121 lines
4.1 KiB
TypeScript
121 lines
4.1 KiB
TypeScript
import {GameScene} from "./GameScene";
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import {connectionManager} from "../../Connexion/ConnectionManager";
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import {Room} from "../../Connexion/Room";
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import {MenuScene, MenuSceneName} from "../Menu/MenuScene";
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import {LoginSceneName} from "../Login/LoginScene";
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import {SelectCharacterSceneName} from "../Login/SelectCharacterScene";
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import {EnableCameraSceneName} from "../Login/EnableCameraScene";
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import {localUserStore} from "../../Connexion/LocalUserStore";
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export interface HasMovedEvent {
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direction: string;
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moving: boolean;
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x: number;
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y: number;
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}
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/**
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* This class should be responsible for any scene starting/stopping
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*/
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export class GameManager {
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private playerName: string|null;
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private characterLayers: string[]|null;
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private startRoom!:Room;
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currentGameSceneName: string|null = null;
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constructor() {
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this.playerName = localUserStore.getName();
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this.characterLayers = localUserStore.getCharacterLayers();
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}
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public async init(scenePlugin: Phaser.Scenes.ScenePlugin): Promise<string> {
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this.startRoom = await connectionManager.initGameConnexion();
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await this.loadMap(this.startRoom, scenePlugin);
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if (!this.playerName) {
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return LoginSceneName;
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} else if (!this.characterLayers) {
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return SelectCharacterSceneName;
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} else {
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return EnableCameraSceneName;
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}
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}
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public setPlayerName(name: string): void {
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this.playerName = name;
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localUserStore.setName(name);
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}
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public setCharacterLayers(layers: string[]): void {
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this.characterLayers = layers;
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localUserStore.setCharacterLayers(layers);
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}
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getPlayerName(): string|null {
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return this.playerName;
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}
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getCharacterLayers(): string[]|null {
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return this.characterLayers;
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}
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public async loadMap(room: Room, scenePlugin: Phaser.Scenes.ScenePlugin): Promise<void> {
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const roomID = room.id;
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const mapUrl = await room.getMapUrl();
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const gameIndex = scenePlugin.getIndex(roomID);
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if(gameIndex === -1){
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const game : Phaser.Scene = new GameScene(room, mapUrl);
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scenePlugin.add(roomID, game, false);
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}
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}
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public goToStartingMap(scenePlugin: Phaser.Scenes.ScenePlugin): void {
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console.log('starting '+ (this.currentGameSceneName || this.startRoom.id))
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scenePlugin.start(this.currentGameSceneName || this.startRoom.id);
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scenePlugin.launch(MenuSceneName);
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}
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public gameSceneIsCreated(scene: GameScene) {
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this.currentGameSceneName = scene.scene.key;
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const menuScene: MenuScene = scene.scene.get(MenuSceneName) as MenuScene;
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menuScene.revealMenuIcon();
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}
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/**
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* Temporary leave a gameScene to go back to the loginScene for example.
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* This will close the socket connections and stop the gameScene, but won't remove it.
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*/
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leaveGame(scene: Phaser.Scene, targetSceneName: string, sceneClass: Phaser.Scene): void {
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if (this.currentGameSceneName === null) throw 'No current scene id set!';
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const gameScene: GameScene = scene.scene.get(this.currentGameSceneName) as GameScene;
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gameScene.cleanupClosingScene();
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scene.scene.stop(this.currentGameSceneName);
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scene.scene.sleep(MenuSceneName);
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if (!scene.scene.get(targetSceneName)) {
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scene.scene.add(targetSceneName, sceneClass, false);
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}
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scene.scene.run(targetSceneName);
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}
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/**
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* follow up to leaveGame()
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*/
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tryResumingGame(scene: Phaser.Scene, fallbackSceneName: string) {
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if (this.currentGameSceneName) {
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scene.scene.start(this.currentGameSceneName);
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scene.scene.wake(MenuSceneName);
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} else {
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scene.scene.run(fallbackSceneName)
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}
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}
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public getCurrentGameScene(scene: Phaser.Scene): GameScene {
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if (this.currentGameSceneName === null) throw 'No current scene id set!';
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return scene.scene.get(this.currentGameSceneName) as GameScene
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}
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}
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export const gameManager = new GameManager();
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