Commit Graph

239 Commits

Author SHA1 Message Date
David Négrier
0492dfdf3a Fixing import 2020-05-26 17:37:26 +02:00
David Négrier
04a1f90ed5 Adding communication between LoginScene and SelectCharacterScene 2020-05-26 17:25:29 +02:00
David Négrier
5806e379c8 Fixing selection on keyboard after selection using mouse 2020-05-26 17:02:04 +02:00
David Négrier
da0d9fed87 Adding a new SelectCharacterScene
Taking what was done in the LoginScene regarding character selection and putting it in its own scene.
Also, making character selection possible via the keyboard.
2020-05-25 23:26:27 +02:00
David Négrier
21576946f0 Commenting out the notion of status in the GameManager
It seems to be useless
2020-05-25 22:37:07 +02:00
David Négrier
62cb8cca87 Also removing dead class 2020-05-25 22:36:44 +02:00
David Négrier
17e7f1b37a Removing dead code from previous messaging system
Remvoing messages that were no more used in the new messaging system (the code used to handle the message that sent the position of all users on the front side)
2020-05-25 22:36:44 +02:00
David Négrier
1fa39b0781 Fixing typos.
Replaced connexion with connection and LogincScene with LoginScene
2020-05-24 23:14:12 +02:00
David Négrier
cd586a9e0c Renaming /maps to /start-map
Closes #90
2020-05-24 22:53:10 +02:00
David Négrier
2448fef53a Adding a notion of instances per mapAdding a notion of instances to room
The URL signature becomes:

https://workadventu.re/_/[instance]/[path_to_map.json]

This allows us to create many instances of the same map (and therefore to create several different worlds for different people)

An exit on a map can target another "instance" by passing the "exitInstance" property.
2020-05-23 17:45:49 +02:00
David Négrier
080e08eeef
Merge pull request #122 from thecodingmachine/reconnecting_scene
Adding a special scene to wait for server reconnection
2020-05-23 17:12:36 +02:00
Gregoire Parant
f4ed2e52bf Fix CI 2020-05-23 16:50:17 +02:00
David Négrier
e41eda9979 Prettifying lost connection screen 2020-05-23 16:13:37 +02:00
David Négrier
36858f8747 Adding a special scene to wait for server reconnection 2020-05-23 15:43:26 +02:00
Gregoire Parant
ab32021fc0 Fix mediam stream manage and server back down 2020-05-23 14:00:36 +02:00
David Négrier
ab798b1c09 Changing the "Point" notion to add a notion of "moving" in addition to the notion of direction.
Also, refactoring JOIN_ROOM event to add complete position.
2020-05-22 23:04:45 +02:00
David Négrier
f44a44c109 Removing logs 2020-05-20 12:30:17 +02:00
David Négrier
125a4d11af Refactored and optimized messages
Now, when a user moves, only his/her position is sent back to the other users. The position of all users is not sent each time.

The messages sent to the browser are now:

- the list of all users as a return to the join_room event (you can send responses to events in socket.io)
- a "join_room" event sent when a new user joins the room
- a "user_moved" event when a user moved
- a "user_left" event when a user left the room

The GameScene tracks all these events and reacts accordingly.

Also, I made a number of refactoring in the classes and removed the GameSceneInterface that was useless (it was implemented by the LogincScene for no reason at all)
2020-05-19 19:11:12 +02:00
David Négrier
1bbd0866cb Code cleaning 2020-05-16 16:07:57 +02:00
David Négrier
3b6ace03fa Getting rid of roomId in Message class (this is not needed since all messages sent are for the room we are currently in) 2020-05-16 00:19:27 +02:00
David Négrier
4d1c3517ec When sharing user position, only position is sent now! 2020-05-15 23:47:00 +02:00
David Négrier
cdfa9acf01 JoinRoom now ONLY sends the roomId. 2020-05-15 23:24:04 +02:00
David Négrier
b80e3e07d8 Sending player details (name + character selected) on connection 2020-05-15 22:49:50 +02:00
David Négrier
5a3668a12e Refactoring messages
Socket.io can stringify JSON messages itself, so there is no need to pass a string to "emit". You can pass a serializable object!

This commit removes all the useless toJson() methods, JSON.serialize and JSON.parse!

Woot!
2020-05-15 22:04:49 +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
David Négrier
34d3a292db
Removing log trace 2020-05-14 22:00:31 +02:00
gparant
182882fded Fix border view 2020-05-14 20:54:34 +02:00
gparant
787e1c463c Media webrtcA
- Update peerConnexion manage
 - Add muted microphone logo
 - Add icon user
 - Sound when user enter in room webrtc
2020-05-14 20:39:30 +02:00
David Négrier
6e71d7f28a
Merge pull request #109 from thecodingmachine/Auto-reconnect
Auto-reconnect
2020-05-13 22:03:56 +02:00
gparant
ec297e3912 Auto-reconnect 2020-05-13 20:22:42 +02:00
kharhamel
e2531343d1 fixed a game crash on firefox on http 2020-05-13 16:56:22 +02:00
David Négrier
dd5a0c9933 Fixing domain name 2020-05-13 16:17:58 +02:00
David Négrier
a2123c092c Fixing htaccess redirect 2020-05-13 09:29:18 +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
256fa51e24 Catching errors in socket callbacks
Catching errors in socket callbacks to avoid having the server crashing when an error occurs.
2020-05-12 11:49:55 +02:00
gparant
d3ff717f9e Minor Fix overflow css style 2020-05-12 00:22:55 +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
7ded674cc4
Merge pull request #95 from thecodingmachine/lyon_map
Refactoring "exit" to allow multiple maps
2020-05-11 22:56:47 +02:00
David Négrier
d51462abd4 Fixing typo 2020-05-11 19:19:42 +02:00
David Négrier
39f1952f94 Putting player names depth at a high depth to have them always visible 2020-05-11 19:16:36 +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
f4af824cf9 Fix error mapping refresh in back & the end of this feature development 2020-05-10 23:49:08 +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
69777ad1cb Remove middleware to secure access API. 2020-05-10 17:31:27 +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
b983fff076 Add map 1st floor
Rename map to floor 0
2020-05-09 16:38:13 +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
25b7fc5e36
Merge pull request #82 from thecodingmachine/fix/webrtc
Fix webrtc
2020-05-08 16:14:49 +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
gparant
a87cbe4470 Personalization of DAM office 2020-05-08 12:43:02 +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
David Négrier
05fbcad252 Fixing "none" animation does not exist log 2020-05-07 23:33:21 +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
ebbe60f10f Delete comment 2020-05-06 02:13:00 +02:00
gparant
b12d762ffe Fix to add frame of player user 2020-05-06 02:12:37 +02:00
gparant
4e04357b71 Merge branch 'refactoring_messages' into feature/login-page
# Conflicts:
#	front/src/Phaser/Player/Player.ts
2020-05-06 01:58:04 +02:00
gparant
5a6415607d Send event and play animation with user frame 2020-05-06 01:50:01 +02:00
David Négrier
86abdfe30b Only sending move events if the player actually moved
If the player did not move a pixel (and if it did not change direction), then do not send an event to save bandwidth and processing.
2020-05-04 23:11:59 +02:00
David Négrier
ad3484285b Fixing Cypress tests 2020-05-04 18:38:04 +02:00
gparant
58a1a8a3c9 Add select player in login page 2020-05-04 01:48:14 +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
c4f1aa1811 Removing comment 2020-05-03 15:31:20 +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
David Négrier
5601e5e134 Adding login method back for future use in LogincScene 2020-05-03 15:18:15 +02:00
gparant
85ab0a231f Fix style cam 2020-05-03 14:29:45 +02:00
gparant
0d6ce5e6e9 Merge branch 'master' into webrtc
# Conflicts:
#	front/src/Phaser/Player/Player.ts
2020-05-02 20:51:49 +02:00
gparant
fdb40ec3e2 Fix webrtc multi 2020-05-02 20:46:02 +02:00
kharhamel
ad65de75fd used the vent system to remove the dependency of Player on Connexion 2020-05-02 16:56:36 +02:00
gparant
aff77fe074 Merge remote-tracking branch 'github.com/master' into webrtc
# Conflicts:
#	back/src/Model/Group.ts
#	back/src/Model/World.ts
2020-05-02 00:36:04 +02:00
gparant
c7f8f92e85 Fix webrtc 2020-05-02 00:31:44 +02:00
David Négrier
d72741ce0c Fixing linting 2020-05-01 23:48:30 +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
David Négrier
85f84517f6 Adding logo in the bottom right corner and placing help text in function of height 2020-05-01 22:23:41 +02:00
gparant
e06b20fe96 Update video style and start peer connexion 2020-05-01 21:15:00 +02:00
kharhamel
dd0744387f reenabled diagonal movement 2020-04-30 19:36:28 +02:00
kharhamel
62d2498e34 remove the GameSceneInterface from LoginScene 2020-04-30 19:18:35 +02:00
gparant
dbf0bef149 Delete file 2020-04-29 17:55:55 +02:00
gparant
58df4118d1 Refactor 2020-04-29 17:49:40 +02:00
gparant
91851c95f3 Merge remote-tracking branch 'github.com/master' into webrtc
# Conflicts:
#	front/src/Connexion.ts
#	front/src/Phaser/Game/GameManager.ts
#	front/src/Phaser/Game/GameScene.ts
#	front/src/index.ts
2020-04-29 17:37:17 +02:00
David Négrier
a286d57a33
Merge pull request #61 from thecodingmachine/simplify
first step in simplification: remove the concept of room in the front…
2020-04-29 17:11:22 +02:00
gparant
2bfa57b0ba Merge world and webrtc conexion 2020-04-29 01:40:32 +02:00
gparant
3151113db3 Merge branch 'master' into webrtc
# Conflicts:
#	back/src/Model/Websocket/MessageUserPosition.ts
2020-04-29 00:05:16 +02:00
gparant
4e556782af Fix integration login scene in game manager 2020-04-29 00:01:37 +02:00