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Tear of Sejong
sejong25
Commits
4719dad0
Commit
4719dad0
authored
Aug 09, 2019
by
18손재민
Browse files
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Plain Diff
호패 입력 씬 wip, 현재 호패 입력 받을 때 엽전이 불가능할 경우 끄는 기능 구현 wip
parent
e42c19f3
Changes
4
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Showing
4 changed files
with
110 additions
and
60 deletions
+110
-60
FirebaseClient.js
js/FirebaseClient.js
+11
-41
Input.js
js/Input.js
+1
-1
ScenesData.js
js/ScenesData.js
+97
-17
UIObject.js
js/UIObject.js
+1
-1
No files found.
js/FirebaseClient.js
View file @
4719dad0
...
...
@@ -199,68 +199,38 @@ FirebaseClient.prototype.signInWithPopup = function(provider)
FirebaseClient
.
prototype
.
updateUserData
=
function
(
key
,
valueChanged
,
replace
=
false
)
{
var
beforeData
=
PlayerData
.
userData
;
var
updates
=
{};
switch
(
key
)
{
case
'
exp
'
:
updates
.
exp
=
replace
?
(
valueChanged
)
:
(
beforeData
.
exp
+
valueChanged
);
beforeData
.
exp
=
updates
.
exp
;
beforeData
.
exp
=
replace
?
(
valueChanged
)
:
(
beforeData
.
exp
+
valueChanged
);
break
;
case
'
rank
'
:
updates
.
rank
=
replace
?
(
valueChanged
)
:
(
beforeData
.
rank
+
valueChanged
);
beforeData
.
rank
=
updates
.
rank
;
beforeData
.
rank
=
replace
?
(
valueChanged
)
:
(
beforeData
.
rank
+
valueChanged
);
break
;
case
'
hopae
'
:
if
(
beforeData
.
hopae
!=
null
)
{
updates
.
hopae
.
push
(
valueChanged
);
beforeData
.
hopae
.
push
(
valueChanged
);
}
else
{
beforeData
.
hopae
=
[
valueChanged
];
updates
.
hopae
=
[
valueChanged
];
}
if
(
beforeData
.
hopae
!=
null
)
beforeData
.
hopae
.
push
(
valueChanged
);
else
beforeData
.
hopae
=
[
valueChanged
];
break
;
case
'
recentHopae
'
:
updates
.
recentHopae
=
valueChanged
;
beforeData
.
recentHopae
=
updates
.
recentHopae
;
beforeData
.
recentHopae
=
valueChanged
;
break
;
case
'
title
'
:
if
(
beforeData
.
title
!=
null
)
{
updates
.
title
.
push
(
valueChanged
);
beforeData
.
title
.
push
(
valueChanged
);
}
else
{
beforeData
.
title
=
[
valueChanged
];
updates
.
title
=
[
valueChanged
];
}
if
(
beforeData
.
title
!=
null
)
beforeData
.
title
.
push
(
valueChanged
);
else
beforeData
.
title
=
[
valueChanged
];
break
;
case
'
money
'
:
updates
.
money
=
replace
?
(
valueChanged
)
:
(
beforeData
.
money
+
valueChanged
);
beforeData
.
money
=
updates
.
money
;
beforeData
.
money
=
replace
?
(
valueChanged
)
:
(
beforeData
.
money
+
valueChanged
);;
break
;
case
'
item
'
:
if
(
beforeData
.
item
!=
null
)
{
updates
.
item
.
push
(
valueChanged
);
beforeData
.
item
.
push
(
valueChanged
);
}
else
{
beforeData
.
item
=
[
valueChanged
];
updates
.
item
=
[
valueChanged
];
}
if
(
beforeData
.
item
!=
null
)
beforeData
.
item
.
push
(
valueChanged
);
else
beforeData
.
item
=
[
valueChanged
];
break
;
default
:
console
.
log
(
'
[ERROR] database has no key for
'
+
key
);
break
;
}
PlayerData
.
userData
=
beforeData
;
console
.
log
(
updates
.
recentHopae
);
return
this
.
database
.
ref
(
'
/user-data/
'
+
this
.
auth
.
currentUser
.
uid
).
update
(
updates
);
return
this
.
database
.
ref
(
'
/user-data/
'
+
this
.
auth
.
currentUser
.
uid
).
update
(
beforeData
);
}
document
.
addEventListener
(
'
DOMContentLoaded
'
,
function
()
...
...
js/Input.js
View file @
4719dad0
...
...
@@ -336,7 +336,7 @@ Input.inputField =
{
generate
:
function
(
scene
,
enterCallback
,
text
)
{
this
.
text
=
text
.
setFontFamily
(
'
궁서
'
)
;
this
.
text
=
text
;
//this.text = scene.add.text(background.x, background.y, "", {font: fontSize + 'pt 궁서'}).setOrigin(0.5, 0.5).setColor('#000000').setDepth(10);
scene
.
input
.
keyboard
.
on
(
'
keyup
'
,
function
()
{
Input
.
pressCount
--
;
Input
.
justPressed
=
''
;
console
.
log
(
Input
.
finalInput
);})
...
...
js/ScenesData.js
View file @
4719dad0
...
...
@@ -37,24 +37,18 @@ var menuScene = new Phaser.Class(
BackGround
.
drawBackground
(
this
);
Audio
.
loopSound
(
this
,
'
login
'
);
Input
.
inputField
.
generate
(
this
,
Input
.
menuSceneEnterReaction
,
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
*
25
/
36
,
10
,
'
inputfield
'
,
1
,
''
,
25
,
'
#000000
'
).
getElement
(
'
text
'
));
//Input.inputField.generate(this, Input.menuSceneEnterReaction, this.add.sprite(game.config.width / 2, game.config.height * 25 / 36, 'inputfield').setDepth(10), 25);
this
.
userName
=
this
.
add
.
text
(
100
,
100
,
'
내 이름 :
'
+
PlayerData
.
userData
.
userName
).
setOrigin
(
0
,
0.5
).
setColor
(
'
#000000
'
).
setDepth
(
10
).
setPadding
(
5
,
5
,
5
,
5
).
setFontSize
(
40
);
this
.
money
=
this
.
add
.
text
(
100
,
200
,
'
소지 엽전 :
'
+
PlayerData
.
userData
.
money
).
setOrigin
(
0
,
0.5
).
setColor
(
'
#000000
'
).
setDepth
(
10
).
setPadding
(
5
,
5
,
5
,
5
).
setFontSize
(
40
);
this
.
currentHopae
=
this
.
add
.
text
(
100
,
300
,
'
현재 호패 :
'
+
PlayerData
.
userData
.
recentHopae
).
setOrigin
(
0
,
0.5
).
setColor
(
'
#000000
'
).
setDepth
(
10
).
setPadding
(
5
,
5
,
5
,
5
).
setFontSize
(
40
);
this
.
allHopae
=
''
;
PlayerData
.
userData
.
hopae
.
forEach
(
function
(
element
)
{
this
.
allHopae
+=
(
element
.
name
+
'
'
)});
this
.
hopae
=
this
.
add
.
text
(
100
,
400
,
'
내 호패들 :
'
+
allHopae
).
setOrigin
(
0
,
0.5
).
setColor
(
'
#000000
'
).
setDepth
(
10
).
setPadding
(
5
,
5
,
5
,
5
).
setFontSize
(
40
);
this
.
myHopae
=
[];
for
(
let
i
=
0
;
i
<
PlayerData
.
userData
.
hopae
.
length
;
i
++
)
{
this
.
myHopae
.
push
(
UIObject
.
createLabel
(
this
,
300
,
400
+
50
*
i
,
10
,
'
nameBgr6
'
,
1
,
PlayerData
.
userData
.
hopae
[
i
].
name
,
25
,
'
#ffffff
'
));
}
this
.
myCharacter
=
this
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
-
200
,
'
pyeongminStand
'
).
setOrigin
(
0.5
,
0.5
).
setDepth
(
5
).
setScale
(
0.8
);
PlayerData
.
nickname
=
PlayerData
.
userData
.
recentHopae
;
this
.
roomEnterDialog
=
this
.
rexUI
.
add
.
dialog
({
x
:
game
.
config
.
width
/
2
,
y
:
game
.
config
.
height
/
2
,
...
...
@@ -64,7 +58,7 @@ var menuScene = new Phaser.Class(
title
:
this
.
rexUI
.
add
.
label
({
background
:
this
.
rexUI
.
add
.
roundRectangle
(
0
,
0
,
100
,
40
,
20
,
0x1b0000
),
text
:
this
.
add
.
text
(
0
,
0
,
'
대기실에 참가하시겠습니까?
'
,
{
font
Size
:
'
24px
'
font
:
'
50pt 궁서
'
}).
setOrigin
(
0.5
,
0.5
),
space
:
{
left
:
15
,
...
...
@@ -75,12 +69,12 @@ var menuScene = new Phaser.Class(
}),
content
:
this
.
add
.
text
(
0
,
0
,
'
대기실에 참가하시겠습니까?
'
,
{
font
Size
:
'
24px
'
font
:
'
50pt 궁서
'
}),
actions
:
[
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
button
'
,
1
,
'
Yes
'
),
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
button
'
,
1
,
'
No
'
)
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
button
'
,
1
,
'
예
'
,
50
),
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
button
'
,
1
,
'
아니오
'
,
50
)
],
space
:
{
...
...
@@ -135,6 +129,14 @@ var menuScene = new Phaser.Class(
}).
on
(
'
click
'
,
function
(
button
,
gameObject
,
pointer
){
console
.
log
(
'
상점 입장
'
);
},
this
);
this
.
hopaeBtn
=
this
.
button
.
add
(
new
Button
(
this
,
100
,
900
,
'
pyeongminThrow
'
,
1
,
0
,
2
).
setScale
(
0.5
).
setDepth
(
5
),
{
enabled
:
true
,
mode
:
0
}).
on
(
'
click
'
,
function
(
button
,
gameObject
,
pointer
){
console
.
log
(
'
호패 입장
'
);
ScenesData
.
changeScene
(
'
hopaeScene
'
);
},
this
);
}
});
...
...
@@ -170,7 +172,84 @@ var hopaeScene = new Phaser.Class(
Input
.
inputField
.
generate
(
this
,
function
(){},
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
10
,
'
nameBgr6
'
,
2
,
''
,
50
,
'
#ffffff
'
).
getElement
(
'
text
'
));
this
.
checkDialog
=
this
.
rexUI
.
add
.
dialog
({
x
:
game
.
config
.
width
/
2
,
y
:
game
.
config
.
height
/
2
,
background
:
this
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
panel
'
).
setOrigin
(
0.5
,
0.5
),
content
:
this
.
add
.
text
(
0
,
0
,
'
이 이름으로 하시겠습니까?
\n
변경에는 엽전이 소모됩니다.
'
,
{
font
:
'
50pt 궁서
'
,
color
:
'
#000000
'
}),
actions
:
[
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
button
'
,
1
,
'
예
'
,
50
),
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
button
'
,
1
,
'
아니오
'
,
50
)
],
space
:
{
title
:
25
,
content
:
25
,
action
:
100
,
left
:
20
,
right
:
20
,
top
:
20
,
bottom
:
20
,
},
align
:
{
actions
:
'
center
'
// 'center'|'left'|'right'
},
expand
:
{
content
:
false
,
// Content is a pure text object
}
}).
layout
().
setDepth
(
10
).
setVisible
(
false
);
this
.
checkDialog
.
on
(
'
button.click
'
,
function
(
button
,
groupName
,
index
)
{
if
(
index
==
0
)
{
if
(
1
==
0
)
{
fbClient
.
updateUserData
(
'
hopae
'
,
{
name
:
Input
.
inputField
.
text
.
text
,
type
:
'
wood
'
});
ScenesData
.
changeScene
(
'
menuScene
'
);
}
else
{
this
.
checkDialog
.
setVisible
(
false
);
this
.
shopBtn
=
this
.
button
.
add
(
new
Button
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
pyeongminThrow
'
,
1
,
0
,
2
).
setScale
(
0.5
).
setDepth
(
10
),
{
enabled
:
true
,
mode
:
0
}).
on
(
'
click
'
,
function
(
button
,
gameObject
,
pointer
){
},
this
);
}
}
else
{
this
.
checkDialog
.
setVisible
(
false
);
this
.
checkBtn
.
setEnable
(
true
);
}
},
this
)
.
on
(
'
button.over
'
,
function
(
button
,
groupName
,
index
)
{
//console.log('button over');
})
.
on
(
'
button.out
'
,
function
(
button
,
groupName
,
index
)
{
//console.log('button out');
});
this
.
checkBtn
=
this
.
button
.
add
(
new
Button
(
this
,
game
.
config
.
width
/
2
,
900
,
'
pyeongminWrite
'
,
1
,
0
,
2
).
setScale
(
0.5
).
setDepth
(
5
),
{
enabled
:
true
,
mode
:
0
}).
on
(
'
click
'
,
function
(
button
,
gameObject
,
pointer
){
console
.
log
(
'
호패 확인
'
);
this
.
checkBtn
.
setEnable
(
false
);
ScenesData
.
hopaeScene
.
checkDialog
.
setVisible
(
true
).
popUp
(
200
);
},
this
);
}
});
...
...
@@ -342,5 +421,6 @@ var gameScene = new Phaser.Class(
ScenesData
.
changeScene
=
function
(
scene
)
{
game
.
scene
.
stop
(
ScenesData
.
currentScene
);
ScenesData
.
currentScene
=
game
.
scene
.
start
(
scene
);
game
.
scene
.
start
(
scene
);
ScenesData
.
currentScene
=
scene
;
}
\ No newline at end of file
js/UIObject.js
View file @
4719dad0
...
...
@@ -9,7 +9,7 @@ UIObject.createLabel = function (scene, x, y, depth, image, size, text = '', tex
text
:
scene
.
add
.
text
(
x
,
y
,
text
,
{
fontSize
:
textSize
+
'
pt
'
}).
setDepth
(
depth
).
setOrigin
(
0.5
,
0.5
).
setColor
(
textColor
),
}).
setDepth
(
depth
).
setOrigin
(
0.5
,
0.5
).
setColor
(
textColor
)
.
setFontFamily
(
'
궁서
'
)
,
space
:
{
left
:
10
,
...
...
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