forked from noxious/client
Minor improvements
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fda5224806
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@ -1,6 +1,6 @@
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<template>
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<template>
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<Container ref="charChatContainer" :depth="999" :x="currentX" :y="currentY">
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<Container ref="charChatContainer" :depth="999" :x="currentX" :y="currentY">
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<RoundRectangle @create="createChatBubble" :origin-x="0.5" :origin-y="7.5" :fillColor="0xffffff" :width="194" :height="21" :radius="5" />
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<RoundRectangle @create="createChatBubble" :origin-x="0.5" :origin-y="7.5" :fillColor="0xffffff" :width="194" :height="21" :radius="20" />
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<Text @create="createChatText" text="" :origin-x="0.5" :origin-y="10.9" :style="{ fontSize: 13, fontFamily: 'Arial', color: '#000' }" />
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<Text @create="createChatText" text="" :origin-x="0.5" :origin-y="10.9" :style="{ fontSize: 13, fontFamily: 'Arial', color: '#000' }" />
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</Container>
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</Container>
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<Container :depth="999" :x="currentX" :y="currentY">
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<Container :depth="999" :x="currentX" :y="currentY">
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@ -134,12 +134,11 @@ const createChatBubble = (container: Phaser.GameObjects.Container) => {
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const createChatText = (text: Phaser.GameObjects.Text) => {
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const createChatText = (text: Phaser.GameObjects.Text) => {
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text.setName(`${props.character.name}_chatText`)
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text.setName(`${props.character.name}_chatText`)
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text.setFontSize(13)
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text.setFontSize(13)
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text.setFontStyle('bold')
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text.setFontFamily('Arial')
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text.setFontFamily('Arial')
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// Fix text alignment on Windows
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// Fix text alignment on Windows
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if (game.device.os.windows) {
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if (game.device.os.windows) {
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text.setOrigin(0.5, 9.8)
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text.setOrigin(0.5, 9.75)
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}
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}
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}
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}
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@ -6,7 +6,7 @@ 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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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 gameStore = useGameStore()
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const lastDragTime = ref(Date.now())
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const lastDragTime = ref(Date.now())
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const dragTimeout = 100 // 100ms timeout for dragging, to prevent accidental clicks
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const dragTimeout = 250 // 250ms timeout for dragging, to prevent accidental clicks
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function updateWaypoint(pointer: Phaser.Input.Pointer) {
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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 { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y)
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@ -7,6 +7,9 @@ export function useCameraControls(scene: Phaser.Scene): any {
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const zoneStore = useZoneStore()
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const zoneStore = useZoneStore()
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const camera = scene.cameras.main
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const camera = scene.cameras.main
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// Might improve image quality
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camera.setRoundPixels(true)
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function onPointerDown(pointer: Phaser.Input.Pointer) {
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function onPointerDown(pointer: Phaser.Input.Pointer) {
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gameStore.setPlayerDraggingCamera(true)
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gameStore.setPlayerDraggingCamera(true)
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}
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}
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@ -62,10 +62,9 @@ const gameConfig = {
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height: window.innerHeight,
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height: window.innerHeight,
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type: Phaser.AUTO, // AUTO, CANVAS, WEBGL, HEADLESS
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type: Phaser.AUTO, // AUTO, CANVAS, WEBGL, HEADLESS
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resolution: 3,
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resolution: 3,
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render: {
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scale: { mode: Phaser.Scale.RESIZE },
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pixelArt: true,
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pixelArt: true,
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roundPixels: true,
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roundPixels: true,
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},
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}
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}
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const createGame = (game: Phaser.Game) => {
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const createGame = (game: Phaser.Game) => {
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