Spaces:
Sleeping
Sleeping
wip
Browse files- .dockerignore +57 -0
- src/App.tsx +11 -11
.dockerignore
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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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# Next.js
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.next
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out
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# Testing
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coverage
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# Production
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build
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dist
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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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# 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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# 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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# Git
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.git
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.gitignore
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# Docker
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Dockerfile
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.dockerignore
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# TypeScript
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*.tsbuildinfo
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# Logs
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logs
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*.log
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# Cache
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.cache
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src/App.tsx
CHANGED
@@ -1,5 +1,5 @@
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import { useRef, useState } from 'react';
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import { IRefPhaserGame
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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 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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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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// `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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// ... 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
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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
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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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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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// `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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// ... 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>
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