forked from noxious/client
Use Phavuer wherever possible
This commit is contained in:
@ -1,9 +1,9 @@
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<template>
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<!-- <Login />-->
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<Screen />
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<Game />
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</template>
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<script setup lang="ts">
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import Screen from '@/components/game/Screen.vue'
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import Game from '@/components/Game.vue'
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import Login from '@/components/screens/Login.vue'
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</script>
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38
src/components/Game.vue
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38
src/components/Game.vue
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@ -0,0 +1,38 @@
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<script setup lang="ts">
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import 'phaser';
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import { Game, Scene } from 'phavuer'
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import World from '@/components/World.vue'
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const gameConfig = {
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scale: {
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mode: Phaser.Scale.FIT,
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autoCenter: Phaser.Scale.CENTER_BOTH,
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},
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pixelArt: true,
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type: Phaser.AUTO,
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}
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const preload = (scene) => {
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scene.load.image('tiles', '/assets/tiles/default.png');
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}
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const create = (scene) => {
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let cam = scene.cameras.main;
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scene.input.on("pointermove", function (p) {
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if (!p.isDown) return;
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cam.scrollX -= (p.x - p.prevPosition.x) / cam.zoom;
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cam.scrollY -= (p.y - p.prevPosition.y) / cam.zoom;
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});
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}
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</script>
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<template>
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<div class="game-container">
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<Game :config="gameConfig" class="game">
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<Scene name="main" @preload="preload" @create="create">
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<World />
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</Scene>
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</Game>
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</div>
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</template>
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46
src/components/World.vue
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46
src/components/World.vue
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@ -0,0 +1,46 @@
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<template>
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<TilemapLayer :tilemap="map" :layerIndex="0" :tileset="data" />
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</template>
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<script setup>
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import { TilemapLayer, useScene } from 'phavuer'
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import Phaser from 'phaser'
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const scene = useScene()
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const mapData = new Phaser.Tilemaps.MapData({
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orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
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format: Phaser.Tilemaps.Formats.ARRAY_2D,
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width: 10,
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height: 10,
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tileWidth: 64,
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tileHeight: 32,
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});
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// scene
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const map = new Phaser.Tilemaps.Tilemap(scene, mapData);
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const tileset = map.addTilesetImage('default', 'tiles');
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const layer = map.createBlankLayer('layer', tileset);
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const data = [
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ],
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];
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let y = 0;
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data.forEach(row => {
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row.forEach((tile, x) => {
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layer.putTileAt(tile, x, y);
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});
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y++;
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});
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</script>
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@ -1,39 +0,0 @@
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<script setup lang="ts">
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import 'phaser';
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import { Game, Scene, Rectangle } from 'phavuer'
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import Example from '@/scenes/mapScene'
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const gameConfig = {
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scale: {
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mode: Phaser.Scale.FIT,
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autoCenter: Phaser.Scale.CENTER_BOTH,
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},
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render: {
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roundPixels: true,
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},
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pixelArt: true,
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type: Phaser.AUTO,
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scene: Example
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}
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</script>
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<style>
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.game-container {
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display: flex;
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justify-content: center;
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align-items: center;
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height: 100vh;
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border: 1px solid white;
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}
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.game {
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border: 1px solid red;
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}
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</style>
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<template>
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<div class="game-container">
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<Game :config="gameConfig" class="game" />
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</div>
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</template>
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@ -1,63 +0,0 @@
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import Phaser from 'phaser';
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class Example extends Phaser.Scene
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{
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constructor () {
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super();
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}
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preload () {
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this.load.image('tiles', '/assets/tilesets/default.png');
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}
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create () {
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const mapData = new Phaser.Tilemaps.MapData({
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orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
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format: Phaser.Tilemaps.Formats.ARRAY_2D,
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width: 10,
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height: 10,
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tileWidth: 64,
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tileHeight: 32,
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});
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const map = new Phaser.Tilemaps.Tilemap(this, mapData);
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const tileset = map.addTilesetImage('default', 'tiles');
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const layer = map.createBlankLayer('layer', tileset);
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const data = [
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 ],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ],
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];
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let y = 0;
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data.forEach(row => {
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row.forEach((tile, x) => {
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layer.putTileAt(tile, x, y);
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});
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y++;
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});
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// middle of the screen by default
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const centerX = map.widthInPixels / 1.5;
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const centerY = map.heightInPixels / 2;
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layer.setPosition(centerX, centerY);
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let cam = this.cameras.main;
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this.input.on("pointermove", function (p) {
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if (!p.isDown) return;
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cam.scrollX -= (p.x - p.prevPosition.x) / cam.zoom;
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cam.scrollY -= (p.y - p.prevPosition.y) / cam.zoom;
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});
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}
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}
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export default Example;
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