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forked from noxious/client

Finished saving sprite logic

This commit is contained in:
2024-07-26 04:57:17 +02:00
parent 095144fa8f
commit 116c6f1590
5 changed files with 46 additions and 95 deletions

View File

@ -43,26 +43,26 @@
<option :value="true">Yes</option>
</select>
</div>
<div class="form-field-half">
<div class="form-field-half" v-if="action.isAnimated">
<label for="is-looping">Is looping</label>
<select v-model="action.isLooping" class="input-cyan" name="is-looping">
<option :value="false">No</option>
<option :value="true">Yes</option>
</select>
</div>
<div class="form-field-full">
<div class="form-field-full" v-if="action.isAnimated">
<label for="frame-speed">Frame speed</label>
<input v-model.number="action.frameSpeed" class="input-cyan" type="number" step="any" name="frame-speed" placeholder="Frame speed" />
</div>
<div class="form-field-half">
<div class="form-field-half" v-if="action.isAnimated">
<label for="frame-width">Frame width</label>
<input v-model.number="action.frameWidth" class="input-cyan" type="number" step="any" name="frame-width" placeholder="Frame width" />
</div>
<div class="form-field-half">
<div class="form-field-half" v-if="action.isAnimated">
<label for="frame-height">Frame height</label>
<input v-model.number="action.frameHeight" class="input-cyan" type="number" step="any" name="frame-height" placeholder="Frame height" />
</div>
<SpriteActionsInput v-model="action.images" />
<SpriteActionsInput v-model="action.sprites" />
</form>
</template>
</Accordion>
@ -124,18 +124,19 @@ function saveSprite() {
const updatedSprite = {
id: selectedSprite.value.id,
name: spriteName.value,
spriteActions: spriteActions.value.map((action) => {
spriteActions: spriteActions.value?.map((action) => {
return {
action: action.action,
sprites: action.sprites,
origin_x: action.origin_x,
origin_y: action.origin_y,
isAnimated: action.isAnimated,
isLooping: action.isLooping,
frameSpeed: action.frameSpeed,
frameWidth: action.frameWidth,
frameHeight: action.frameHeight,
isAnimated: action.isAnimated,
isLooping: action.isLooping
}
})
}) ?? []
}
gameStore.connection?.emit('gm:sprite:update', updatedSprite, (response: boolean) => {
@ -147,30 +148,28 @@ function saveSprite() {
})
}
function uuidv4() {
return '10000000-1000-4000-8000-100000000000'.replace(/[018]/g, (c) => (+c ^ (crypto.getRandomValues(new Uint8Array(1))[0] & (15 >> (+c / 4)))).toString(16))
}
function addNewImage() {
if (!selectedSprite.value) return
function uuidv4() {
return '10000000-1000-4000-8000-100000000000'.replace(/[018]/g, (c) => (+c ^ (crypto.getRandomValues(new Uint8Array(1))[0] & (15 >> (+c / 4)))).toString(16))
}
const newImage: SpriteAction = {
id: uuidv4(), // Temporary ID, should be replaced by server-generated ID
spriteId: selectedSprite.value.id,
sprite: selectedSprite.value,
action: 'new_action',
sprites: [],
origin_x: 0,
origin_y: 0,
isAnimated: false,
isLooping: false,
frameSpeed: 0,
frameWidth: 0,
frameHeight: 0,
isAnimated: false,
spriteId: selectedSprite.value.id,
sprite: selectedSprite.value,
isLooping: false
}
console.log(newImage)
// spriteimages value can be undefined
if (!spriteActions.value) {
spriteActions.value = []
}