rolexx commited on
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7fb8a10
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Files changed (2) hide show
  1. .dockerignore +57 -0
  2. src/App.tsx +11 -11
.dockerignore ADDED
@@ -0,0 +1,57 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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+ # Dependencies
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+ node_modules
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+ npm-debug.log
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+ yarn-debug.log
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+ yarn-error.log
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+
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+ # Next.js
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+ .next
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+ out
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+
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+ # Testing
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+ coverage
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+
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+ # Production
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+ build
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+ dist
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+
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+ # Misc
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+ .DS_Store
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+ *.pem
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+ .env
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+ .env.local
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+ .env.development.local
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+ .env.test.local
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+ .env.production.local
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+
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+ # Debug
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+ npm-debug.log*
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+ yarn-debug.log*
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+ yarn-error.log*
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+
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+ # IDE
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+ .idea
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+ .vscode
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+ *.suo
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+ *.ntvs*
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+ *.njsproj
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+ *.sln
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+ *.sw?
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+
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+ # Git
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+ .git
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+ .gitignore
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+
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+ # Docker
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+ Dockerfile
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+ .dockerignore
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+
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+ # TypeScript
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+ *.tsbuildinfo
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+
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+ # Logs
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+ logs
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+ *.log
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+
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+ # Cache
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+ .cache
src/App.tsx CHANGED
@@ -1,5 +1,5 @@
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  import { useRef, useState } from 'react';
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- import { IRefPhaserGame, PhaserGame } from './game/PhaserGame';
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  import { MainMenu } from './game/scenes/MainMenu';
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  function App()
@@ -8,15 +8,16 @@ function App()
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  const [canMoveSprite, setCanMoveSprite] = useState(true);
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  // References to the PhaserGame component (game and scene are exposed)
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- const phaserRef = useRef<IRefPhaserGame | null>(null);
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  const [spritePosition, setSpritePosition] = useState({ x: 0, y: 0 });
 
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  const changeScene = () => {
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  if(phaserRef.current)
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- {
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  const scene = phaserRef.current.scene as MainMenu;
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-
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  if (scene)
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  {
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  scene.changeScene();
@@ -55,10 +56,10 @@ function App()
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  // Add more stars
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  const x = Phaser.Math.Between(64, scene.scale.width - 64);
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  const y = Phaser.Math.Between(64, scene.scale.height - 64);
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-
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  // `add.sprite` is a Phaser GameObjectFactory method and it returns a Sprite Game Object instance
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  const star = scene.add.sprite(x, y, 'star');
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-
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  // ... which you can then act upon. Here we create a Phaser Tween to fade the star sprite in and out.
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  // You could, of course, do this from within the Phaser Scene code, but this is just an example
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  // showing that Phaser objects and systems can be acted upon from outside of Phaser itself.
@@ -74,15 +75,14 @@ function App()
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  }
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  // Event emitted from the PhaserGame component
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- const currentScene = (scene: Phaser.Scene) => {
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-
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  setCanMoveSprite(scene.scene.key !== 'MainMenu');
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-
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- }
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  return (
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  <div id="app">
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- <PhaserGame ref={phaserRef} currentActiveScene={currentScene} />
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  <div>
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  <div>
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  <button className="button" onClick={changeScene}>Change Scene</button>
 
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  import { useRef, useState } from 'react';
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+ import PhaserGame, { IRefPhaserGame } from './game/PhaserGame';
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  import { MainMenu } from './game/scenes/MainMenu';
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  function App()
 
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  const [canMoveSprite, setCanMoveSprite] = useState(true);
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  // References to the PhaserGame component (game and scene are exposed)
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+ const phaserRef = useRef<IRefPhaserGame>();
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  const [spritePosition, setSpritePosition] = useState({ x: 0, y: 0 });
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+ const [currentScene, setCurrentScene] = useState<Phaser.Scene | null>(null);
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  const changeScene = () => {
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  if(phaserRef.current)
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+ {
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  const scene = phaserRef.current.scene as MainMenu;
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+
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  if (scene)
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  {
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  scene.changeScene();
 
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  // Add more stars
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  const x = Phaser.Math.Between(64, scene.scale.width - 64);
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  const y = Phaser.Math.Between(64, scene.scale.height - 64);
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+
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  // `add.sprite` is a Phaser GameObjectFactory method and it returns a Sprite Game Object instance
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  const star = scene.add.sprite(x, y, 'star');
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+
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  // ... which you can then act upon. Here we create a Phaser Tween to fade the star sprite in and out.
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  // You could, of course, do this from within the Phaser Scene code, but this is just an example
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  // showing that Phaser objects and systems can be acted upon from outside of Phaser itself.
 
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  }
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  // Event emitted from the PhaserGame component
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+ const onCurrentActiveScene = (scene: Phaser.Scene) => {
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+ setCurrentScene(scene);
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  setCanMoveSprite(scene.scene.key !== 'MainMenu');
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+ };
 
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  return (
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  <div id="app">
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+ <PhaserGame currentActiveScene={onCurrentActiveScene} />
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  <div>
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  <div>
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  <button className="button" onClick={changeScene}>Change Scene</button>