Adding buttons to switch mode
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BIN
front/dist/resources/objects/layout_modes.png
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front/dist/resources/objects/layout_modes.png
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After Width: | Height: | Size: 297 B |
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front/dist/resources/style/style.css
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front/dist/resources/style/style.css
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@ -355,12 +355,14 @@ body {
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width: 100%;
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flex-wrap: wrap;
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align-items: flex-start;
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padding: 1%;
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}
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.chat-mode div {
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margin: 1%;
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max-height: 96%;
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}
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.chat-mode.one-col > div {
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@ -106,6 +106,9 @@ export class GameScene extends Phaser.Scene {
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private PositionNextScene: Array<Array<{ key: string, hash: string }>> = new Array<Array<{ key: string, hash: string }>>();
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private startLayerName: string|undefined;
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private presentationModeSprite!: Sprite;
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private chatModeSprite!: Sprite;
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private repositionCallback!: (this: Window, ev: UIEvent) => void;
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static createFromUrl(mapUrlFile: string, instance: string, key: string|null = null): GameScene {
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const mapKey = GameScene.getMapKeyByUrl(mapUrlFile);
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@ -158,6 +161,12 @@ export class GameScene extends Phaser.Scene {
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);
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});
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this.load.spritesheet(
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'layout_modes',
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'resources/objects/layout_modes.png',
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{frameWidth: 32, frameHeight: 32}
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);
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loadAllLayers(this.load);
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this.load.bitmapFont('main_font', 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
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@ -213,6 +222,7 @@ export class GameScene extends Phaser.Scene {
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this.scene.stop(this.scene.key);
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this.scene.remove(this.scene.key);
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window.removeEventListener('resize', this.repositionCallback);
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})
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// When connection is performed, let's connect SimplePeer
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@ -364,15 +374,39 @@ export class GameScene extends Phaser.Scene {
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}, 500);
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}
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// FIXME: handle display / hide based on number of cameras connected
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this.presentationModeSprite = this.add.sprite(2, this.game.renderer.height - 2, 'layout_modes', 0);
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this.presentationModeSprite.setScrollFactor(0, 0);
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this.presentationModeSprite.setOrigin(0, 1);
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this.presentationModeSprite.setInteractive();
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this.presentationModeSprite.on('pointerup', this.switchLayoutMode.bind(this));
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this.chatModeSprite = this.add.sprite(36, this.game.renderer.height - 2, 'layout_modes', 3);
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this.chatModeSprite.setScrollFactor(0, 0);
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this.chatModeSprite.setOrigin(0, 1);
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this.chatModeSprite.setInteractive();
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this.chatModeSprite.on('pointerup', this.switchLayoutMode.bind(this));
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// FIXME: change this to use the class for input
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this.input.keyboard.on('keyup-' + 'M', function () {
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this.input.keyboard.on('keyup-' + 'M', () => {
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this.switchLayoutMode();
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});
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this.repositionCallback = this.reposition.bind(this);
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window.addEventListener('resize', this.repositionCallback);
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this.reposition();
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}
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private switchLayoutMode(): void {
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const mode = layoutManager.getLayoutMode();
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if (mode === LayoutMode.Presentation) {
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layoutManager.switchLayoutMode(LayoutMode.VideoChat);
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this.presentationModeSprite.setFrame(1);
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this.chatModeSprite.setFrame(2);
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} else {
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layoutManager.switchLayoutMode(LayoutMode.Presentation);
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this.presentationModeSprite.setFrame(0);
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this.chatModeSprite.setFrame(3);
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}
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});
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}
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private getExitSceneUrl(layer: ITiledMapLayer): string|undefined {
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@ -634,6 +668,7 @@ export class GameScene extends Phaser.Scene {
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this.simplePeer.unregister();
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this.scene.stop();
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this.scene.remove(this.scene.key);
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window.removeEventListener('resize', this.repositionCallback);
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this.scene.start(nextSceneKey.key, {
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startLayerName: nextSceneKey.hash
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});
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@ -821,4 +856,9 @@ export class GameScene extends Phaser.Scene {
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const endPos = mapUrlStart.indexOf(".json");
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return mapUrlStart.substring(startPos, endPos);
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}
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private reposition(): void {
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this.presentationModeSprite.setY(this.game.renderer.height - 2);
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this.chatModeSprite.setY(this.game.renderer.height - 2);
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}
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}
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