Commit Graph

191 Commits

Author SHA1 Message Date
David Négrier
ee612f6585 Adding event support to items 2020-07-27 22:36:58 +02:00
David Négrier
d48d5b0285 Fix CS 2020-07-23 18:47:28 +02:00
David Négrier
2484e4f1df Moving maps to their own container 2020-07-23 18:43:51 +02:00
David Négrier
ed146226cf Adding Outline capabilities and a ActionableItem notion. 2020-07-23 18:09:24 +02:00
David Négrier
f7466994c5 Playing with pipeline to display outline 2020-07-15 23:44:01 +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
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
e3e7b92c6a Fixing errors when arrows touched and no cam 2020-06-25 10:43:42 +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
- 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
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
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
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
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.
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
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
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
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
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