David Négrier
84529d6e99
Propagating customized sprites all over the game
2020-07-28 17:45:55 +02:00
David Négrier
6d0bccc0e1
Making a nice "customize" button
2020-07-28 15:53:44 +02:00
David Perez
866985326b
Fixing merge issue
2020-07-28 11:35:30 +02:00
David Perez
90c56ca683
merge
2020-07-28 11:29:21 +02:00
David Perez
25abcfe202
png files
2020-07-28 11:25:19 +02:00
David Perez
21d2a7939b
custome characters
2020-07-28 11:24:34 +02:00
David Négrier
6879418098
Adding a 404 page when resources loading fails
2020-07-07 22:52:22 +02:00
David Négrier
55767f2c78
Fixing image tileset key
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If 2 maps share the same tileset name (even if they use 2 different URLs for the tileset), the tileset image will be reused wrongly.
This commit fixes the tileset key to make it equal to the image URL.
2020-07-07 18:22:10 +02:00
David Négrier
67e07c04f8
Fixing loading of tilesets with margin or padding
2020-07-05 17:10:08 +02:00
David Négrier
2b5d3e0017
Sending the source map out of the main JS file to reduce size
2020-07-02 10:38:36 +02:00
David Négrier
63e2e176d3
Fixing tests
2020-06-25 11:56:11 +02:00
David Négrier
bfec2317c9
Fixing default value
2020-06-25 11:39:38 +02:00
David Négrier
bb6b07536e
Fixing Jasmine tests
2020-06-25 11:39:18 +02:00
David Négrier
1978c1a324
Lint
2020-06-25 11:35:20 +02:00
David Négrier
5f5cec93ea
Audio device => exact mode
2020-06-25 11:26:55 +02:00
David Négrier
e3e7b92c6a
Fixing errors when arrows touched and no cam
2020-06-25 10:43:42 +02:00
David Négrier
c322de4412
Moving to async/await
2020-06-25 10:43:27 +02:00
David Négrier
8db615551a
Fixing device switching in Firefox
2020-06-25 10:33:26 +02:00
David Négrier
d18abaf067
Enabling optional https in development
2020-06-25 10:32:47 +02:00
David Négrier
371b4f0063
Fixing Firefox compatibility by remove references to InputDeviceInfo
2020-06-25 09:28:00 +02:00
David Négrier
a52b1f612b
Reorganizing on x axis too.
2020-06-24 18:09:59 +02:00
David Négrier
b3c18702bb
Adding borders, centering camera, fixing small bug on resize when no camera is enabled
2020-06-24 17:49:38 +02:00
David Négrier
253108eba0
- Making the EnableCameraScene responsive
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- Enabling click on arrows
2020-06-24 17:29:23 +02:00
David Négrier
3de37bafed
Adding a scene to configure the webcam
2020-06-24 15:35:07 +02:00
David Négrier
d78006e106
Fixing memory leak with listeners
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The listeners from MediaManager and SimplePeer were never removed, leading to a huge amount of listeners all over the applications when switching regularly of scene.
2020-06-23 15:02:35 +02:00
David Négrier
74af7d52c3
Improving error handling in MediaManager
2020-06-22 22:55:28 +02:00
David Négrier
a5514ce78a
Code cleanup and removing exception in favor of console error
2020-06-22 18:42:54 +02:00
David Négrier
407c6db070
Fixing difference between MapKey and scene key (prevented proper caching of resources)
2020-06-22 17:18:24 +02:00
David Négrier
3f927280a6
Lint
2020-06-22 16:11:48 +02:00
David Négrier
9b174836cd
Making sure connection is established again EVEN if the tab is not displayed
2020-06-22 16:11:02 +02:00
David Négrier
1e4ffa20ab
Cleaning GameManager
2020-06-22 16:10:34 +02:00
David Négrier
403ea223a8
Reconnecting also on socket error
2020-06-22 16:10:18 +02:00
David Négrier
f88f28db3f
Refactoring reconnection: putting it into the GameScene directly.
2020-06-22 15:00:23 +02:00
David Négrier
d785a8a1bf
Refactoring connection to be part of a GameScene
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Most of the refactoring issues we are seeing are probably due to the fact that we are trying to manipulate a ScenePlugin out of a Scene (the GameManager is not a Scene and holds a reference to a ScenePlugin coming from a Scene that might get invalidated by Phaser 3).
Furthermore, if we want in the future to be able to scale, scenes could be hosted on different servers. Therefore, it makes no sense to have one connexion for the whole application.
Instead, we should have one connexion for each scene.
2020-06-22 11:58:07 +02:00
David Négrier
4496c49621
Fix linting
2020-06-19 18:51:58 +02:00
David Négrier
2b820c7d56
Adding an event queue in the GameScene.
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Events are processed only in the 'update' method.
We hope this will solve a number of null pointer errors. See #194
2020-06-19 18:18:43 +02:00
David Négrier
e2be99490b
Finishing removing any reference to "any" in the front.
2020-06-19 16:36:40 +02:00
David Négrier
39928b46f9
Removing any in the front
2020-06-19 14:30:34 +02:00
David Négrier
8348d13bfe
Fixing use const instead of let
2020-06-19 14:30:34 +02:00
David Négrier
54f2518b5e
Enabling stricter lint on front
2020-06-19 14:29:29 +02:00
David Négrier
817b25b0be
Fixing reconnect issue
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In the case the reconnect event was triggered on "wake-up", the disconnect event was not sent. But because of a bug in the way we handle the setTimeout, the reconnection to the GameScene never happened after we forced the disconnect scene.
This fixes the issue.
2020-06-17 16:06:02 +02:00
David Négrier
b8f9e25b26
Merge pull request #184 from thecodingmachine/debugreconnect
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Adding console log when trying to reconnect
2020-06-17 15:43:20 +02:00
David Négrier
b14524625c
Adding console log when trying to reconnect
2020-06-17 15:37:02 +02:00
David Négrier
b1d39c4690
More logs
2020-06-11 14:13:13 +02:00
David Négrier
ea30a02762
Fixing reconnect issues
2020-06-11 14:12:03 +02:00
David Négrier
473c5aa052
Fixing events fired multiple times
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Callbacks for socket.io events were registered each time a disconnect was called, leading to message being dispatched plenty of times if there was several disconnections.
2020-06-11 13:34:25 +02:00
David Négrier
e50a4fd88b
Fixing setTimeout being called several times
2020-06-11 11:34:22 +02:00
David Négrier
f7265c213e
Patch
2020-06-11 10:40:43 +02:00
David Négrier
43c7c9ad07
Fixing null initialization
2020-06-11 10:29:11 +02:00
David Négrier
77167c28a6
Making sure that even is a user did not move, the reconnection can happen without issues and resume at the old position
2020-06-11 10:04:23 +02:00