import {GameManager, gameManager, HasMovedEvent} from "./GameManager"; import { Connection, GroupCreatedUpdatedMessageInterface, MessageUserJoined, MessageUserMovedInterface, MessageUserPositionInterface, PointInterface, PositionInterface } from "../../Connection"; import {CurrentGamerInterface, hasMovedEventName, Player} from "../Player/Player"; import { DEBUG_MODE, ZOOM_LEVEL, POSITION_DELAY } from "../../Enum/EnvironmentVariable"; import { ITiledMap, ITiledMapLayer, ITiledMapLayerProperty, ITiledTileSet } from "../Map/ITiledMap"; import {PLAYER_RESOURCES, PlayerResourceDescriptionInterface} from "../Entity/Character"; import Texture = Phaser.Textures.Texture; import Sprite = Phaser.GameObjects.Sprite; import CanvasTexture = Phaser.Textures.CanvasTexture; import {AddPlayerInterface} from "./AddPlayerInterface"; import {PlayerAnimationNames} from "../Player/Animation"; import {PlayerMovement} from "./PlayerMovement"; import {PlayersPositionInterpolator} from "./PlayersPositionInterpolator"; import {RemotePlayer} from "../Entity/RemotePlayer"; import GameObject = Phaser.GameObjects.GameObject; import { Queue } from 'queue-typescript'; import {SimplePeer} from "../../WebRtc/SimplePeer"; import {ReconnectingSceneName} from "../Reconnecting/ReconnectingScene"; import FILE_LOAD_ERROR = Phaser.Loader.Events.FILE_LOAD_ERROR; import {FourOFourSceneName} from "../Reconnecting/FourOFourScene"; import {LAYERS, loadAllLayers} from "../Entity/body_character"; export enum Textures { Player = "male1" } export interface GameSceneInitInterface { initPosition: PointInterface|null, startLayerName: string|undefined } interface InitUserPositionEventInterface { type: 'InitUserPositionEvent' event: MessageUserPositionInterface[] } interface AddPlayerEventInterface { type: 'AddPlayerEvent' event: AddPlayerInterface } interface RemovePlayerEventInterface { type: 'RemovePlayerEvent' userId: string } interface UserMovedEventInterface { type: 'UserMovedEvent' event: MessageUserMovedInterface } interface GroupCreatedUpdatedEventInterface { type: 'GroupCreatedUpdatedEvent' event: GroupCreatedUpdatedMessageInterface } interface DeleteGroupEventInterface { type: 'DeleteGroupEvent' groupId: string } export class GameScene extends Phaser.Scene { GameManager : GameManager; Terrains : Array; CurrentPlayer: CurrentGamerInterface; MapPlayers : Phaser.Physics.Arcade.Group; MapPlayersByKey : Map = new Map(); Map: Phaser.Tilemaps.Tilemap; Layers : Array; Objects : Array; mapFile: ITiledMap; groups: Map; startX: number; startY: number; circleTexture: CanvasTexture; pendingEvents: Queue = new Queue(); private initPosition: PositionInterface|null = null; private playersPositionInterpolator = new PlayersPositionInterpolator(); private connection: Connection; private simplePeer : SimplePeer; private connectionPromise: Promise MapKey: string; MapUrlFile: string; RoomId: string; instance: string; currentTick: number; lastSentTick: number; // The last tick at which a position was sent. lastMoveEventSent: HasMovedEvent = { direction: '', moving: false, x: -1000, y: -1000 } private PositionNextScene: Array> = new Array>(); private startLayerName: string|undefined; static createFromUrl(mapUrlFile: string, instance: string, key: string|null = null): GameScene { const mapKey = GameScene.getMapKeyByUrl(mapUrlFile); if (key === null) { key = mapKey; } return new GameScene(mapKey, mapUrlFile, instance, key); } constructor(MapKey : string, MapUrlFile: string, instance: string, key: string) { super({ key: key }); this.GameManager = gameManager; this.Terrains = []; this.groups = new Map(); this.instance = instance; this.MapKey = MapKey; this.MapUrlFile = MapUrlFile; this.RoomId = this.instance + '__' + MapKey; } //hook preload scene preload(): void { this.load.on(FILE_LOAD_ERROR, (file: {src: string}) => { this.scene.start(FourOFourSceneName, { file: file.src }); }); this.load.on('filecomplete-tilemapJSON-'+this.MapKey, (key: string, type: string, data: unknown) => { this.onMapLoad(data); }); //TODO strategy to add access token this.load.tilemapTiledJSON(this.MapKey, this.MapUrlFile); // If the map has already been loaded as part of another GameScene, the "on load" event will not be triggered. // In this case, we check in the cache to see if the map is here and trigger the event manually. if (this.cache.tilemap.exists(this.MapKey)) { const data = this.cache.tilemap.get(this.MapKey); this.onMapLoad(data); } //add player png PLAYER_RESOURCES.forEach((playerResource: PlayerResourceDescriptionInterface) => { this.load.spritesheet( playerResource.name, playerResource.img, {frameWidth: 32, frameHeight: 32} ); }); loadAllLayers(this.load); this.load.bitmapFont('main_font', 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml'); this.connectionPromise = Connection.createConnection(gameManager.getPlayerName(), gameManager.getCharacterSelected()).then((connection : Connection) => { this.connection = connection; connection.onUserJoins((message: MessageUserJoined) => { const userMessage: AddPlayerInterface = { userId: message.userId, characterLayers: message.characterLayers, name: message.name, position: message.position } this.addPlayer(userMessage); }); connection.onUserMoved((message: MessageUserMovedInterface) => { this.updatePlayerPosition(message); }); connection.onUserLeft((userId: string) => { this.removePlayer(userId); }); connection.onGroupUpdatedOrCreated((groupPositionMessage: GroupCreatedUpdatedMessageInterface) => { this.shareGroupPosition(groupPositionMessage); }) connection.onGroupDeleted((groupId: string) => { try { this.deleteGroup(groupId); } catch (e) { console.error(e); } }) connection.onServerDisconnected(() => { console.log('Player disconnected from server. Reloading scene.'); this.simplePeer.closeAllConnections(); this.simplePeer.unregister(); const key = 'somekey'+Math.round(Math.random()*10000); const game : Phaser.Scene = GameScene.createFromUrl(this.MapUrlFile, this.instance, key); this.scene.add(key, game, true, { initPosition: { x: this.CurrentPlayer.x, y: this.CurrentPlayer.y } }); this.scene.stop(this.scene.key); this.scene.remove(this.scene.key); }) // When connection is performed, let's connect SimplePeer this.simplePeer = new SimplePeer(this.connection); this.scene.wake(); this.scene.sleep(ReconnectingSceneName); return connection; }); } // FIXME: we need to put a "unknown" instead of a "any" and validate the structure of the JSON we are receiving. // eslint-disable-next-line @typescript-eslint/no-explicit-any private onMapLoad(data: any): void { // Triggered when the map is loaded // Load tiles attached to the map recursively this.mapFile = data.data; const url = this.MapUrlFile.substr(0, this.MapUrlFile.lastIndexOf('/')); this.mapFile.tilesets.forEach((tileset) => { if (typeof tileset.name === 'undefined' || typeof tileset.image === 'undefined') { console.warn("Don't know how to handle tileset ", tileset) return; } //TODO strategy to add access token this.load.image(`${url}/${tileset.image}`, `${url}/${tileset.image}`); }) } //hook initialisation init(initData : GameSceneInitInterface) { if (initData.initPosition !== undefined) { this.initPosition = initData.initPosition; } else if (initData.startLayerName !== undefined) { this.startLayerName = initData.startLayerName; } } //hook create scene create(): void { //initalise map this.Map = this.add.tilemap(this.MapKey); const mapDirUrl = this.MapUrlFile.substr(0, this.MapUrlFile.lastIndexOf('/')); this.mapFile.tilesets.forEach((tileset: ITiledTileSet) => { this.Terrains.push(this.Map.addTilesetImage(tileset.name, `${mapDirUrl}/${tileset.image}`, tileset.tilewidth, tileset.tileheight, tileset.margin, tileset.spacing/*, tileset.firstgid*/)); }); //permit to set bound collision this.physics.world.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels); //add layer on map this.Layers = new Array(); let depth = -2; for (const layer of this.mapFile.layers) { if (layer.type === 'tilelayer') { this.addLayer(this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth)); } if (layer.type === 'tilelayer' && this.getExitSceneUrl(layer) !== undefined) { this.loadNextGame(layer, this.mapFile.width, this.mapFile.tilewidth, this.mapFile.tileheight); } if (layer.type === 'objectgroup' && layer.name === 'floorLayer') { depth = 10000; } } if (depth === -2) { throw new Error('Your map MUST contain a layer of type "objectgroup" whose name is "floorLayer" that represents the layer characters are drawn at.'); } // If there is an init position passed if (this.initPosition !== null) { this.startX = this.initPosition.x; this.startY = this.initPosition.y; } else { // Now, let's find the start layer if (this.startLayerName) { for (const layer of this.mapFile.layers) { if (this.startLayerName === layer.name && layer.type === 'tilelayer' && this.isStartLayer(layer)) { const startPosition = this.startUser(layer); this.startX = startPosition.x; this.startY = startPosition.y; } } } if (this.startX === undefined) { // If we have no start layer specified or if the hash passed does not exist, let's go with the default start position. for (const layer of this.mapFile.layers) { if (layer.type === 'tilelayer' && layer.name === "start") { const startPosition = this.startUser(layer); this.startX = startPosition.x; this.startY = startPosition.y; } } } } // Still no start position? Something is wrong with the map, we need a "start" layer. if (this.startX === undefined) { console.warn('This map is missing a layer named "start" that contains the available default start positions.'); // Let's start in the middle of the map this.startX = this.mapFile.width * 16; this.startY = this.mapFile.height * 16; } //add entities this.Objects = new Array(); //init event click this.EventToClickOnTile(); //initialise list of other player this.MapPlayers = this.physics.add.group({ immovable: true }); //notify game manager can to create currentUser in map this.createCurrentPlayer(); //initialise camera this.initCamera(); // Let's generate the circle for the group delimiter const circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite'); if(circleElement) { this.textures.remove('circleSprite'); } this.circleTexture = this.textures.createCanvas('circleSprite', 96, 96); const context = this.circleTexture.context; context.beginPath(); context.arc(48, 48, 48, 0, 2 * Math.PI, false); // context.lineWidth = 5; context.strokeStyle = '#ffffff'; context.stroke(); this.circleTexture.refresh(); // Let's alter browser history const url = new URL(this.MapUrlFile); let path = '/_/'+this.instance+'/'+url.host+url.pathname; if (this.startLayerName) { path += '#'+this.startLayerName; } window.history.pushState({}, 'WorkAdventure', path); // Let's pause the scene if the connection is not established yet if (this.connection === undefined) { // Let's wait 0.5 seconds before printing the "connecting" screen to avoid blinking setTimeout(() => { if (this.connection === undefined) { this.scene.sleep(); this.scene.launch(ReconnectingSceneName); } }, 500); } } private getExitSceneUrl(layer: ITiledMapLayer): string|undefined { return this.getProperty(layer, "exitSceneUrl") as string|undefined; } private getExitSceneInstance(layer: ITiledMapLayer): string|undefined { return this.getProperty(layer, "exitInstance") as string|undefined; } private isStartLayer(layer: ITiledMapLayer): boolean { return this.getProperty(layer, "startLayer") == true; } private getProperty(layer: ITiledMapLayer, name: string): string|boolean|number|undefined { const properties = layer.properties; if (!properties) { return undefined; } const obj = properties.find((property: ITiledMapLayerProperty) => property.name === name); if (obj === undefined) { return undefined; } return obj.value; } /** * * @param layer * @param mapWidth * @param tileWidth * @param tileHeight */ private loadNextGame(layer: ITiledMapLayer, mapWidth: number, tileWidth: number, tileHeight: number){ const exitSceneUrl = this.getExitSceneUrl(layer); if (exitSceneUrl === undefined) { throw new Error('Layer is not an exit scene layer.'); } let instance = this.getExitSceneInstance(layer); if (instance === undefined) { instance = this.instance; } // TODO: eventually compute a relative URL const absoluteExitSceneUrl = new URL(exitSceneUrl, this.MapUrlFile).href; const exitSceneKey = gameManager.loadMap(absoluteExitSceneUrl, this.scene, instance); const tiles : number[] = layer.data as number[]; for (let key=0; key < tiles.length; key++) { const objectKey = tiles[key]; if(objectKey === 0){ continue; } //key + 1 because the start x = 0; const y : number = parseInt(((key + 1) / mapWidth).toString()); const x : number = key - (y * mapWidth); let hash = new URL(exitSceneUrl, this.MapUrlFile).hash; if (hash) { hash = hash.substr(1); } //push and save switching case if (this.PositionNextScene[y] === undefined) { this.PositionNextScene[y] = new Array<{key: string, hash: string}>(); } this.PositionNextScene[y][x] = { key: exitSceneKey, hash } } } /** * @param layer */ private startUser(layer: ITiledMapLayer): PositionInterface { const tiles = layer.data; if (typeof(tiles) === 'string') { throw new Error('The content of a JSON map must be filled as a JSON array, not as a string'); } const possibleStartPositions : PositionInterface[] = []; tiles.forEach((objectKey : number, key: number) => { if(objectKey === 0){ return; } const y = Math.floor(key / layer.width); const x = key % layer.width; possibleStartPositions.push({x: x*32, y: y*32}); }); // Get a value at random amongst allowed values if (possibleStartPositions.length === 0) { console.warn('The start layer "'+layer.name+'" for this map is empty.'); return { x: 0, y: 0 }; } // Choose one of the available start positions at random amongst the list of available start positions. return possibleStartPositions[Math.floor(Math.random() * possibleStartPositions.length)]; } //todo: in a dedicated class/function? initCamera() { this.cameras.main.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels); this.cameras.main.startFollow(this.CurrentPlayer); this.cameras.main.setZoom(ZOOM_LEVEL); } addLayer(Layer : Phaser.Tilemaps.StaticTilemapLayer){ this.Layers.push(Layer); } createCollisionWithPlayer() { //add collision layer this.Layers.forEach((Layer: Phaser.Tilemaps.StaticTilemapLayer) => { this.physics.add.collider(this.CurrentPlayer, Layer, (object1: GameObject, object2: GameObject) => { //this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name) }); Layer.setCollisionByProperty({collides: true}); if (DEBUG_MODE) { //debug code to see the collision hitbox of the object in the top layer Layer.renderDebug(this.add.graphics(), { tileColor: null, //non-colliding tiles collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles, faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges }); } }); } createCollisionObject(){ /*this.Objects.forEach((Object : Phaser.Physics.Arcade.Sprite) => { this.physics.add.collider(this.CurrentPlayer, Object, (object1, object2) => { this.CurrentPlayer.say("Collision with object : " + (object2 as Phaser.Physics.Arcade.Sprite).texture.key) }); })*/ } createCurrentPlayer(){ //initialise player //TODO create animation moving between exit and start this.CurrentPlayer = new Player( this, this.startX, this.startY, this.GameManager.getPlayerName(), this.GameManager.getCharacterSelected(), PlayerAnimationNames.WalkDown, false ); //create collision this.createCollisionWithPlayer(); this.createCollisionObject(); //join room this.connectionPromise.then((connection: Connection) => { connection.joinARoom(this.RoomId, this.startX, this.startY, PlayerAnimationNames.WalkDown, false).then((userPositions: MessageUserPositionInterface[]) => { this.initUsersPosition(userPositions); }); //listen event to share position of user this.CurrentPlayer.on(hasMovedEventName, this.pushPlayerPosition.bind(this)) }); } pushPlayerPosition(event: HasMovedEvent) { if (this.lastMoveEventSent === event) { return; } // If the player is not moving, let's send the info right now. if (event.moving === false) { this.doPushPlayerPosition(event); return; } // If the player is moving, and if it changed direction, let's send an event if (event.direction !== this.lastMoveEventSent.direction) { this.doPushPlayerPosition(event); return; } // If more than 200ms happened since last event sent if (this.currentTick - this.lastSentTick >= POSITION_DELAY) { this.doPushPlayerPosition(event); return; } // Otherwise, do nothing. } private doPushPlayerPosition(event: HasMovedEvent): void { this.lastMoveEventSent = event; this.lastSentTick = this.currentTick; this.connection.sharePosition(event.x, event.y, event.direction, event.moving); } EventToClickOnTile(){ // debug code to get a tile properties by clicking on it /*this.input.on("pointerdown", (pointer: Phaser.Input.Pointer)=>{ //pixel position toz tile position const tile = this.Map.getTileAt(this.Map.worldToTileX(pointer.worldX), this.Map.worldToTileY(pointer.worldY)); if(tile){ this.CurrentPlayer.say("Your touch " + tile.layer.name); } });*/ } /** * @param time * @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate. */ update(time: number, delta: number) : void { this.currentTick = time; this.CurrentPlayer.moveUser(delta); // Let's handle all events while (this.pendingEvents.length !== 0) { const event = this.pendingEvents.dequeue(); switch (event.type) { case "InitUserPositionEvent": this.doInitUsersPosition(event.event); break; case "AddPlayerEvent": this.doAddPlayer(event.event); break; case "RemovePlayerEvent": this.doRemovePlayer(event.userId); break; case "UserMovedEvent": this.doUpdatePlayerPosition(event.event); break; case "GroupCreatedUpdatedEvent": this.doShareGroupPosition(event.event); break; case "DeleteGroupEvent": this.doDeleteGroup(event.groupId); break; } } // Let's move all users const updatedPlayersPositions = this.playersPositionInterpolator.getUpdatedPositions(time); updatedPlayersPositions.forEach((moveEvent: HasMovedEvent, userId: string) => { const player : RemotePlayer | undefined = this.MapPlayersByKey.get(userId); if (player === undefined) { throw new Error('Cannot find player with ID "' + userId +'"'); } player.updatePosition(moveEvent); }); const nextSceneKey = this.checkToExit(); if(nextSceneKey){ // We are completely destroying the current scene to avoid using a half-backed instance when coming back to the same map. this.connection.closeConnection(); this.simplePeer.unregister(); this.scene.stop(); this.scene.remove(this.scene.key); this.scene.start(nextSceneKey.key, { startLayerName: nextSceneKey.hash }); } } /** * */ checkToExit(): {key: string, hash: string} | null { const x = Math.floor(this.CurrentPlayer.x / 32); const y = Math.floor(this.CurrentPlayer.y / 32); if (this.PositionNextScene[y] !== undefined && this.PositionNextScene[y][x] !== undefined) { return this.PositionNextScene[y][x]; } else { return null; } } /** * Called by the connexion when the full list of user position is received. */ private initUsersPosition(usersPosition: MessageUserPositionInterface[]): void { this.pendingEvents.enqueue({ type: "InitUserPositionEvent", event: usersPosition }); } /** * Put all the players on the map on map load. */ private doInitUsersPosition(usersPosition: MessageUserPositionInterface[]): void { const currentPlayerId = this.connection.getUserId(); // clean map this.MapPlayersByKey.forEach((player: RemotePlayer) => { player.destroy(); this.MapPlayers.remove(player); }); this.MapPlayersByKey = new Map(); // load map usersPosition.forEach((userPosition : MessageUserPositionInterface) => { if(userPosition.userId === currentPlayerId){ return; } this.addPlayer(userPosition); }); } /** * Called by the connexion when a new player arrives on a map */ public addPlayer(addPlayerData : AddPlayerInterface) : void { this.pendingEvents.enqueue({ type: "AddPlayerEvent", event: addPlayerData }); } /** * Create new player */ private doAddPlayer(addPlayerData : AddPlayerInterface) : void { //check if exist player, if exist, move position if(this.MapPlayersByKey.has(addPlayerData.userId)){ this.updatePlayerPosition({ userId: addPlayerData.userId, position: addPlayerData.position }); return; } //initialise player const player = new RemotePlayer( addPlayerData.userId, this, addPlayerData.position.x, addPlayerData.position.y, addPlayerData.name, addPlayerData.characterLayers, addPlayerData.position.direction, addPlayerData.position.moving ); this.MapPlayers.add(player); this.MapPlayersByKey.set(player.userId, player); player.updatePosition(addPlayerData.position); //init collision /*this.physics.add.collider(this.CurrentPlayer, player, (CurrentPlayer: CurrentGamerInterface, MapPlayer: GamerInterface) => { CurrentPlayer.say("Hello, how are you ? "); });*/ } /** * Called by the connexion when a player is removed from the map */ public removePlayer(userId: string) { this.pendingEvents.enqueue({ type: "RemovePlayerEvent", userId }); } private doRemovePlayer(userId: string) { const player = this.MapPlayersByKey.get(userId); if (player === undefined) { console.error('Cannot find user with id ', userId); } else { player.destroy(); this.MapPlayers.remove(player); } this.MapPlayersByKey.delete(userId); this.playersPositionInterpolator.removePlayer(userId); } public updatePlayerPosition(message: MessageUserMovedInterface): void { this.pendingEvents.enqueue({ type: "UserMovedEvent", event: message }); } private doUpdatePlayerPosition(message: MessageUserMovedInterface): void { const player : RemotePlayer | undefined = this.MapPlayersByKey.get(message.userId); if (player === undefined) { //throw new Error('Cannot find player with ID "' + message.userId +'"'); console.error('Cannot update position of player with ID "' + message.userId +'": player not found'); return; } // We do not update the player position directly (because it is sent only every 200ms). // Instead we use the PlayersPositionInterpolator that will do a smooth animation over the next 200ms. const playerMovement = new PlayerMovement({ x: player.x, y: player.y }, this.currentTick, message.position, this.currentTick + POSITION_DELAY); this.playersPositionInterpolator.updatePlayerPosition(player.userId, playerMovement); } public shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) { this.pendingEvents.enqueue({ type: "GroupCreatedUpdatedEvent", event: groupPositionMessage }); } private doShareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) { const groupId = groupPositionMessage.groupId; const group = this.groups.get(groupId); if (group !== undefined) { group.setPosition(Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y)); } else { // TODO: circle radius should not be hard stored const sprite = new Sprite( this, Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y), 'circleSprite'); sprite.setDisplayOrigin(48, 48); this.add.existing(sprite); this.groups.set(groupId, sprite); } } deleteGroup(groupId: string): void { this.pendingEvents.enqueue({ type: "DeleteGroupEvent", groupId }); } doDeleteGroup(groupId: string): void { const group = this.groups.get(groupId); if(!group){ return; } group.destroy(); this.groups.delete(groupId); } public static getMapKeyByUrl(mapUrlStart: string) : string { // FIXME: the key should be computed from the full URL of the map. const startPos = mapUrlStart.indexOf('://')+3; const endPos = mapUrlStart.indexOf(".json"); return mapUrlStart.substring(startPos, endPos); } }