workadventure/front
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
..
dist Porting favicon to the "front" container 2020-06-09 09:21:24 +02:00
src Refactoring connection to be part of a GameScene 2020-06-22 11:58:07 +02:00
tests/Phaser/Game Fixing use const instead of let 2020-06-19 14:30:34 +02:00
.dockerignore Fixing Dockerfiles 2020-04-11 15:11:22 +02:00
.eslintrc.json Enabling stricter lint on front 2020-06-19 14:29:29 +02:00
.gitignore Adding communication between LoginScene and SelectCharacterScene 2020-05-26 17:25:29 +02:00
Dockerfile Fixing Dockerfiles 2020-04-11 15:11:22 +02:00
jasmine.json Adding PlayerMovement class to interpolate/extrapolate position along tests (installing Jasmine) 2020-06-02 10:48:04 +02:00
LICENSE.txt Changing license to AGPL + Commons Clause 2020-06-09 10:17:21 +02:00
package.json Adding an event queue in the GameScene. 2020-06-19 18:18:43 +02:00
tsconfig.json Allowing ill defined initializers (because of the way Phaser 3 is designed) 2020-06-04 18:56:59 +02:00
webpack.config.js Update strategy caching bundle front js files with webpack 2020-06-01 11:53:12 +02:00
yarn.lock Adding an event queue in the GameScene. 2020-06-19 18:18:43 +02:00