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Tear of Sejong
sejong25
Commits
aa33c37e
Commit
aa33c37e
authored
Aug 21, 2019
by
18손재민
Browse files
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Plain Diff
호패 버그 수정
parent
855b5158
Changes
6
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Side-by-side
Showing
6 changed files
with
18 additions
and
31 deletions
+18
-31
Client.js
js/Client.js
+1
-1
Input.js
js/Input.js
+2
-17
ResourceLoader.js
js/ResourceLoader.js
+7
-1
ScenesData.js
js/ScenesData.js
+5
-5
UIObject.js
js/UIObject.js
+1
-1
WordSpace.js
js/WordSpace.js
+2
-6
No files found.
js/Client.js
View file @
aa33c37e
...
...
@@ -410,7 +410,7 @@ var gameEndMenu = function(isWin)
x
:
game
.
config
.
width
/
2
,
y
:
game
.
config
.
height
/
2
,
background
:
ScenesData
.
gameScene
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
panel
'
).
setOrigin
(
0.5
,
0.5
),
background
:
ScenesData
.
gameScene
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
noticeBackground
'
).
setOrigin
(
0.5
,
0.5
),
content
:
ScenesData
.
gameScene
.
rexUI
.
add
.
dialog
({
x
:
game
.
config
.
width
/
2
,
...
...
js/Input.js
View file @
aa33c37e
...
...
@@ -29,20 +29,6 @@ Input.gameSceneEnterReaction = function()
Input
.
isEntered
=
true
;
}
}
Input
.
menuSceneEnterReaction
=
function
()
{
Input
.
finalInput
=
Input
.
removeConVow
(
Input
.
finalInput
);
if
(
Input
.
finalInput
.
length
>
1
)
{
PlayerData
.
nickname
=
Input
.
finalInput
;
Input
.
reset
();
}
else
{
alert
(
'
정확한 가명을 입력해주세요.
'
);
Input
.
reset
();
}
}
Input
.
reset
=
function
()
{
...
...
@@ -325,9 +311,8 @@ Input.inputField =
scene
.
input
.
keyboard
.
on
(
'
keyup
'
,
function
()
{
Input
.
pressCount
--
;
Input
.
justPressed
=
''
;
if
(
isHopaeScene
)
{
ScenesData
.
hopaeScene
.
checkBtn
.
setEnable
(
Input
.
checkProperInput
(
Input
.
inputField
.
text
.
text
)
?
true
:
false
);
if
(
Input
.
finalInput
.
length
>
4
)
ScenesData
.
hopaeScene
.
warningText
.
setVisible
(
true
);
else
ScenesData
.
hopaeScene
.
warningText
.
setVisible
(
false
);
ScenesData
.
hopaeScene
.
checkBtn
.
setEnable
(
Input
.
checkProperInput
(
Input
.
inputField
.
text
.
text
)
||
(
Input
.
finalInput
.
length
>
1
)
?
true
:
false
);
ScenesData
.
hopaeScene
.
warningText
.
setVisible
(
Input
.
finalInput
.
length
>
4
?
true
:
false
);
}})
scene
.
input
.
keyboard
.
on
(
'
keydown-SHIFT
'
,
function
()
{
Input
.
isShifted
=
true
});
scene
.
input
.
keyboard
.
on
(
'
keyup-SHIFT
'
,
function
()
{
Input
.
isShifted
=
false
});
...
...
js/ResourceLoader.js
View file @
aa33c37e
...
...
@@ -43,8 +43,9 @@ ResourceLoader.loadImage = function(scene)
scene
.
load
.
spritesheet
(
'
wordBreak
'
,
'
assets/image/word/wordbreak.png
'
,
{
frameWidth
:
180
,
frameHeight
:
180
});
scene
.
load
.
image
(
'
attackPaper
'
,
'
assets/image/etc/paper_crumbled.png
'
);
scene
.
load
.
image
(
'
panel
'
,
'
assets/placeholder/panel.png
'
);
scene
.
load
.
image
(
'
button
'
,
'
assets/placeholder/button.png
'
);
scene
.
load
.
image
(
'
panel
'
,
'
assets/placeholder/panel.png
'
);
scene
.
load
.
image
(
'
noticeBackground
'
,
'
assets/image/UI/noticeWindow/background.png
'
);
scene
.
load
.
image
(
'
itemBag
'
,
'
assets/image/etc/itembag2.png
'
);
scene
.
load
.
image
(
'
friendlyPlayBtn
'
,
'
assets/image/UI/main/friendlyPlay.png
'
);
scene
.
load
.
image
(
'
rankPlayBtn
'
,
'
assets/image/UI/main/rankPlay.png
'
);
...
...
@@ -52,6 +53,11 @@ ResourceLoader.loadImage = function(scene)
scene
.
load
.
image
(
'
hopaeManageBtn
'
,
'
assets/image/UI/main/hopaeManage.png
'
);
scene
.
load
.
image
(
'
helpBtn
'
,
'
assets/image/UI/main/help.png
'
);
scene
.
load
.
image
(
'
helpBtn
'
,
'
assets/image/UI/decisionBtn/spectate.png
'
);
scene
.
load
.
image
(
'
helpBtn
'
,
'
assets/image/UI/decisionBtn/help.png
'
);
scene
.
load
.
image
(
'
helpBtn
'
,
'
assets/image/UI/decisionBtn/help.png
'
);
scene
.
load
.
image
(
'
helpBtn
'
,
'
assets/image/UI/decisionBtn/help.png
'
);
scene
.
load
.
spritesheet
(
'
phase1
'
,
'
assets/image/etc/scroll/startPhase/startPhase.png
'
,
{
frameWidth
:
280
,
frameHeight
:
920
});
...
...
js/ScenesData.js
View file @
aa33c37e
...
...
@@ -140,7 +140,7 @@ var menuScene = new Phaser.Class(
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
),
background
:
this
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
noticeBackground
'
).
setOrigin
(
0.5
,
0.5
),
content
:
this
.
add
.
text
(
0
,
0
,
'
대기실에 참가하시겠습니까?
'
,
{
font
:
'
50pt sejongFont
'
...
...
@@ -253,14 +253,14 @@ var hopaeScene = new Phaser.Class(
Input
.
inputField
.
generate
(
this
,
function
(){},
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
10
,
'
nameBgr6
'
,
2
,
'
center
'
,
''
,
50
,
'
#ffffff
'
).
getElement
(
'
text
'
).
setOrigin
(
0.45
,
0.5
),
true
);
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
-
200
,
2
,
'
panel
'
,
1
,
'
center
'
,
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
-
200
,
2
,
'
noticeBackground
'
,
1
,
'
center
'
,
'
호패는 오직 한글만 입력이 가능합니다.
\n
띄어쓰기도 사용할 수 없습니다.
'
,
50
,
'
#000000
'
).
layout
();
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
),
background
:
this
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
noticeBackground
'
).
setOrigin
(
0.5
,
0.5
),
content
:
this
.
add
.
text
(
0
,
0
,
'
이 이름으로 하시겠습니까?
'
+
(
PlayerData
.
userData
.
hopae
===
undefined
||
PlayerData
.
userData
.
hopae
.
length
==
0
?
'
\n
(최초 호패는 비용이 들지 않습니다.)
'
:
'
\n
변경에는 엽전이 소모됩니다.
'
),
{
...
...
@@ -294,7 +294,7 @@ var hopaeScene = new Phaser.Class(
else
{
this
.
checkDialog
.
setVisible
(
false
);
this
.
errorMsg
=
UIObject
.
createButton
(
this
,
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
10
,
'
panel
'
,
1
,
'
center
'
,
this
.
errorMsg
=
UIObject
.
createButton
(
this
,
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
10
,
'
noticeBackground
'
,
1
,
'
center
'
,
'
엽전이 부족합니다
'
,
50
,
'
#000000
'
).
layout
().
popUp
(
200
),
0
,
0
,
0
,
function
()
{
...
...
@@ -315,7 +315,7 @@ var hopaeScene = new Phaser.Class(
.
on
(
'
button.out
'
,
function
(
button
,
groupName
,
index
)
{
//console.log('button out');
});
this
.
warningText
=
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
-
100
,
5
,
'
panel
'
,
1
,
'
center
'
,
this
.
warningText
=
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
-
100
,
5
,
'
noticeBackground
'
,
1
,
'
center
'
,
'
이름 타수가 많아 플레이에 패널티가 있을 수 있습니다
'
,
40
,
'
#000000
'
).
setVisible
(
false
).
layout
();
this
.
checkBtn
=
UIObject
.
createButton
(
this
,
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
900
,
5
,
'
pyeongminWrite
'
,
0.5
,
'
center
'
),
1
,
0
,
2
,
...
...
js/UIObject.js
View file @
aa33c37e
...
...
@@ -54,7 +54,7 @@ UIObject.createButton = function(scene, buttonGameObject, overFrame, outFrame, d
});
let
buttonGameObjectBackground
=
buttonGameObject
.
getElement
(
'
background
'
);
temp
.
enabled
=
true
;
buttonGameObjectBackground
.
setFrame
(
outFrame
).
setInteractive
()
buttonGameObjectBackground
.
setFrame
(
outFrame
>
0
?
outFrame
:
0
).
setInteractive
()
.
on
(
'
pointerover
'
,
()
=>
{
if
(
temp
.
enabled
)
{
...
...
js/WordSpace.js
View file @
aa33c37e
...
...
@@ -473,12 +473,8 @@ WordSpace.nameQueue =
getCount
:
function
(
player
)
{
WordSpace
.
nameQueue
.
counter
=
0
;
WordSpace
.
nameGroup
.
forEach
(
function
(
element
){
if
(
element
.
id
==
player
.
id
)
WordSpace
.
nameQueue
.
counter
++
;
})
WordSpace
.
wordGroup
.
forEach
(
function
(
element
){
if
(
element
instanceof
NameWord
&&
element
.
ownerId
==
player
.
id
)
WordSpace
.
nameQueue
.
counter
++
;
})
WordSpace
.
nameGroup
.
forEach
(
function
(
element
){
if
(
element
.
ownerId
==
player
.
id
)
WordSpace
.
nameQueue
.
counter
++
;
});
WordSpace
.
wordGroup
.
forEach
(
function
(
element
){
if
(
element
instanceof
NameWord
&&
element
.
ownerId
==
player
.
id
)
WordSpace
.
nameQueue
.
counter
++
;
});
return
WordSpace
.
nameQueue
.
counter
;
},
counter
:
0
,
...
...
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