Commit Graph

156 Commits

Author SHA1 Message Date
David Négrier
ce7b4092a6 Fixing suspend/resume
In case we suspend a laptop and resume it, the RECONNECT event is called by socket.io without any error being thrown (so without us being redirected to the Reconnect Scene).
This fix makes sure we go to the reconnect scene before going back to the main scene.
2020-06-11 09:37:33 +02:00
David Négrier
80fddb3c69 Removing dead code 2020-06-10 16:01:01 +02:00
David Négrier
f518830073 Minor change to make sure the scene starts even if in background (does this really work?) 2020-06-10 16:00:54 +02:00
David Négrier
500dc83a85 Completely resetting GameScene on disconnect 2020-06-10 15:43:22 +02:00
David Négrier
43e4489d4d Fixing start position on disconnect 2020-06-10 14:57:32 +02:00
David Négrier
5042f2f82c Lint 2020-06-07 23:00:05 +02:00
David Négrier
c0809e28db Adding support for putting the hash in a map referenced in an exit scene. 2020-06-07 22:57:32 +02:00
David Négrier
db3ef81842 Adding the ability to add several entry points
We can now have several start layers and choose an entry point using a # in the URL
2020-06-07 13:23:32 +02:00
David Négrier
b82b13e351 Finalizing strict mode fixes 2020-06-04 18:56:59 +02:00
David Négrier
6f69a62d4d More strict fixes 2020-06-04 18:56:59 +02:00
David Négrier
082a11b0cd Allowing ill defined initializers (because of the way Phaser 3 is designed) 2020-06-04 18:56:59 +02:00
David Négrier
111bfcfe8c More strict typecheck fixes 2020-06-04 18:56:22 +02:00
David Négrier
a231024502 Fixing strict type checks 2020-06-04 18:56:22 +02:00
David Négrier
82e2c0d985
Merge pull request #149 from thecodingmachine/multiple_start_positions_in_layer
Allowing several start positions in a given start layer
2020-06-03 11:20:57 +02:00
David Négrier
69d2fa6944 Allowing several start positions in a given start layer
If more than one tile was set in the "start" layer, the last tile would be selected.
Now, the tile is selected at random among available tiles.

Also, a message is issued if no tiles have been put on the "start" layer.
2020-06-03 11:14:04 +02:00
David Négrier
9ddf22d36b Removing GameScene from the list of known GameScene when leaving
This is important because when we come back to the GameScene later, some properties of the GameScene object might be initialized with the values of the previous GameScene.
Like the position if the user previously disconnected.

Closes #146
2020-06-03 10:45:25 +02:00
David Négrier
2dc682ea72 Fixing warning on character selection 2020-06-02 15:57:11 +02:00
David Négrier
d72e60610e Adding PlayersPositionInterpolator to interpolate/extrapolate players positions 2020-06-02 13:44:42 +02:00
David Négrier
d69ce8a6a6 Adding PlayerMovement class to interpolate/extrapolate position along tests (installing Jasmine) 2020-06-02 10:48:04 +02:00
David Négrier
077b29bfbd Sending position only every 200ms while moving 2020-06-01 22:42:18 +02:00
Gregoire Parant
b931a8f117 Fix animation player 2020-06-01 13:20:45 +02:00
David Négrier
f69f99f449 Adding localStorage for selected user 2020-05-26 22:26:50 +02:00
David Négrier
52e3b47cc1 Storing user name in local storage 2020-05-26 22:17:00 +02:00
David Négrier
f36bd240a7 Fix lint 2020-05-26 17:43:25 +02:00
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
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
4d1c3517ec When sharing user position, only position is sent now! 2020-05-15 23:47:00 +02:00
David Négrier
b80e3e07d8 Sending player details (name + character selected) on connection 2020-05-15 22:49:50 +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
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
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
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