forked from noxious/client
Refactor cameraControls and pointerHandlers, npm update, npm run format
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@ -1,81 +1,83 @@
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import { ref, type Ref } from 'vue'
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import { type Ref, ref } from 'vue'
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import { getTile, tileToWorldXY } from '@/composables/zoneComposable'
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import { useGameStore } from '@/stores/gameStore'
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import config from '@/config'
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export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilemaps.TilemapLayer, waypoint: Ref<{ visible: boolean; x: number; y: number }>, camera: Phaser.Cameras.Scene2D.Camera) {
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const gameStore = useGameStore()
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const lastDragTime = ref(Date.now())
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const dragTimeout = 250 // 250ms timeout for dragging, to prevent accidental clicks
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const pointerStartPosition = ref({ x: 0, y: 0 })
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const dragThreshold = 5 // pixels
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function updateWaypoint(pointer: Phaser.Input.Pointer) {
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const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y)
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const pointerTile = getTile(px, py, layer)
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waypoint.value.visible = !!pointerTile
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if (!pointerTile) return
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const worldPoint = tileToWorldXY(layer, pointerTile.x, pointerTile.y)
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waypoint.value.x = worldPoint.positionX
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waypoint.value.y = worldPoint.positionY + config.tile_size.y + 15
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function updateWaypoint(worldX: number, worldY: number) {
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const pointerTile = getTile(worldX, worldY, layer)
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if (pointerTile) {
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const worldPoint = tileToWorldXY(layer, pointerTile.x, pointerTile.y)
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waypoint.value = {
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visible: true,
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x: worldPoint.positionX,
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y: worldPoint.positionY + config.tile_size.y + 15
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}
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} else {
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waypoint.value.visible = false
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}
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}
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function dragZone(pointer: Phaser.Input.Pointer) {
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if (!gameStore.isPlayerDraggingCamera) return
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// Check if action is actually a drag by checking if the pointer has moved
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if (pointer.prevPosition.x === pointer.x && pointer.prevPosition.y === pointer.y) return
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const { x, y, prevPosition } = pointer
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const { scrollX, scrollY, zoom } = camera
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camera.setScroll(scrollX - (x - prevPosition.x) / zoom, scrollY - (y - prevPosition.y) / zoom)
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// Check if camera has moved if not return
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if (camera.scrollX === scrollX && camera.scrollY === scrollY) return
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lastDragTime.value = Date.now()
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function handlePointerDown(pointer: Phaser.Input.Pointer) {
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pointerStartPosition.value = { x: pointer.x, y: pointer.y }
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gameStore.setPlayerDraggingCamera(true)
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}
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function handlePointerMove(pointer: Phaser.Input.Pointer) {
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dragZone(pointer)
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updateWaypoint(pointer)
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const { worldX, worldY } = pointer
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updateWaypoint(worldX, worldY)
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if (gameStore.isPlayerDraggingCamera) {
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const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
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if (distance > dragThreshold) {
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const { x, y, prevPosition } = pointer
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const { scrollX, scrollY, zoom } = camera
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camera.setScroll(scrollX - (x - prevPosition.x) / zoom, scrollY - (y - prevPosition.y) / zoom)
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}
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}
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}
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function clickTile(pointer: Phaser.Input.Pointer) {
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const currentTime = Date.now()
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if (currentTime - lastDragTime.value < dragTimeout) {
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return
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function handlePointerUp(pointer: Phaser.Input.Pointer) {
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const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
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if (distance <= dragThreshold) {
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const pointerTile = getTile(pointer.worldX, pointer.worldY, layer)
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if (pointerTile) {
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gameStore.connection?.emit('character:initMove', {
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positionX: pointerTile.x,
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positionY: pointerTile.y
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})
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}
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}
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const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y)
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const pointerTile = getTile(px, py, layer)
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if (!pointerTile) return
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gameStore.connection?.emit('character:initMove', {
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positionX: pointerTile.x,
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positionY: pointerTile.y
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})
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gameStore.setPlayerDraggingCamera(false)
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}
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function handleZoom(pointer: Phaser.Input.Pointer) {
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if (!(pointer.event instanceof WheelEvent) || !pointer.event.shiftKey) return
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const deltaY = pointer.event.deltaY
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let zoomLevel = camera.zoom - deltaY * 0.005
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if(zoomLevel <= 1 || zoomLevel >= 3) return
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camera.setZoom(zoomLevel)
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if (pointer.event instanceof WheelEvent && pointer.event.shiftKey) {
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const deltaY = pointer.event.deltaY
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let zoomLevel = camera.zoom - deltaY * 0.005
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zoomLevel = Phaser.Math.Clamp(zoomLevel, 1, 3)
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camera.setZoom(zoomLevel)
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}
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}
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const setupPointerHandlers = () => {
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scene.input.on(Phaser.Input.Events.POINTER_UP, clickTile)
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scene.input.on(Phaser.Input.Events.POINTER_DOWN, handlePointerDown)
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, handlePointerMove)
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scene.input.on(Phaser.Input.Events.POINTER_UP, handlePointerUp)
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scene.input.on(Phaser.Input.Events.POINTER_WHEEL, handleZoom)
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}
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const cleanupPointerHandlers = () => {
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scene.input.off(Phaser.Input.Events.POINTER_UP, clickTile)
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scene.input.off(Phaser.Input.Events.POINTER_DOWN, handlePointerDown)
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, handlePointerMove)
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scene.input.off(Phaser.Input.Events.POINTER_UP, handlePointerUp)
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scene.input.off(Phaser.Input.Events.POINTER_WHEEL, handleZoom)
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}
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