forked from noxious/client
Fix for object depths and proper depths for rotated objects
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3f28d85c30
commit
2881d5f251
@ -12,7 +12,7 @@ import { computed, defineProps, onMounted, onUnmounted } from 'vue'
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const mapEditor = useMapEditorComposable()
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const partitionPoints = [0]
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const baseDepth = computed(() => calculateIsometricDepth(props.x!, props.y!))
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let baseDepth = 0
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const props = defineProps<{
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obj?: PlacedMapObject
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@ -31,7 +31,7 @@ const createImagePartition = (startX: number, endX: number, depthOffset: number)
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img.setOrigin(props.mapObj.originX, props.mapObj.originY)
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img.setCrop(startX, 0, endX, props.mapObj?.frameHeight)
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img.setDepth(baseDepth.value + depthOffset)
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img.setDepth(baseDepth + depthOffset)
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group.add(img)
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}
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@ -45,8 +45,11 @@ onPreUpdate(() => {
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const isSelected = mapEditor.selectedMapObject.value?.id === props.obj.id
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const isPlacedSelected = mapEditor.selectedPlacedObject.value?.id === props.obj.id
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baseDepth = calculateIsometricDepth(props.obj!.positionX, props.obj!.positionY)
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group.setAlpha(isMoving || isSelected ? 0.5 : 1)
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group.setTint(isPlacedSelected ? 0x00ff00 : 0xffffff)
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group.setDepth(baseDepth)
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let orderedImages = group.getChildren()
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@ -54,13 +57,25 @@ onPreUpdate(() => {
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const image = child as Phaser.GameObjects.Image
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if (image && props.obj) {
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image.flipX = props.obj.isRotated;
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if (props.obj.isRotated) {
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image.setDepth(baseDepth.value + props.mapObj!.depthOffsets.reverse()[index])
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var offsetNum = props.mapObj!.depthOffsets.length
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//Could break in case of images with odd partion number
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//Shifts image over so that it becomes aligned again after flipping
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if (index < offsetNum/2) {
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image.x = props.x! - (props.mapObj!.frameWidth/offsetNum)
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}
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else {
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image.x = props.x! + (props.mapObj!.frameWidth/offsetNum)
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}
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image.setDepth(baseDepth - props.mapObj!.depthOffsets[index])
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}
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else {
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image.setDepth(baseDepth.value + props.mapObj!.depthOffsets[index])
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image.x = props.x!
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image.setDepth(baseDepth + props.mapObj!.depthOffsets[index])
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}
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image.setCrop()
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}
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})
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})
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@ -68,6 +83,8 @@ onPreUpdate(() => {
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// Initial setup
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if (props.mapObj && props.x && props.y) {
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baseDepth = calculateIsometricDepth(props.obj!.positionX, props.obj!.positionY)
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group.setXY(props.x, props.y)
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group.setOrigin(props.mapObj.originX, props.mapObj.originY)
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@ -114,7 +114,7 @@ if (selectedMapObject.value) {
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mapObjectFrameHeight.value = selectedMapObject.value.frameHeight
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}
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const setPartitionDepth = (event: any, idx: number) => mapObjectDepthOffsets.value[idx] = event.target.value
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const setPartitionDepth = (event: any, idx: number) => mapObjectDepthOffsets.value[idx] = Number.parseInt(event.target.value)
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async function removeObject() {
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if (!selectedMapObject.value) return
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@ -179,7 +179,6 @@ function handlePointerMove(pointer: Phaser.Input.Pointer) {
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if (mapEditor.inputMode.value === 'hold' && pointer.isDown) {
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handlePointerDown(pointer)
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}
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scene.children.depthSort()
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}
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function handlePointerUp(pointer: Phaser.Input.Pointer) {
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@ -236,6 +235,10 @@ onUnmounted(() => {
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mapEditor.reset()
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})
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setInterval( () => {
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scene.children.queueDepthSort()
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}, 0.2)
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onBeforeUnmount(() => {
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removeEventListener('keydown', handleKeyDown)
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})
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@ -62,8 +62,8 @@ export function createTileArray(width: number, height: number, tile: string = 'b
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return Array.from({ length: height }, () => Array.from({ length: width }, () => tile))
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}
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export const calculateIsometricDepth = (positionX: number, positionY: number, pivotPoints: { x: number; y: number }[] = []) => {
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return Math.max(positionX + positionY)
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export const calculateIsometricDepth = (positionX: number, positionY: number) => {
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return positionX + positionY
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}
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async function loadTileTextures(tiles: TileT[], scene: Phaser.Scene) {
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