forked from noxious/client
Better variable namings
This commit is contained in:
@ -1,9 +1,9 @@
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<template>
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<ChatBubble :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />
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<Healthbar :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />
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<Container ref="charContainer" :depth="isometricDepth" :x="currentX" :y="currentY">
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<ChatBubble :mapCharacter="props.mapCharacter" :currentX="currentPositionX" :currentY="currentPositionY" />
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<Healthbar :mapCharacter="props.mapCharacter" :currentX="currentPositionX" :currentY="currentPositionY" />
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<Container ref="charContainer" :depth="isometricDepth" :x="currentPositionX" :y="currentPositionY">
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<!-- <CharacterHair :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />-->
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<!-- <CharacterChest :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />-->
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<!-- <CharacterChest :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />-->
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<Sprite ref="charSprite" :origin-y="1" :flipX="isFlippedX" />
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</Container>
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</template>
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@ -37,28 +37,29 @@ const props = defineProps<{
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const charContainer = refObj<Phaser.GameObjects.Container>()
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const charSprite = refObj<Phaser.GameObjects.Sprite>()
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const charSpriteId = ref('')
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const gameStore = useGameStore()
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const mapStore = useMapStore()
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const scene = useScene()
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const currentX = ref(0)
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const currentY = ref(0)
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const currentPositionX = ref(0)
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const currentPositionY = ref(0)
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const isometricDepth = ref(1)
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const isInitialPosition = ref(true)
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const tween = ref<Phaser.Tweens.Tween | null>(null)
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const updateIsometricDepth = (x: number, y: number) => {
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isometricDepth.value = calculateIsometricDepth(x, y, 28, 94, true)
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const updateIsometricDepth = (positionX: number, positionY: number) => {
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isometricDepth.value = calculateIsometricDepth(positionX, positionY, 28, 94, true)
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}
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const updatePosition = (x: number, y: number, direction: Direction) => {
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const targetX = tileToWorldX(props.tilemap, x, y)
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const targetY = tileToWorldY(props.tilemap, x, y)
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const updatePosition = (positionX: number, positionY: number, direction: Direction) => {
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const newPositionX = tileToWorldX(props.tilemap, positionX, positionY)
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const newPositionY = tileToWorldY(props.tilemap, positionX, positionY)
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if (isInitialPosition.value) {
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currentX.value = targetX
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currentY.value = targetY
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currentPositionX.value = newPositionX
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currentPositionY.value = newPositionY
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isInitialPosition.value = false
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return
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}
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@ -67,52 +68,51 @@ const updatePosition = (x: number, y: number, direction: Direction) => {
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tween.value.stop()
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}
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const distance = Math.sqrt(Math.pow(targetX - currentX.value, 2) + Math.pow(targetY - currentY.value, 2))
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const distance = Math.sqrt(Math.pow(newPositionX - currentPositionX.value, 2) + Math.pow(newPositionY - currentPositionY.value, 2))
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if (distance >= config.tile_size.x / 1.1) {
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currentX.value = targetX
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currentY.value = targetY
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if (distance >= config.tile_size.width / 1.1) {
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currentPositionX.value = newPositionX
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currentPositionY.value = newPositionY
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return
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}
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const duration = distance * 5.7
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tween.value = props.tilemap.scene.tweens.add({
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targets: { x: currentX.value, y: currentY.value },
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x: targetX,
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y: targetY,
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targets: { x: currentPositionX.value, y: currentPositionY.value },
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x: newPositionX,
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y: newPositionY,
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duration,
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ease: 'Linear',
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onStart: () => {
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if (direction === Direction.POSITIVE) {
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updateIsometricDepth(x, y)
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updateIsometricDepth(positionX, positionY)
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}
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},
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onUpdate: (tween) => {
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currentX.value = tween.targets[0].x
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currentY.value = tween.targets[0].y
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currentPositionX.value = tween.targets[0].x
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currentPositionY.value = tween.targets[0].y
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},
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onComplete: () => {
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if (direction === Direction.NEGATIVE) {
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updateIsometricDepth(x, y)
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updateIsometricDepth(positionX, positionY)
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}
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}
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})
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}
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const calcDirection = (oldX: number, oldY: number, newX: number, newY: number): Direction => {
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if (newY < oldY || newX < oldX) return Direction.NEGATIVE
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if (newX > oldX || newY > oldY) return Direction.POSITIVE
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const calcDirection = (oldPositionX: number, oldPositionY: number, newPositionX: number, newPositionY: number): Direction => {
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if (newPositionY < oldPositionY || newPositionX < oldPositionX) return Direction.NEGATIVE
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if (newPositionX > oldPositionX || newPositionY > oldPositionY) return Direction.POSITIVE
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return Direction.UNCHANGED
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}
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const isFlippedX = computed(() => [6, 4].includes(props.mapCharacter.character.rotation ?? 0))
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const charTexture = computed(() => {
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const { rotation, characterType } = props.mapCharacter.character
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const spriteId = characterType ?? 'idle_right_down'
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const spriteId = charSpriteId.value ?? 'idle_right_down'
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const action = props.mapCharacter.isMoving ? 'walk' : 'idle'
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const direction = [0, 6].includes(rotation) ? 'left_up' : 'right_down'
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const direction = [0, 6].includes(props.mapCharacter.character.rotation) ? 'left_up' : 'right_down'
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return `${spriteId}-${action}_${direction}`
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})
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@ -120,35 +120,33 @@ const charTexture = computed(() => {
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const updateSprite = () => {
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if (props.mapCharacter.isMoving) {
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charSprite.value!.anims.play(charTexture.value, true)
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return
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} else {
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charSprite.value!.anims.stop()
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charSprite.value!.setFrame(0)
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charSprite.value!.setTexture(charTexture.value)
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}
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charSprite.value!.anims.stop()
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charSprite.value!.setFrame(0)
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charSprite.value!.setTexture(charTexture.value)
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}
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watch(
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() => ({
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x: props.mapCharacter.character.positionX,
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y: props.mapCharacter.character.positionY,
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positionX: props.mapCharacter.character.positionX,
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positionY: props.mapCharacter.character.positionY,
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isMoving: props.mapCharacter.isMoving,
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rotation: props.mapCharacter.character.rotation
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}),
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(newValues, oldValues) => {
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if (!newValues) return
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if (!oldValues || newValues.x !== oldValues.x || newValues.y !== oldValues.y) {
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const direction = !oldValues ? Direction.POSITIVE : calcDirection(oldValues.x, oldValues.y, newValues.x, newValues.y)
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updatePosition(newValues.x, newValues.y, direction)
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if (!oldValues || newValues.positionX !== oldValues.positionX || newValues.positionY !== oldValues.positionY) {
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const direction = !oldValues ? Direction.POSITIVE : calcDirection(oldValues.positionX, oldValues.positionY, newValues.positionX, newValues.positionY)
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updatePosition(newValues.positionX, newValues.positionY, direction)
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}
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// Handle animation updates
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if (newValues.isMoving !== oldValues?.isMoving || newValues.rotation !== oldValues?.rotation) {
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updateSprite()
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}
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},
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{ deep: true }
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}
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)
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watch(() => props.mapCharacter, updateSprite)
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@ -156,6 +154,7 @@ watch(() => props.mapCharacter, updateSprite)
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const characterTypeStorage = new CharacterTypeStorage()
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characterTypeStorage.getSpriteId(props.mapCharacter.character.characterType!).then((spriteId) => {
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console.log(spriteId)
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charSpriteId.value = spriteId
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loadSpriteTextures(scene, spriteId)
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.then(() => {
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charSprite.value!.setTexture(charTexture.value)
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@ -27,8 +27,8 @@ function createTileMap(mapData: any) {
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const mapConfig = new Phaser.Tilemaps.MapData({
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width: mapData?.width,
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height: mapData?.height,
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tileWidth: config.tile_size.x,
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tileHeight: config.tile_size.y,
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tileWidth: config.tile_size.width,
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tileHeight: config.tile_size.height,
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orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
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format: Phaser.Tilemaps.Formats.ARRAY_2D
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})
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@ -43,12 +43,12 @@ function createTileLayer(mapData: any) {
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const tilesArray = unduplicateArray(FlattenMapArray(mapData?.tiles ?? []))
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const tilesetImages = Array.from(tilesArray).map((tile: any, index: number) => {
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return tileMap.addTilesetImage(tile, tile, config.tile_size.x, config.tile_size.y, 1, 2, index + 1, { x: 0, y: -config.tile_size.y })
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return tileMap.addTilesetImage(tile, tile, config.tile_size.width, config.tile_size.height, 1, 2, index + 1, { x: 0, y: -config.tile_size.height })
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})
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// Add blank tile
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tilesetImages.push(tileMap.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.x, config.tile_size.y, 1, 2, 0, { x: 0, y: -config.tile_size.y }))
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const layer = tileMap.createBlankLayer('tiles', tilesetImages as any, 0, config.tile_size.y) as Phaser.Tilemaps.TilemapLayer
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tilesetImages.push(tileMap.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.width, config.tile_size.height, 1, 2, 0, { x: 0, y: -config.tile_size.height }))
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const layer = tileMap.createBlankLayer('tiles', tilesetImages as any, 0, config.tile_size.height) as Phaser.Tilemaps.TilemapLayer
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layer.setDepth(0)
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layer.setCullPadding(2, 2)
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