Reset reusable level state between room visits
This commit is contained in:
parent
4e0d0a6efe
commit
3889190e88
11
src/main.js
11
src/main.js
@ -1260,6 +1260,10 @@ class HouseScene extends Phaser.Scene {
|
||||
class PlayableLevelScene extends Phaser.Scene {
|
||||
constructor(key) {
|
||||
super(key)
|
||||
this.resetLevelRuntime()
|
||||
}
|
||||
|
||||
resetLevelRuntime() {
|
||||
this.playerDragging = false
|
||||
this.playerDragTargetX = null
|
||||
this.lastDragX = null
|
||||
@ -1475,6 +1479,7 @@ class RoomScene extends PlayableLevelScene {
|
||||
}
|
||||
|
||||
init(data) {
|
||||
this.resetLevelRuntime()
|
||||
this.roomId = data?.roomId ?? 'living'
|
||||
}
|
||||
|
||||
@ -1565,6 +1570,10 @@ class RoofScene extends PlayableLevelScene {
|
||||
super('RoofScene')
|
||||
}
|
||||
|
||||
init() {
|
||||
this.resetLevelRuntime()
|
||||
}
|
||||
|
||||
create() {
|
||||
const worldWidth = 2900
|
||||
const groundY = 1370
|
||||
@ -1639,7 +1648,7 @@ const game = new Phaser.Game({
|
||||
})
|
||||
|
||||
window.__DOLLHOUSE__ = {
|
||||
version: '0.12.0',
|
||||
version: '0.12.1',
|
||||
game,
|
||||
async resetAll() {
|
||||
await clearGameState()
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user