Fix: load font in Login
This commit is contained in:
+30
-28
@@ -1,11 +1,15 @@
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var Login = {
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Login.prototype = Object.create(Phaser.State.prototype);
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Login.constructor = Login;
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preload: function() {
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function Login() {
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}
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Login.prototype.preload = function() {
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game.load.image('icon_fullscreen', '../../../resources/image/icon/fullscreen_white.png');
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game.load.image('icon_home', '../../../resources/image/icon/home.png');
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},
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}
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create: function() {
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Login.prototype.create = function() {
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// sessionStorageManager.clear(); // receive maestro_name from player_login_with_maestro.php
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this.game.stage.backgroundColor = '#4d4d4d';
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@@ -55,39 +59,39 @@ var Login = {
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this.makeStartButton(game.world.centerX, game.world.centerY + 100);
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this.makeInfoText();
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},
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}
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back: function() {
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Login.prototype.back = function() {
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sessionStorageManager.clear();
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location.href = '../../web/main/index.html';
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},
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}
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makeMaestroNameText: function(x, y) {
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Login.prototype.makeMaestroNameText = function(x, y) {
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this.makeTextField(x, y, "마에스트로 계정 :");
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this.inputTextMaestroName = this.makeInputTypeText(x, y, "");
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this.inputTextMaestroName.canvasInput.placeHolder("입력 후 [ Tab ]키를 누르세요");
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},
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}
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makeNameText: function(x, y) {
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Login.prototype.makeNameText = function(x, y) {
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this.makeTextField(x, y, "이름 :");
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this.inputTextName = this.makeInputTypeText(x, y, "");
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this.inputTextName.canvasInput.placeHolder("입력 후 [ Tab ]키를 누르세요");
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},
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}
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makeEnterCodeText: function(x, y) {
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Login.prototype.makeEnterCodeText = function(x, y) {
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this.makeTextField(x, y, "입장번호 :");
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this.inputTextEnterCode = this.makeInputTypeText(x, y, "");
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this.inputTextEnterCode.canvasInput.placeHolder("입력 후 [ Tab ]키를 누르세요");
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},
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}
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makeTextField: function(x, y, text) {
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Login.prototype.makeTextField = function(x, y, text) {
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return game.add.text(x, y, text, this.textStyle)
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.setTextBounds(0, 0, 200, 0)
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.setShadow(3, 3, 'rgba(0, 0, 0, 0.5)', 2)
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.boundsAlignH = 'right';
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},
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}
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makeInputTypeText: function(x, y, text) {
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Login.prototype.makeInputTypeText = function(x, y, text) {
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var inputText = new InputTypeText(x + 420, y);
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inputText.anchor.set(0.5);
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inputText.canvasInput.value('');
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@@ -101,9 +105,9 @@ var Login = {
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}).bind(this);
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return inputText;
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},
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}
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makeStartButton: function(x, y) {
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Login.prototype.makeStartButton = function(x, y) {
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var setting = new RoundRectButtonSetting(x, y, 200, 100);
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setting.fontStyle.fontWeight = "bold";
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@@ -113,18 +117,18 @@ var Login = {
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(function() { this.startMenu(); }).bind(this)
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);
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startButton.addShortcutText("Enter");
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},
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}
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makeInfoText: function(x, y) {
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Login.prototype.makeInfoText = function(x, y) {
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var textStyle = { font: "30px Arial", fill: "#faa" };
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this.infoText = game.add.text(game.world.centerX, 640, "", textStyle);
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this.infoText.anchor.set(0.5);
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this.infoText.stroke = "#333";
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this.infoText.strokeThickness = 3;
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},
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}
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startMenu: function() {
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Login.prototype.startMenu = function() {
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var maestroName = this.inputTextMaestroName.canvasInput._value;
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sessionStorageManager.setPlayerName(this.inputTextName.canvasInput._value);
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var enterCode = this.inputTextEnterCode.canvasInput._value;
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@@ -155,9 +159,9 @@ var Login = {
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this.loginFailed(jsonData);
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}).bind(this)
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);
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},
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}
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loginSucceeded: function(jsonData) {
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Login.prototype.loginSucceeded = function(jsonData) {
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sessionStorageManager.setMaestroID(jsonData['MaestroID']);
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sessionStorageManager.setMaestroAccountType(jsonData['MaestroAccountType']);
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sessionStorageManager.setPlayerID(jsonData['PlayerID']);
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@@ -170,9 +174,9 @@ var Login = {
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// console.log("===== after login =====");
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// console.log(sessionStorageManager.playerID);
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},
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}
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loginFailed: function(jsonData) {
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Login.prototype.loginFailed = function(jsonData) {
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sessionStorageManager.clear();
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// show retry message
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@@ -182,5 +186,3 @@ var Login = {
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this.infoText.text = jsonData["error"];
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}
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}
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}
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@@ -3,10 +3,34 @@
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var CONTENT_ID = "Login";
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var game = new Phaser.Game(
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GAME_SCREEN_SIZE.x, GAME_SCREEN_SIZE.y,
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Phaser.CANVAS, CONTENT_ID
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);
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WebFontConfig = {
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// 'active' means all requested fonts have finished loading
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// We set a 1 second delay before calling 'createText'.
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// For some reason if we don't the browser cannot render the text the first time it's created.
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active: function() { game.time.events.add(Phaser.Timer.SECOND * 0.1, fontLoaded, this); },
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// The Google Fonts we want to load (specify as many as you like in the array)
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google: {
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families: [
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'Nanum Gothic:400, 700, 800',
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'Nanum Gothic Coding:400,700',
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// 'Nanum Brush Script',
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// 'Nanum Pen Script'
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]
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// families: ['Nanum Brush Script']
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}
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};
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var login = new Login();
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game.state.add('Login', Login);
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game.state.start('Login');
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function fontLoaded() {
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login.fontLoaded();
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}
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@@ -34,4 +34,3 @@ game.state.start('MainMenu');
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function fontLoaded() {
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mainMenu.fontLoaded();
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}
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