forked from noxious/client
GM panel UI improvements, added accordion component, worked on sprite logics, updated types, npm update
This commit is contained in:
@ -1,56 +1,64 @@
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<template>
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<div class="h-full overflow-auto">
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<div class="relative p-2.5 flex flex-col items-center justify-between h-72">
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<div class="filler"></div>
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<img class="max-h-56" :src="`${config.server_endpoint}/assets/sprites/${selectedSprite?.id}.png`" :alt="'Sprite ' + selectedSprite?.id" />
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<button class="btn-bordeaux px-4 py-1.5 min-w-24" type="button" @click.prevent="removeSprite">Remove</button>
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<div class="absolute left-0 bottom-0 w-full h-px bg-cyan-200"></div>
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<div class="relative p-2.5 flex flex-col items-center justify-between">
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<div class="w-full flex flex-col sm:flex-row items-center gap-9 mb-5">
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<div class="w-full sm:flex-grow">
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<input v-model="spriteName" class="input-cyan w-full" type="text" name="name" placeholder="New sprite" />
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</div>
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<div class="flex gap-2 w-full sm:w-auto">
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<button class="btn-cyan px-4 py-1.5 flex-1 sm:flex-none sm:min-w-24" type="button" @click.prevent="saveSprite">Save</button>
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<button class="btn-bordeaux px-4 py-1.5 flex-1 sm:flex-none sm:min-w-24" type="button" @click.prevent="removeSprite">Remove</button>
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</div>
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</div>
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<div class="w-full h-px bg-cyan-200"></div>
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</div>
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<div class="m-2.5 p-2.5 block">
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<form class="flex gap-2.5 flex-wrap" @submit.prevent="saveSprite">
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<div class="w-full flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="name">Name</label>
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<input v-model="spriteName" class="input-cyan" type="text" name="name" placeholder="Wall #1" />
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</div>
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<div class="w-[calc(50%_-_5px)] flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="origin-x">Origin X</label>
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<input v-model="spriteOriginX" class="input-cyan" type="number" step="any" name="origin-x" placeholder="Origin X" />
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</div>
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<div class="w-[calc(50%_-_5px)] flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="origin-y">Origin Y</label>
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<input v-model="spriteOriginY" class="input-cyan" type="number" step="any" name="origin-y" placeholder="Origin Y" />
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</div>
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<div class="w-full flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="frame-speed">Frame speed</label>
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<input v-model="spriteFrameSpeed" class="input-cyan" type="number" step="any" name="frame-speed" placeholder="Frame speed" />
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</div>
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<div class="w-[calc(50%_-_5px)] flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="frame-width">Frame width</label>
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<input v-model="spriteFrameWidth" class="input-cyan" type="number" step="any" name="frame-width" placeholder="Frame width" />
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</div>
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<div class="w-[calc(50%_-_5px)] flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="frame-height">Frame height</label>
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<input v-model="spriteFrameHeight" class="input-cyan" type="number" step="any" name="frame-height" placeholder="Frame height" />
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</div>
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<div class="w-full flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="is-looping">Is looping</label>
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<select v-model="spriteIsLooping" class="input-cyan" name="is-looping">
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<option :value="false">No</option>
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<option :value="true">Yes</option>
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</select>
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</div>
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<button class="btn-cyan px-4 py-1.5 min-w-24" type="submit">Save</button>
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</form>
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<div class="m-2.5 px-2.5 block">
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<button class="btn-cyan px-4 py-1.5 flex-1 sm:flex-none sm:min-w-24 mb-5" type="button" @click.prevent="addNewImage">New IMG</button>
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<Accordion v-for="image in spriteImages" :key="image.id" :title="image.name">
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<form class="flex gap-2.5 flex-wrap" @submit.prevent="saveSprite">
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<div class="w-full flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="name">Name</label>
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<input v-model="image.name" class="input-cyan" type="text" name="name" placeholder="Wall #1" />
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</div>
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<div class="w-[calc(50%_-_5px)] flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="origin-x">Origin X</label>
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<input v-model.number="image.origin_x" class="input-cyan" type="number" step="any" name="origin-x" placeholder="Origin X" />
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</div>
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<div class="w-[calc(50%_-_5px)] flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="origin-y">Origin Y</label>
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<input v-model.number="image.origin_y" class="input-cyan" type="number" step="any" name="origin-y" placeholder="Origin Y" />
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</div>
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<div class="w-full flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="frame-speed">Frame speed</label>
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<input v-model.number="image.frameSpeed" class="input-cyan" type="number" step="any" name="frame-speed" placeholder="Frame speed" />
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</div>
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<div class="w-[calc(50%_-_5px)] flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="frame-width">Frame width</label>
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<input v-model.number="image.frameWidth" class="input-cyan" type="number" step="any" name="frame-width" placeholder="Frame width" />
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</div>
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<div class="w-[calc(50%_-_5px)] flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="frame-height">Frame height</label>
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<input v-model.number="image.frameHeight" class="input-cyan" type="number" step="any" name="frame-height" placeholder="Frame height" />
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</div>
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<div class="w-full flex flex-col mb-5">
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<label class="mb-1.5 font-titles" for="is-looping">Is looping</label>
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<select v-model="image.isLooping" class="input-cyan" name="is-looping">
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<option :value="false">No</option>
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<option :value="true">Yes</option>
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</select>
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</div>
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</form>
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</Accordion>
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</div>
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</div>
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</template>
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<script setup lang="ts">
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import type { Sprite } from '@/types'
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import type { Sprite, SpriteImage } from '@/types'
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import { computed, onBeforeUnmount, onMounted, ref, watch } from 'vue'
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import { useAssetManagerStore } from '@/stores/assetManager'
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import { useGameStore } from '@/stores/game'
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import config from '@/config'
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import Accordion from '@/components/utilities/Accordion.vue'
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const gameStore = useGameStore()
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const assetManagerStore = useAssetManagerStore()
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@ -58,12 +66,7 @@ const assetManagerStore = useAssetManagerStore()
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const selectedSprite = computed(() => assetManagerStore.selectedSprite)
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const spriteName = ref('')
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const spriteOriginX = ref(0)
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const spriteOriginY = ref(0)
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const spriteFrameSpeed = ref(0)
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const spriteFrameWidth = ref(0)
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const spriteFrameHeight = ref(0)
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const spriteIsLooping = ref(false)
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const spriteImages = ref<SpriteImage[]>([])
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if (!selectedSprite.value) {
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console.error('No sprite selected')
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@ -71,12 +74,7 @@ if (!selectedSprite.value) {
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if (selectedSprite.value) {
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spriteName.value = selectedSprite.value.name
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spriteOriginX.value = selectedSprite.value.origin_x
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spriteOriginY.value = selectedSprite.value.origin_y
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spriteFrameSpeed.value = selectedSprite.value.frameSpeed
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spriteFrameWidth.value = selectedSprite.value.frameWidth
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spriteFrameHeight.value = selectedSprite.value.frameHeight
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spriteIsLooping.value = selectedSprite.value.isLooping
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spriteImages.value = selectedSprite.value.spriteImages
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}
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function removeSprite() {
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@ -105,37 +103,51 @@ function saveSprite() {
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return
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}
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gameStore.connection?.emit(
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'gm:sprite:update',
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{
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id: selectedSprite.value.id,
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name: spriteName.value,
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origin_x: spriteOriginX.value,
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origin_y: spriteOriginY.value,
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frameSpeed: spriteFrameSpeed.value,
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frameWidth: spriteFrameWidth.value,
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frameHeight: spriteFrameHeight.value,
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isLooping: spriteIsLooping.value
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},
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(response: boolean) => {
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if (!response) {
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console.error('Failed to save sprite')
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return
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}
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refreshSpriteList(false)
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const updatedSprite = {
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id: selectedSprite.value.id,
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name: spriteName.value,
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spriteImages: selectedSprite.value.spriteImages
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}
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gameStore.connection?.emit('gm:sprite:update', updatedSprite, (response: boolean) => {
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if (!response) {
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console.error('Failed to save sprite')
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return
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}
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)
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refreshSpriteList(false)
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})
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}
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function addNewImage() {
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if (!selectedSprite.value) return
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const newImage: SpriteImage = {
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id: Date.now().toString(), // Temporary ID, should be replaced by server-generated ID
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name: 'New image',
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origin_x: 0,
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origin_y: 0,
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frameSpeed: 0,
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frameWidth: 0,
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frameHeight: 0,
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isAnimated: false,
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spriteId: selectedSprite.value.id,
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sprite: selectedSprite.value,
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action: '',
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isLooping: false
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}
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// spriteimages value can be undefined
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if (!spriteImages.value) {
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spriteImages.value = []
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}
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spriteImages.value.push(newImage)
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}
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watch(selectedSprite, (sprite: Sprite | null) => {
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if (!sprite) return
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spriteName.value = sprite.name
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spriteOriginX.value = sprite.origin_x
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spriteOriginY.value = sprite.origin_y
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spriteFrameSpeed.value = sprite.frameSpeed
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spriteFrameWidth.value = sprite.frameWidth
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spriteFrameHeight.value = sprite.frameHeight
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spriteIsLooping.value = sprite.isLooping
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spriteImages.value = sprite.spriteImages
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})
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onMounted(() => {
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