Commit Graph

67 Commits

Author SHA1 Message Date
David Négrier
4d1c3517ec When sharing user position, only position is sent now! 2020-05-15 23:47:00 +02:00
David Négrier
4de552437d Completely getting rid of "userid"
Previously, userid was generated by the "/login" route and passed along.
This commit completely removes the uuid "userid" (and disables the LoginController too and any Jwt check).

"userid" is replaced by the "socket id" of the connection.
So a user is now identified using a socket id, which is unique for a given connection.
2020-05-14 23:20:43 +02:00
gparant
ec297e3912 Auto-reconnect 2020-05-13 20:22:42 +02:00
David Négrier
faadacddb6 Redirecting to the correct map after login screen based on URL provided 2020-05-13 00:06:58 +02:00
David Négrier
daa559738b Adding history support
Arriving on a new map now changes the URL.
All URLs starting with _ are automatically redirected to index.html by the web server
2020-05-12 22:38:44 +02:00
David Négrier
9417e4a4d2 Refactoring/centralizing map loading in GameManager 2020-05-12 22:38:44 +02:00
David Négrier
0daddb3669
Merge pull request #93 from thecodingmachine/fix-recette-grp
Fix recette GRP
2020-05-11 22:59:22 +02:00
David Négrier
98628957a4 Refactoring "exit" to allow multiple maps
Adding several layers named "exit" causes issues with Phaser 3.
This PR makes any possible layer being an exit layer (it only depends on the exitUrl property)

Also, fixing start position (it takes into account the layer width now)
2020-05-11 18:49:20 +02:00
gparant
e35c188854 Fix update world back end and deleting group in front end 2020-05-11 13:17:02 +02:00
gparant
141280e691 Fix url to get the next map in GameScene 2020-05-11 00:25:06 +02:00
gparant
58b65030bd Fix feedback @moufmouf strategy of maps managing by back. 2020-05-10 18:34:55 +02:00
gparant
68ac145882 Fix feedback @moufmouf on circle texture 2020-05-10 17:55:30 +02:00
gparant
029a7a9a64 Correct feedback @moufmouf 2020-05-10 14:49:49 +02:00
gparant
5f11b065e1 Permit to dissociate data by room
- Update share room id.
 - Join room when a scene is loaded.
 - Add a room in constant variable.
2020-05-10 13:58:32 +02:00
gparant
27c6034661 Manage multi scene
- Create position and check if user is in position to switch in the next scene.
 - When scene is load, we load all scene in the layer of name "exit".
 - Layer "exit" of map.json have a parametter "exitSceneKey" to identify next scene.
 - Add layer "start", the player could start in the scene on the object present in the layer of name "start".
2020-05-09 21:28:50 +02:00
gparant
fb8d9bf9a8 Multi Scene in back end
- Change maps url to get maps
 - Change GameScene to create scene with file since back end
 - Change LoginScene to upload scene and start game
2020-05-09 19:41:21 +02:00
gparant
4157a12f5d Update name map
- Change name in game scene and login scene
2020-05-09 16:47:55 +02:00
gparant
59127534ac Fix User depth
- Update strategy layers depth
 - Add depth to manager layers positions between all users
2020-05-08 17:35:40 +02:00
David Négrier
c59d693f6e
Merge pull request #83 from thecodingmachine/cleanup_rename_frame
Cleanup: renaming "frame" to "character"
2020-05-08 16:21:16 +02:00
David Négrier
e4824fe34d
Merge pull request #81 from thecodingmachine/display_groups
Adding the display of a circle around the group
2020-05-08 16:20:56 +02:00
David Négrier
b2a5cb1720 Refactoring display of circle around group
The circle is now a sprite and not generated on every frame using a giant "graphics" object
2020-05-08 16:09:50 +02:00
David Négrier
492196b333 Cleanup: renaming "frame" to "character"
The "frame" variable actually contains a string pointing to the character selected.
It has nothing to do with a frame which is usually a particular image in an animation.

I'm renaming the variable accross the application to avoid confusion.
2020-05-08 15:18:22 +02:00
gparant
8991b6f817 Add layer override 2020-05-08 13:18:34 +02:00
David Négrier
02e6b50b16 Adding the display of a circle around the group
This PR adds the display of a circle around groups. This is useful to view where you need to go to speak to someone but also to debug.

Note: implementation is suboptimal, relying on a "graphics" object that is known to be slow. In the future, we need to use a circle as a sprite instead.
2020-05-08 00:35:36 +02:00
gparant
3ec167ee44 Merge branch 'master' into feature/login-page
# Conflicts:
#	front/src/Phaser/Game/GameScene.ts
#	front/src/Phaser/Login/LogincScene.ts
2020-05-06 02:20:28 +02:00
gparant
5a6415607d Send event and play animation with user frame 2020-05-06 01:50:01 +02:00
David Négrier
ad3484285b Fixing Cypress tests 2020-05-04 18:38:04 +02:00
gparant
b65e37c468 Name of map users
- Add name on user
 - Delete NonPlayer class not used
2020-05-03 22:24:14 +02:00
David Négrier
b260dc32b5 Merge from master 2020-05-03 18:04:01 +02:00
gparant
fb255140e5 Add feature to mute or switch off cam 2020-05-03 17:19:42 +02:00
David Négrier
df5b183cba Merge 2020-05-03 15:51:16 +02:00
David Négrier
76b745ebea Putting the name in GameManager rather than passing it from scene to scene. 2020-05-03 15:29:40 +02:00
kharhamel
ad65de75fd used the vent system to remove the dependency of Player on Connexion 2020-05-02 16:56:36 +02:00
David Négrier
0c04d4305b Displaying the name of a player above its head (names are not passed through the network yet) 2020-05-01 23:38:09 +02:00
David Négrier
42ddd8b858 Changed font from text
Input name can only be 4 characters long
Passing name to next scene
2020-05-01 23:19:51 +02:00
kharhamel
62d2498e34 remove the GameSceneInterface from LoginScene 2020-04-30 19:18:35 +02:00
kharhamel
ee4a59578a first step in simplification: remove the concept of room in the front end 2020-04-27 15:03:05 +02:00
kharhamel
d691b58d0b basic login page with a text input and a click button 2020-04-26 17:54:56 +02:00
David Négrier
33bcbd4650
Merge pull request #44 from thecodingmachine/map-v0
My first map representing TCM office grand floor without KEN office
2020-04-24 19:08:08 +02:00
David Négrier
46fcb86b28 Computing movement amount from framerate
Depending on the amount of power a computer has, the framerate will not be the same.
Hence, the amount of movement of a user should be constant on each frame.
If a frame was slow to print, the movement should be higher to keep a constant speed.

This PR takes the framerate into account when moving the players.
2020-04-18 17:16:39 +02:00
David Négrier
db605d100e Merge 2020-04-16 22:44:31 +02:00
David Négrier
9175682f32 Backporting master changes 2020-04-15 23:57:36 +02:00
David Négrier
2037147d18 First working version of the office map! Yay! 2020-04-15 23:31:39 +02:00
David Négrier
8ddd4656e6 Adding automatic loading of layers 2020-04-15 23:10:12 +02:00
David Négrier
5f118c2a4a Removing all reference to 'Tiles' constant in code 2020-04-15 19:39:26 +02:00
David Négrier
1dd66b4998 Merging 2020-04-15 19:30:49 +02:00
David Négrier
482a344f45 Autoload tiles
This commit adds a listener in the preload function that will be triggered as soon as the map is loaded.
This function will load the resources from the map (tilesets) defined in the map.
That way, we don't have to define manually the list of tiles that have to be loaded (at the expense of a slight delay in loading since we must wait for the map to be loaded to start loading the tiles).
2020-04-15 19:23:06 +02:00
kharhamel
a2ed7164e4 implemented basic e2e testing 2020-04-14 20:04:55 +02:00
NIP
c42dbc3f95 Fix JS issue regarding multiple tilesets 2020-04-13 21:24:48 +02:00
NIP
84f0420694 Change GameScene to import new png, change map name and add missing png files 2020-04-13 20:34:19 +02:00