedRectangleYPos * this.nbCharactersPerRow + (this.selectedRectangleXPos + 2))
|
||||
if (
|
||||
this.selectedRectangleXPos < this.nbCharactersPerRow - 1
|
||||
&& ((this.selectedRectangleYPos * this.nbCharactersPerRow) + (this.selectedRectangleXPos + 1) + 1) <= this.playerModels.length
|
||||
) {
|
||||
this.selectedRectangleXPos++;
|
||||
}
|
||||
this.updateSelectedPlayer();
|
||||
});
|
||||
this.input.keyboard.on('keydown-LEFT', () => {
|
||||
if (
|
||||
this.selectedRectangleXPos > 0
|
||||
&& ((this.selectedRectangleYPos * this.nbCharactersPerRow) + (this.selectedRectangleXPos - 1) + 1) <= this.playerModels.length
|
||||
) {
|
||||
this.selectedRectangleXPos--;
|
||||
}
|
||||
this.updateSelectedPlayer();
|
||||
});
|
||||
this.input.keyboard.on('keydown-DOWN', () => {
|
||||
if (
|
||||
this.selectedRectangleYPos < Math.ceil(this.playerModels.length / this.nbCharactersPerRow)
|
||||
&& (
|
||||
(((this.selectedRectangleYPos + 1) * this.nbCharactersPerRow) + this.selectedRectangleXPos + 1) <= this.playerModels.length // check if player isn't empty
|
||||
|| (this.selectedRectangleYPos + 1) === Math.ceil(this.playerModels.length / this.nbCharactersPerRow) // check if is custom rectangle
|
||||
)
|
||||
) {
|
||||
this.selectedRectangleYPos++;
|
||||
}
|
||||
this.updateSelectedPlayer();
|
||||
});
|
||||
this.input.keyboard.on('keydown-UP', () => {
|
||||
if (
|
||||
this.selectedRectangleYPos > 0
|
||||
&& (((this.selectedRectangleYPos - 1) * this.nbCharactersPerRow) + this.selectedRectangleXPos + 1) <= this.playerModels.length
|
||||
) {
|
||||
this.selectedRectangleYPos--;
|
||||
}
|
||||
this.updateSelectedPlayer();
|
||||
});
|
||||
|
||||
/*create user*/
|
||||
this.createCurrentPlayer();
|
||||
|
||||
const playerNumber = localUserStore.getPlayerCharacterIndex();
|
||||
if (playerNumber && playerNumber !== -1) {
|
||||
this.selectedRectangleXPos = playerNumber % this.nbCharactersPerRow;
|
||||
this.selectedRectangleYPos = Math.floor(playerNumber / this.nbCharactersPerRow);
|
||||
this.updateSelectedPlayer();
|
||||
} else if (playerNumber === -1) {
|
||||
this.selectedRectangleYPos = Math.ceil(this.playerModels.length / this.nbCharactersPerRow);
|
||||
this.updateSelectedPlayer();
|
||||
}
|
||||
|
||||
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();
|
||||
});
|
||||
}
|
||||
|
||||
update(time: number, delta: number): void {
|
||||
this.pressReturnField.setVisible(!!(Math.floor(time / 500) % 2));
|
||||
}
|
||||
|
||||
private nextScene(): void {
|
||||
private nextSceneToCameraScene(): void {
|
||||
if (this.selectedPlayer !== null && !areCharacterLayersValid([this.selectedPlayer.texture.key])) {
|
||||
return;
|
||||
}
|
||||
this.scene.stop(SelectCharacterSceneName);
|
||||
if (this.selectedPlayer !== null) {
|
||||
gameManager.setCharacterLayers([this.selectedPlayer.texture.key]);
|
||||
gameManager.tryResumingGame(this, EnableCameraSceneName);
|
||||
} else {
|
||||
this.scene.run(CustomizeSceneName);
|
||||
if(!this.selectedPlayer){
|
||||
return;
|
||||
}
|
||||
this.scene.stop(SelectCharacterSceneName);
|
||||
gameManager.setCharacterLayers([this.selectedPlayer.texture.key]);
|
||||
gameManager.tryResumingGame(this, EnableCameraSceneName);
|
||||
this.scene.remove(SelectCharacterSceneName);
|
||||
}
|
||||
|
||||
private 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 col = i % this.nbCharactersPerRow;
|
||||
const row = Math.floor(i / this.nbCharactersPerRow);
|
||||
|
||||
const [x, y] = this.getCharacterPosition(col, row);
|
||||
const player = this.physics.add.sprite(x, y, playerResource.name, 0);
|
||||
player.setBounce(0.2);
|
||||
player.setCollideWorldBounds(true);
|
||||
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: 2,}),
|
||||
@ -191,89 +130,140 @@ export class SelectCharacterScene extends AbstractCharacterScene {
|
||||
repeat: -1
|
||||
});
|
||||
player.setInteractive().on("pointerdown", () => {
|
||||
this.selectedRectangleXPos = col;
|
||||
this.selectedRectangleYPos = row;
|
||||
this.updateSelectedPlayer();
|
||||
if(this.currentSelectUser === i){
|
||||
return;
|
||||
}
|
||||
this.currentSelectUser = i;
|
||||
this.moveUser();
|
||||
});
|
||||
this.players.push(player);
|
||||
}
|
||||
|
||||
const maxRow = Math.ceil( this.playerModels.length / this.nbCharactersPerRow);
|
||||
this.customizeButton = new Image(this, this.game.renderer.width / 2, 90 + 32 * maxRow + 6, LoginTextures.customizeButton);
|
||||
this.customizeButton.setOrigin(0.5, 0.5);
|
||||
this.add.existing(this.customizeButton);
|
||||
this.customizeButtonSelected = new Image(this, this.game.renderer.width / 2, 90 + 32 * maxRow + 6, LoginTextures.customizeButtonSelected);
|
||||
this.customizeButtonSelected.setOrigin(0.5, 0.5);
|
||||
this.customizeButtonSelected.setVisible(false);
|
||||
this.add.existing(this.customizeButtonSelected);
|
||||
this.selectedPlayer = this.players[this.currentSelectUser];
|
||||
this.selectedPlayer.play(this.playerModels[this.currentSelectUser].name);
|
||||
}
|
||||
|
||||
this.customizeButton.setInteractive().on("pointerdown", () => {
|
||||
this.selectedRectangleYPos = Math.ceil(this.playerModels.length / this.nbCharactersPerRow);
|
||||
this.updateSelectedPlayer();
|
||||
this.nextScene();
|
||||
});
|
||||
this.customizeButtonSelected.setInteractive().on("pointerdown", () => {
|
||||
this.nextScene();
|
||||
});
|
||||
private moveUser(){
|
||||
for(let i = 0; i < this.players.length; i++){
|
||||
const player = this.players[i];
|
||||
this.setUpPlayer(player, i);
|
||||
}
|
||||
this.updateSelectedPlayer();
|
||||
}
|
||||
|
||||
this.selectedPlayer = this.players[0];
|
||||
this.selectedPlayer.play(this.playerModels[0].name);
|
||||
private moveToLeft(){
|
||||
if(this.currentSelectUser === 0){
|
||||
return;
|
||||
}
|
||||
this.currentSelectUser -= 1;
|
||||
this.moveUser();
|
||||
}
|
||||
|
||||
private moveToRight(){
|
||||
if(this.currentSelectUser === (this.players.length - 1)){
|
||||
return;
|
||||
}
|
||||
this.currentSelectUser += 1;
|
||||
this.moveUser();
|
||||
}
|
||||
|
||||
private defineSetupPlayer(numero: number){
|
||||
const deltaX = 30;
|
||||
let [playerX, playerY] = this.getCharacterPosition();
|
||||
let playerVisible = true;
|
||||
let playerScale = 1.5;
|
||||
let playserOpactity = 1;
|
||||
if( this.currentSelectUser !== numero ){
|
||||
playerVisible = false;
|
||||
}
|
||||
if( numero === (this.currentSelectUser + 1) ){
|
||||
playerX += deltaX;
|
||||
playerScale = 0.8;
|
||||
playserOpactity = 0.6;
|
||||
playerVisible = true;
|
||||
}
|
||||
if( numero === (this.currentSelectUser + 2) ){
|
||||
playerX += (deltaX * 2);
|
||||
playerScale = 0.8;
|
||||
playserOpactity = 0.6;
|
||||
playerVisible = true;
|
||||
}
|
||||
if( numero === (this.currentSelectUser - 1) ){
|
||||
playerX -= deltaX;
|
||||
playerScale = 0.8;
|
||||
playserOpactity = 0.6;
|
||||
playerVisible = true;
|
||||
}
|
||||
if( numero === (this.currentSelectUser - 2) ){
|
||||
playerX -= (deltaX * 2);
|
||||
playerScale = 0.8;
|
||||
playserOpactity = 0.6;
|
||||
playerVisible = true;
|
||||
}
|
||||
return {playerX, playerY, playerScale, playserOpactity, playerVisible}
|
||||
}
|
||||
|
||||
private 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
|
||||
*/
|
||||
private getCharacterPosition(x: number, y: number): [number, number] {
|
||||
private getCharacterPosition(): [number, number] {
|
||||
return [
|
||||
this.game.renderer.width / 2 + 16 + (x - this.nbCharactersPerRow / 2) * 32,
|
||||
y * 32 + 90
|
||||
this.game.renderer.width / 2,
|
||||
this.game.renderer.height / 3
|
||||
];
|
||||
}
|
||||
|
||||
private updateSelectedPlayer(): void {
|
||||
this.selectedPlayer?.anims.pause();
|
||||
// If we selected the customize button
|
||||
if (this.selectedRectangleYPos === Math.ceil(this.playerModels.length / this.nbCharactersPerRow)) {
|
||||
this.selectedPlayer = null;
|
||||
this.selectedRectangle.setVisible(false);
|
||||
this.customizeButtonSelected.setVisible(true);
|
||||
this.customizeButton.setVisible(false);
|
||||
localUserStore.setPlayerCharacterIndex(-1);
|
||||
return;
|
||||
}
|
||||
this.customizeButtonSelected.setVisible(false);
|
||||
this.customizeButton.setVisible(true);
|
||||
const [x, y] = this.getCharacterPosition(this.selectedRectangleXPos, this.selectedRectangleYPos);
|
||||
this.selectedRectangle.setVisible(true);
|
||||
this.selectedRectangle.setX(x);
|
||||
this.selectedRectangle.setY(y);
|
||||
this.selectedRectangle.setSize(32, 32);
|
||||
const playerNumber = this.selectedRectangleXPos + this.selectedRectangleYPos * this.nbCharactersPerRow;
|
||||
const player = this.players[playerNumber];
|
||||
player.play(this.playerModels[playerNumber].name);
|
||||
const player = this.players[this.currentSelectUser];
|
||||
player.play(this.playerModels[this.currentSelectUser].name);
|
||||
this.selectedPlayer = player;
|
||||
localUserStore.setPlayerCharacterIndex(playerNumber);
|
||||
localUserStore.setPlayerCharacterIndex(this.currentSelectUser);
|
||||
}
|
||||
|
||||
update(time: number, delta: number): void {
|
||||
const middleX = this.getMiddleX();
|
||||
this.tweens.add({
|
||||
targets: this.selectCharacterSceneElement,
|
||||
x: middleX,
|
||||
duration: 1000,
|
||||
ease: 'Power3'
|
||||
});
|
||||
}
|
||||
|
||||
public onResize(ev: UIEvent): void {
|
||||
this.textField.x = this.game.renderer.width / 2;
|
||||
this.pressReturnField.x = this.game.renderer.width / 2;
|
||||
this.logo.x = this.game.renderer.width - 30;
|
||||
this.logo.y = this.game.renderer.height - 20;
|
||||
this.customizeButton.x = this.game.renderer.width / 2;
|
||||
this.customizeButtonSelected.x = this.game.renderer.width / 2;
|
||||
//move position of user
|
||||
this.moveUser();
|
||||
|
||||
for (let i = 0; i <this.playerModels.length; i++) {
|
||||
const player = this.players[i];
|
||||
|
||||
const col = i % this.nbCharactersPerRow;
|
||||
const row = Math.floor(i / this.nbCharactersPerRow);
|
||||
|
||||
const [x, y] = this.getCharacterPosition(col, row);
|
||||
player.x = x;
|
||||
player.y = y;
|
||||
}
|
||||
this.updateSelectedPlayer();
|
||||
const middleX = this.getMiddleX();
|
||||
this.tweens.add({
|
||||
targets: this.selectCharacterSceneElement,
|
||||
x: middleX,
|
||||
duration: 1000,
|
||||
ease: 'Power3'
|
||||
});
|
||||
}
|
||||
|
||||
private getMiddleX() : number{
|
||||
return (this.game.renderer.width / 2) -
|
||||
(
|
||||
this.selectCharacterSceneElement
|
||||
&& this.selectCharacterSceneElement.node
|
||||
&& this.selectCharacterSceneElement.node.getBoundingClientRect().width > 0
|
||||
? (this.selectCharacterSceneElement.node.getBoundingClientRect().width / 4)
|
||||
: 150
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -16,7 +16,7 @@ const gameMenuIconKey = 'gameMenuIcon';
|
||||
const gameSettingsMenuKey = 'gameSettingsMenu';
|
||||
const gameShare = 'gameShare';
|
||||
|
||||
const closedSideMenuX = -400;
|
||||
const closedSideMenuX = -1000;
|
||||
const openedSideMenuX = 0;
|
||||
|
||||
/**
|
||||
|
Loading…
Reference in New Issue
Block a user