forked from noxious/client
debugging
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62309d7750
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9574f96662
@ -12,6 +12,7 @@
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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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import Pointer = Phaser.Input.Pointer
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const gameConfig = {
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name: 'New Quest',
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@ -41,13 +42,13 @@ const preloadScene = (scene: Phaser.Scene) => {
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const bootScene = (scene: Phaser.Scene) => {
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// Camera drag system
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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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scene.input.on("pointermove", function (pointer: Pointer) {
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if (!pointer.isDown) return;
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cam.scrollX -= (pointer.x - pointer.prevPosition.x) / cam.zoom;
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cam.scrollY -= (pointer.y - pointer.prevPosition.y) / cam.zoom;
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});
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const grid = scene.add.grid(0, 0, window.innerWidth, window.innerHeight, 64, 32, 0, 0, 0xff00ff, 0.5).setOrigin(0, 0);
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const grid = scene.add.grid(0, 0, window.innerWidth, window.innerHeight, 64, 32, 0, 0, 0xff0000, 0.5).setOrigin(0, 0);
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window.addEventListener('resize', () => {
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grid.setSize(window.innerWidth, window.innerHeight);
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@ -5,8 +5,12 @@
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<script setup lang="ts">
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import { refObj, TilemapLayer, useScene } from 'phavuer'
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import Player from '@/components/player/Player.vue'
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import Player from '@/components/sprites/player/Player.vue'
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import config from '@/config'
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import type { Ref } from 'vue'
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import GameObject = Phaser.GameObjects.GameObject
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import Layer = Phaser.GameObjects.Layer
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import Tileset = Phaser.Tilemaps.Tileset
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const scene = useScene()
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const mapData = new Phaser.Tilemaps.MapData({
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@ -21,10 +25,16 @@ const mapData = new Phaser.Tilemaps.MapData({
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const { width: tileSizeWidth } = mapData;
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const { width, height } = scene.cameras.main;
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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, -config.tile_size.x + width / 2, height / 2 - (config.tile_size.x * tileSizeWidth * 0.25));
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const tileset: Tileset|null = map.addTilesetImage('default', 'tiles');
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const layer: Layer|null = map.createBlankLayer('layer', tileset);
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layer.fixedToCamera = false;
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const tilemapLayer = refObj();
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scene.cameras.main.scrollX = - map.widthInPixels / 2;
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scene.cameras.main.scrollY = - map.heightInPixels / 2;
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console.log(layer);
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const tilemapLayer: Ref<GameObject|undefined> = refObj();
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const data = [
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ],
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@ -44,4 +54,17 @@ data.forEach((row, y) => {
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layer.putTileAt(tile, x, y);
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});
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});
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// center camera
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const centerY = (map.height * map.tileHeight) / 2
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const centerX = (map.width * map.tileWidth) / 2
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scene.cameras.main.centerOn(centerX, centerY)
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/**
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* Resources
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* https://gist.github.com/veleek/3be73dc61d5f5a80abc0f72c3ffe390e
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* https://gamedev.stackexchange.com/questions/116485/how-to-center-a-tilemap-in-phaser
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*
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*/
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</script>
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0
src/components/sprites/Sprite.vue
Normal file
0
src/components/sprites/Sprite.vue
Normal file
@ -1,6 +1,6 @@
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<template>
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<Image texture="waypoint" :x="waypoint.x" :y="waypoint.x" :visible="waypoint.visible" />
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<Sprite ref="sprite" texture="player" :x :y />
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<Image ref="waypoint" texture="waypoint" :x="waypoint_x" :y="waypoint_y" :visible="waypoint_visible" />
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</template>
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<script lang="ts" setup>
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@ -13,39 +13,34 @@ import config from '@/config'
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* the map is 10x10
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* so the map is 640x320
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*/
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// const props = defineProps({
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// x: Number,
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// y: Number
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// })
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const props = defineProps({
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layer: Phaser.Tilemaps.TilemapLayer
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})
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const scene = useScene()
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const waypoint = refObj();
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const pointer_tile = ref(undefined);
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const waypoint = ref({
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visible: false,
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x: 0,
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y: 0,
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})
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const x = ref(0);
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const y = ref(0);
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const current_tile = ref(undefined);
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const waypoint_visible = ref(false);
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const waypoint_x = ref(0);
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const waypoint_y = ref(0);
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const onPointerMove = (e: Phaser.Input.Pointer) => {
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const px = scene.cameras.main.worldView.x + e.x - 32;
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const px = scene.cameras.main.worldView.x + e.x;
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const py = scene.cameras.main.worldView.y + e.y;
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console.log(px, py);
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pointer_tile.value = getTile(px, py, props.layer);
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waypoint.value.visible = true;
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current_tile.value = getTile(px, py, props.layer);
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console.log(props.layer);
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console.log(current_tile.value);
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waypoint_visible.value = true;
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if (current_tile.value !== undefined) {
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waypoint_x.value = current_tile.value.pixelX;
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waypoint_y.value = current_tile.value.pixelY + 32;
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if (pointer_tile.value !== undefined) {
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// Convert tile coordinates to world coordinates
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const worldPoint = props.layer.tileToWorldXY(pointer_tile.value.x, pointer_tile.value.y);
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waypoint.value.x = worldPoint.x;
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waypoint.value.y = worldPoint.y;
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}
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};
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