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
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Fix recette GRP
2020-05-11 22:59:22 +02:00
David Négrier
98628957a4
Refactoring "exit" to allow multiple maps
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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
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- 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
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- 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
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- 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
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- Change name in game scene and login scene
2020-05-09 16:47:55 +02:00
gparant
59127534ac
Fix User depth
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- 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
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Cleanup: renaming "frame" to "character"
2020-05-08 16:21:16 +02:00
David Négrier
e4824fe34d
Merge pull request #81 from thecodingmachine/display_groups
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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
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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"
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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
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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
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# 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
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- 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
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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
gparant
91851c95f3
Merge remote-tracking branch 'github.com/master' into webrtc
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# 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
gparant
2bfa57b0ba
Merge world and webrtc conexion
2020-04-29 01:40:32 +02:00
gparant
4e556782af
Fix integration login scene in game manager
2020-04-29 00:01:37 +02:00
gparant
8c935e8b27
Merge branch 'master' into webrtc
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# Conflicts:
# front/src/Phaser/Game/GameManager.ts
2020-04-28 20:50:51 +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
gparant
ecdbf4269a
Merge branch 'master' into webrtc
2020-04-26 23:22:40 +02:00
gparant
3f975171c2
Fix import
2020-04-26 23:22:13 +02:00
gparant
b49c012319
Add button to enter un visio
2020-04-26 20:55:20 +02:00
gparant
707931724f
Start visio with user colision
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When user enter in colision with other colision, webrtc start visio
2020-04-26 19:59:51 +02:00
kharhamel
d691b58d0b
basic login page with a text input and a click button
2020-04-26 17:54:56 +02:00
gparant
c28108f6c9
Use WebRtc with SimplePeer
2020-04-25 16:05:33 +02:00
David Négrier
33bcbd4650
Merge pull request #44 from thecodingmachine/map-v0
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My first map representing TCM office grand floor without KEN office
2020-04-24 19:08:08 +02:00
gparant
5b62ac39fb
Create webrtc connexion between two player
2020-04-19 19:32:38 +02:00
David Négrier
46fcb86b28
Computing movement amount from framerate
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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