FIX: going back a 2nd time to SelectCharacterScene used to crash the game
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front/dist/resources/html/gameMenuIcon.html
vendored
2
front/dist/resources/html/gameMenuIcon.html
vendored
@ -9,7 +9,7 @@
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margin: 10px;
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}
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</style>
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<main id="menuIcon">
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<main id="menuIcon" hidden>
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<section>
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<button id="openMenuButton">Menu</button>
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</section>
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@ -1,7 +1,7 @@
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import {GameScene} from "./GameScene";
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import {connectionManager} from "../../Connexion/ConnectionManager";
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import {Room} from "../../Connexion/Room";
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import {MenuSceneName} from "../Menu/MenuScene";
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import {MenuScene, MenuSceneName} from "../Menu/MenuScene";
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import {LoginSceneName} from "../Login/LoginScene";
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import {SelectCharacterSceneName} from "../Login/SelectCharacterScene";
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import {EnableCameraSceneName} from "../Login/EnableCameraScene";
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@ -74,20 +74,28 @@ export class GameManager {
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public goToStartingMap(scenePlugin: Phaser.Scenes.ScenePlugin): void {
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console.log('starting '+ (this.currentGameSceneName || this.startRoom.id))
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scenePlugin.start(this.currentGameSceneName || this.startRoom.id);
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//the menu scene launches faster than the gameScene, so we delay it to not have menu buttons on a black screen
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setTimeout(() => scenePlugin.launch(MenuSceneName), 1000);
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scenePlugin.launch(MenuSceneName);
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}
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public gameSceneIsCreated(scene: GameScene) {
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this.currentGameSceneName = scene.scene.key;
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const menuScene: MenuScene = scene.scene.get(MenuSceneName) as MenuScene;
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menuScene.revealMenuIcon();
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}
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/**
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* Temporary leave a gameScene to go back to the loginScene for example.
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* This will close the socket connections and stop the gameScene, but won't remove it.
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*/
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leaveGame(scene: Phaser.Scene, targetSceneName: string): void {
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leaveGame(scene: Phaser.Scene, targetSceneName: string, sceneClass: Phaser.Scene): void {
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if (this.currentGameSceneName === null) throw 'No current scene id set!';
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const gameScene: GameScene = scene.scene.get(this.currentGameSceneName) as GameScene;
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gameScene.cleanupClosingScene();
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scene.scene.stop(this.currentGameSceneName);
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scene.scene.stop(MenuSceneName);
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scene.scene.sleep(MenuSceneName);
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if (!scene.scene.get(targetSceneName)) {
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scene.scene.add(targetSceneName, sceneClass, false);
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}
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scene.scene.run(targetSceneName);
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}
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@ -97,8 +105,7 @@ export class GameManager {
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tryResumingGame(scene: Phaser.Scene, fallbackSceneName: string) {
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if (this.currentGameSceneName) {
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scene.scene.start(this.currentGameSceneName);
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//the menu scene launches faster than the gameScene, so we delay it to not have menu buttons on a black screen
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setTimeout(() => scene.scene.launch(MenuSceneName), 1000);
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scene.scene.wake(MenuSceneName);
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} else {
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scene.scene.run(fallbackSceneName)
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}
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@ -311,7 +311,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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//hook create scene
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create(): void {
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gameManager.currentGameSceneName = this.scene.key;
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gameManager.gameSceneIsCreated(this);
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urlManager.pushRoomIdToUrl(this.room);
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this.startLayerName = urlManager.getStartLayerNameFromUrl();
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@ -84,8 +84,9 @@ export class LoginScene extends ResizableScene {
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private login(name: string): void {
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gameManager.setPlayerName(name);
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this.scene.sleep(LoginSceneName)
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this.scene.stop(LoginSceneName)
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gameManager.tryResumingGame(this, SelectCharacterSceneName);
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this.scene.remove(LoginSceneName)
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}
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public onResize(ev: UIEvent): void {
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@ -116,13 +116,14 @@ export class SelectCharacterScene extends ResizableScene {
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}
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private nextScene(): void {
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this.scene.sleep(SelectCharacterSceneName);
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this.scene.stop(SelectCharacterSceneName);
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if (this.selectedPlayer !== null) {
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gameManager.setCharacterLayers([this.selectedPlayer.texture.key]);
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gameManager.tryResumingGame(this, EnableCameraSceneName);
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} else {
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this.scene.run(CustomizeSceneName);
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}
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this.scene.remove(SelectCharacterSceneName);
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}
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createCurrentPlayer(): void {
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@ -1,5 +1,5 @@
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import {LoginSceneName} from "../Login/LoginScene";
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import {SelectCharacterSceneName} from "../Login/SelectCharacterScene";
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import {LoginScene, LoginSceneName} from "../Login/LoginScene";
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import {SelectCharacterScene, SelectCharacterSceneName} from "../Login/SelectCharacterScene";
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import {gameManager} from "../Game/GameManager";
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import {localUserStore} from "../../Connexion/LocalUserStore";
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import {mediaManager} from "../../WebRtc/MediaManager";
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@ -40,22 +40,22 @@ export class MenuScene extends Phaser.Scene {
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create() {
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this.menuElement = this.add.dom(closedSideMenuX, 30).createFromCache(gameMenuKey);
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this.menuElement.setOrigin(0);
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this.revealAfterInit(this.menuElement, 'gameMenu');
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this.revealMenusAfterInit(this.menuElement, 'gameMenu');
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this.gameQualityMenuElement = this.add.dom(300, -400).createFromCache(gameSettingsMenuKey);
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this.revealAfterInit(this.gameQualityMenuElement, 'gameQuality');
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this.revealMenusAfterInit(this.gameQualityMenuElement, 'gameQuality');
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this.input.keyboard.on('keyup-TAB', () => {
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this.sideMenuOpened ? this.closeSideMenu() : this.openSideMenu();
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});
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this.menuButton = this.add.dom(35, 20).createFromCache(gameMenuIconKey);
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this.menuButton = this.add.dom(0, 0).createFromCache(gameMenuIconKey);
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this.menuButton.addListener('click');
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this.menuButton.on('click', () => {
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this.sideMenuOpened ? this.closeSideMenu() : this.openSideMenu();
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});
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}
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private revealAfterInit(menuElement: Phaser.GameObjects.DOMElement, rootDomId: string) {
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private revealMenusAfterInit(menuElement: Phaser.GameObjects.DOMElement, rootDomId: string) {
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//Dom elements will appear inside the viewer screen when creating before being moved out of it, which create a flicker effect.
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//To prevent this, we put a 'hidden' attribute on the root element, we remove it only after the init is done.
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setTimeout(() => {
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@ -63,6 +63,10 @@ export class MenuScene extends Phaser.Scene {
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}, 250);
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}
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public revealMenuIcon(): void {
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(this.menuButton.getChildByID('menuIcon') as HTMLElement).hidden = false
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}
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openSideMenu() {
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if (this.sideMenuOpened) return;
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this.sideMenuOpened = true;
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@ -148,14 +152,14 @@ export class MenuScene extends Phaser.Scene {
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case 'changeNameButton':
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this.closeSideMenu();
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this.closeGameQualityMenu();
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gameManager.leaveGame(this, LoginSceneName);
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gameManager.leaveGame(this, LoginSceneName, new LoginScene());
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break;
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case 'sparkButton':
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this.goToSpark();
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break;
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case 'changeSkinButton':
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this.closeSideMenu();
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gameManager.leaveGame(this, SelectCharacterSceneName);
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gameManager.leaveGame(this, SelectCharacterSceneName, new SelectCharacterScene());
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break;
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case 'closeButton':
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this.closeSideMenu();
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