Commenting out the notion of status in the GameManager
It seems to be useless
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@ -13,10 +13,10 @@ import {SimplePeerInterface, SimplePeer} from "../../WebRtc/SimplePeer";
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import {AddPlayerInterface} from "./AddPlayerInterface";
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import {ReconnectingSceneName} from "../Reconnecting/ReconnectingScene";
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export enum StatusGameManagerEnum {
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/*export enum StatusGameManagerEnum {
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IN_PROGRESS = 1,
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CURRENT_USER_CREATED = 2
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}
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}*/
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export interface HasMovedEvent {
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direction: string;
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@ -31,7 +31,7 @@ export interface MapObject {
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}
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export class GameManager {
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status: number;
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//status: number;
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private ConnectionInstance: Connection;
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private currentGameScene: GameScene;
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private playerName: string;
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@ -39,7 +39,7 @@ export class GameManager {
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private characterUserSelected: string;
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constructor() {
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this.status = StatusGameManagerEnum.IN_PROGRESS;
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//this.status = StatusGameManagerEnum.IN_PROGRESS;
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}
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connect(name: string, characterUserSelected : string) {
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@ -70,11 +70,11 @@ export class GameManager {
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/**
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* Permit to create player in started room
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*/
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createCurrentPlayer(): void {
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/*createCurrentPlayer(): void {
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//Get started room send by the backend
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this.currentGameScene.createCurrentPlayer();
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this.status = StatusGameManagerEnum.CURRENT_USER_CREATED;
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}
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//this.status = StatusGameManagerEnum.CURRENT_USER_CREATED;
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}*/
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joinRoom(sceneKey: string, startX: number, startY: number, direction: string, moving: boolean){
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this.ConnectionInstance.joinARoom(sceneKey, startX, startY, direction, moving);
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@ -114,9 +114,9 @@ export class GameManager {
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* Share group position in game
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*/
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shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface): void {
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if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
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/*if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
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return;
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}
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}*/
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try {
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this.currentGameScene.shareGroupPosition(groupPositionMessage)
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} catch (e) {
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@ -125,9 +125,9 @@ export class GameManager {
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}
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deleteGroup(groupId: string): void {
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if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
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/*if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
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return;
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}
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}*/
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try {
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this.currentGameScene.deleteGroup(groupId)
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} catch (e) {
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@ -145,7 +145,7 @@ export class GameScene extends Phaser.Scene {
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this.MapPlayers = this.physics.add.group({ immovable: true });
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//notify game manager can to create currentUser in map
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this.GameManager.createCurrentPlayer();
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this.createCurrentPlayer();
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//initialise camera
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this.initCamera();
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