forked from noxious/client
Added better security for character loading, worked on zone joining and moving logic
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bcb21ce916
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@ -2,8 +2,8 @@
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<TilemapLayer v-if="zoneStore.isLoaded" :tilemap="tileMap" :tileset="zoneStore.getTiles" ref="tilemapLayer" :layerIndex="0" :cull-padding-x="10" :cull-padding-y="10" />
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<Controls :layer="layer" />
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<Character :layer="layer" />
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<Container v-if="zoneStore.isLoaded && zoneStore.getPlayers.length > 0">
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<Character :layer="layer" v-for="player in zoneStore.getPlayers" :key="player.id" :player="player" />
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<Container v-if="zoneStore.isLoaded && zoneStore.getCharacters.length > 0">
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<Character :layer="layer" v-for="character in zoneStore.getCharacters" :key="character.id" :character="character" />
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</Container>
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</template>
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@ -78,10 +78,6 @@ socket.getConnection.on('character:zone:load', (data) => {
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// Listen for player join events
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socket.getConnection.on('character:zone:character_join', (data: CharacterType) => {
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console.log('character:zone:character_join', data)
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if (data.id === socket.getConnection.character.id) {
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console.log('self')
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return
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}
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zoneStore.addCharacter(data)
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})
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@ -1,7 +1,7 @@
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<template>
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<Container>
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<Text
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:text="props.player?.name"
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:text="props.character?.name"
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:x="position.x - 50"
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:y="position.y - 80"
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:style="{
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@ -22,13 +22,14 @@ import { Container, onPostUpdate, onPreUpdate, Sprite, Text, useScene } from 'ph
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import { reactive, type Ref, ref } from 'vue'
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import config from '@/config'
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import { useSocketStore } from '@/stores/socket'
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import {type Character as CharacterT } from '@/types'
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const socket = useSocketStore()
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const props = defineProps({
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layer: Phaser.Tilemaps.TilemapLayer,
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player: {
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type: Object,
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character: {
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type: Object as () => CharacterT | undefined,
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default: undefined
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}
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})
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@ -41,10 +42,10 @@ const scene = useScene()
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const position = reactive({ x: 0, y: 0 })
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if (props.player !== undefined) {
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console.log('player', props.player)
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position.x = props.player?.coords.x
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position.y = props.player?.coords.y
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if (props.character !== undefined) {
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console.log('character', props.character)
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position.x = props.character?.position_x
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position.y = props.character?.position_y
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}
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const pointer_tile = ref(undefined)
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@ -74,20 +75,20 @@ function onPointerClick(pointer: Phaser.Input.Pointer) {
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}
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}
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if (!props.player) {
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if (!props.character) {
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scene.input.on(Phaser.Input.Events.POINTER_UP, onPointerClick)
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}
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socket.getConnection.on('player_moved', (data: any) => {
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console.log('player_moved', data)
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socket.getConnection.on('character:move', (data: any) => {
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console.log('character moved', data)
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if (data.id !== props.player?.id) {
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if (data.id !== props.character?.id) {
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console.log('not you')
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return
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}
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position.x = data.coords.x
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position.y = data.coords.y
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position.x = data.position_x
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position.y = data.position_y
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})
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function getTile(x: number, y: number, layer: Phaser.Tilemaps.TilemapLayer): Phaser.Tilemaps.Tile | undefined {
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@ -1,4 +1,4 @@
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import Player from '../Player/Player'
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import type { Character } from '@/types'
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export default interface IMap {
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readonly id: number
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@ -6,5 +6,5 @@ export default interface IMap {
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width: number
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height: number
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data: any
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players: Array<Player> | []
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characters: Array<Character> | []
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}
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@ -1,5 +1,6 @@
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import type IMap from '@/engine/Map/IMap'
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import Player from '@/engine/Player/Player'
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import type { Character } from '@/types'
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export default class Map implements IMap {
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id: number
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@ -7,31 +8,28 @@ export default class Map implements IMap {
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width: number
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height: number
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data: any
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players: Array<Player> | []
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characters: Character[]
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constructor(id: number, name: string, width: number, height: number, data: any, players: Array<Player> | []) {
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constructor(id: number, name: string, width: number, height: number, data: any, characters: Character[]) {
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this.id = id
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this.name = name
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this.width = width
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this.height = height
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this.data = data
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this.players = players
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this.characters = characters
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}
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public addPlayer(player: Player) {
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// @ts-ignore
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this.players.push(player)
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public addCharacter(character: Character) {
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this.characters.push(character)
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}
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public removePlayer(player: Player) {
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this.players = this.players.filter((p) => p.id !== player.id)
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public removeCharacter(character: Character) {
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this.characters = this.characters.filter((c: Character) => c.id !== character.id)
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}
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public movePlayer(player: Player, x: number, y: number) {
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const playerIndex = this.players.findIndex((p) => p.id === player.id)
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if (playerIndex !== -1) {
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this.players[playerIndex].coords.x = x
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this.players[playerIndex].coords.y = y
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}
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public moveCharacter(character: Character, x: number, y: number) {
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const index = this.characters.findIndex((c: Character) => c.id === character.id)
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this.characters[index].position_x = x
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this.characters[index].position_y = y
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}
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}
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