forked from noxious/client
Better variable namings
This commit is contained in:
@ -26,6 +26,7 @@ export async function loadTexture(scene: Phaser.Scene, textureData: TextureData)
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// If asset is not found, download it
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if (!texture) {
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console.log('Downloading texture:', textureData.key)
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await textureStorage.download(textureData)
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texture = await textureStorage.get(textureData.key)
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}
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@ -70,8 +71,10 @@ export async function loadSpriteTextures(scene: Phaser.Scene, sprite_id: string)
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}
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for await (const sprite_action of sprite.spriteActions) {
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console.log('Loading sprite action:', sprite.id + '-' + sprite_action.action)
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const key = sprite.id + '-' + sprite_action.action
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await loadTexture(scene, {
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key: sprite_action.id + '_' + sprite_action.action,
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key,
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data: '/textures/sprites/' + sprite.id + '/' + sprite_action.action + '.png',
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group: sprite_action.isAnimated ? 'sprite_animations' : 'sprites',
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updatedAt: sprite_action.updatedAt,
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@ -87,15 +90,15 @@ export async function loadSpriteTextures(scene: Phaser.Scene, sprite_id: string)
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if (!sprite_action.isAnimated) continue
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// Check if animation already exists
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if (scene.anims.get(sprite_action.key)) continue
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if (scene.anims.get(key)) continue
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// Add the animation to the scene
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const anim = scene.textures.get(sprite_action.key)
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scene.textures.addSpriteSheet(sprite_action.key, anim, { frameWidth: sprite_action.frameWidth ?? 0, frameHeight: sprite_action.frameHeight ?? 0 })
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const anim = scene.textures.get(key)
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scene.textures.addSpriteSheet(key, anim, { frameWidth: sprite_action.frameWidth ?? 0, frameHeight: sprite_action.frameHeight ?? 0 })
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scene.anims.create({
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key: sprite_action.key,
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key: key,
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frameRate: sprite_action.frameRate,
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frames: scene.anims.generateFrameNumbers(sprite_action.key, { start: 0, end: sprite_action.frameCount! - 1 }),
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frames: scene.anims.generateFrameNumbers(key, { start: 0, end: sprite_action.frameCount! - 1 }),
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repeat: -1
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})
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}
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@ -9,50 +9,50 @@ import TilemapLayer = Phaser.Tilemaps.TilemapLayer
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import Tileset = Phaser.Tilemaps.Tileset
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import Tile = Phaser.Tilemaps.Tile
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export function getTile(layer: TilemapLayer | Tilemap, x: number, y: number): Tile | undefined {
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const tile = layer.getTileAtWorldXY(x, y)
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export function getTile(layer: TilemapLayer | Tilemap, positionX: number, positionY: number): Tile | undefined {
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const tile = layer.getTileAtWorldXY(positionX, positionY)
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if (!tile) return undefined
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return tile
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}
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export function tileToWorldXY(layer: TilemapLayer | Tilemap, pos_x: number, pos_y: number) {
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const worldPoint = layer.tileToWorldXY(pos_x, pos_y)
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export function tileToWorldXY(layer: TilemapLayer | Tilemap, positionX: number, positionY: number) {
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const worldPoint = layer.tileToWorldXY(positionX, positionY)
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if (!worldPoint) return { positionX: 0, positionY: 0 }
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const positionX = worldPoint.x + config.tile_size.y
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const positionY = worldPoint.y
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const worldPositionX = worldPoint.x + config.tile_size.height
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const worldPositionY = worldPoint.y
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return { positionX, positionY }
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return { worldPositionX, worldPositionY }
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}
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export function tileToWorldX(layer: TilemapLayer | Tilemap, pos_x: number, pos_y: number): number {
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const worldPoint = layer.tileToWorldXY(pos_x, pos_y)
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export function tileToWorldX(layer: TilemapLayer | Tilemap, positionX: number, positionY: number): number {
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const worldPoint = layer.tileToWorldXY(positionX, positionY)
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if (!worldPoint) return 0
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return worldPoint.x + config.tile_size.x / 2
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return worldPoint.x + config.tile_size.width / 2
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}
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export function tileToWorldY(layer: TilemapLayer | Tilemap, pos_x: number, pos_y: number): number {
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const worldPoint = layer.tileToWorldXY(pos_x, pos_y)
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export function tileToWorldY(layer: TilemapLayer | Tilemap, positionX: number, positionY: number): number {
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const worldPoint = layer.tileToWorldXY(positionX, positionY)
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if (!worldPoint) return 0
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return worldPoint.y + config.tile_size.y * 1.5
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return worldPoint.y + config.tile_size.height * 1.5
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}
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/**
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* Can also be used to replace tiles
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* @param map
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* @param layer
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* @param x
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* @param y
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* @param positionX
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* @param positionY
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* @param tileName
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*/
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export function placeTile(map: Tilemap, layer: TilemapLayer, x: number, y: number, tileName: string) {
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export function placeTile(map: Tilemap, layer: TilemapLayer, positionX: number, positionY: number, tileName: string) {
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let tileImg = map.getTileset(tileName) as Tileset
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if (!tileImg) {
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tileImg = map.getTileset('blank_tile') as Tileset
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}
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layer.putTileAt(tileImg.firstgid, x, y)
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layer.putTileAt(tileImg.firstgid, positionX, positionY)
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}
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export function setLayerTiles(map: Tilemap, layer: TilemapLayer, tiles: string[][]) {
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@ -69,12 +69,12 @@ export function createTileArray(width: number, height: number, tile: string = 'b
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return Array.from({ length: height }, () => Array.from({ length: width }, () => tile))
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}
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export const calculateIsometricDepth = (x: number, y: number, width: number = 0, height: number = 0, isCharacter: boolean = false) => {
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const baseDepth = x + y
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export const calculateIsometricDepth = (positionX: number, positionY: number, width: number = 0, height: number = 0, isCharacter: boolean = false) => {
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const baseDepth = positionX + positionY
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if (isCharacter) {
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return baseDepth // @TODO: Fix collision, this is a hack
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}
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return baseDepth + (width + height) / (2 * config.tile_size.x)
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return baseDepth + (width + height) / (2 * config.tile_size.width)
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}
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export function FlattenMapArray(tiles: string[][]) {
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@ -10,15 +10,17 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
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function updateWaypoint(worldX: number, worldY: number) {
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const pointerTile = getTile(layer, worldX, worldY)
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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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if (!pointerTile) {
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waypoint.value.visible = false
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return
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}
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const worldPoint = tileToWorldXY(layer, pointerTile.x, pointerTile.y)
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if (!worldPoint.worldPositionX || !worldPoint.worldPositionX) return
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waypoint.value = {
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visible: true,
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x: worldPoint.worldPositionX,
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y: worldPoint.worldPositionY + config.tile_size.height + 15
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}
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}
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@ -28,34 +30,46 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
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}
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function handlePointerMove(pointer: Phaser.Input.Pointer) {
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const { worldX, worldY } = pointer
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updateWaypoint(worldX, worldY)
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updateWaypoint(pointer.worldX, pointer.worldY)
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if (gameStore.game.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 (!gameStore.game.isPlayerDraggingCamera) return
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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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const distance = Phaser.Math.Distance.Between(
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pointerStartPosition.value.x,
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pointerStartPosition.value.y,
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pointer.x,
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pointer.y
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)
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if (distance <= dragThreshold) return
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camera.setScroll(
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camera.scrollX - (pointer.x - pointer.prevPosition.x) / camera.zoom,
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camera.scrollY - (pointer.y - pointer.prevPosition.y) / camera.zoom
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)
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}
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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(layer, pointer.worldX, pointer.worldY)
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if (pointerTile) {
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gameStore.connection?.emit('map:character:move', {
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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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gameStore.setPlayerDraggingCamera(false)
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const distance = Phaser.Math.Distance.Between(
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pointerStartPosition.value.x,
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pointerStartPosition.value.y,
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pointer.x,
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pointer.y
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)
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if (distance > dragThreshold) return
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const pointerTile = getTile(layer, pointer.worldX, pointer.worldY)
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if (!pointerTile) return
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console.log(pointerTile.x, pointerTile.y)
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gameStore.connection?.emit('map:character:move', {
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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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const setupPointerHandlers = () => {
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@ -15,10 +15,12 @@ export function useMapEditorPointerHandlers(scene: Phaser.Scene, layer: Phaser.T
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if (pointerTile) {
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const worldPoint = tileToWorldXY(layer, pointerTile.x, pointerTile.y)
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if (!worldPoint.positionX || !worldPoint.positionY) return
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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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y: worldPoint.positionY + config.tile_size.height + 15
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}
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} else {
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waypoint.value.visible = false
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@ -26,11 +28,8 @@ export function useMapEditorPointerHandlers(scene: Phaser.Scene, layer: Phaser.T
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}
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function dragMap(pointer: Phaser.Input.Pointer) {
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if (gameStore.game.isPlayerDraggingCamera) {
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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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if (!gameStore.game.isPlayerDraggingCamera) return
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camera.setScroll(camera.scrollX - (pointer.x - pointer.prevPosition.x) / camera.zoom, scrollY - (pointer.y - pointer.prevPosition.y) / camera.zoom)
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}
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function handlePointerMove(pointer: Phaser.Input.Pointer) {
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0
src/composables/spriteComposable.ts
Normal file
0
src/composables/spriteComposable.ts
Normal file
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