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forked from noxious/client

Added container for character for easier X and Y coord handling

This commit is contained in:
Dennis Postma 2025-02-01 15:27:14 +01:00
parent e4b9bb4d61
commit af26ca5e89
5 changed files with 33 additions and 36 deletions

View File

@ -1,8 +1,10 @@
<template>
<ChatBubble :mapCharacter="props.mapCharacter" :currentX="currentPositionX" :currentY="currentPositionY" />
<HealthBar :mapCharacter="props.mapCharacter" :currentX="currentPositionX" :currentY="currentPositionY" />
<CharacterHair :mapCharacter="props.mapCharacter" :currentX="currentPositionX" :currentY="currentPositionY" />
<Sprite ref="charSprite" :depth="isometricDepth" :x="currentPositionX" :y="currentPositionY" :origin-y="1" :flipX="isFlippedX" />
<Container ref="characterContainer" :x="currentPositionX" :y="currentPositionY">
<ChatBubble :mapCharacter="props.mapCharacter" />
<HealthBar :mapCharacter="props.mapCharacter" />
<CharacterHair :mapCharacter="props.mapCharacter" />
<Sprite ref="characterSprite" :depth="isometricDepth" :origin-y="1" :flipX="isFlippedX" />
</Container>
</template>
<script lang="ts" setup>
@ -13,7 +15,7 @@ import HealthBar from '@/components/game/character/partials/HealthBar.vue'
import { useCharacterSprite } from '@/composables/useCharacterSpriteComposable'
import { useGameStore } from '@/stores/gameStore'
import { useMapStore } from '@/stores/mapStore'
import { Sprite, useScene } from 'phavuer'
import { Container, Sprite, useScene } from 'phavuer'
import { onMounted, onUnmounted, watch } from 'vue'
import { Direction } from '@/application/enums'
@ -27,7 +29,8 @@ const mapStore = useMapStore()
const scene = useScene()
const {
charSprite,
characterContainer,
characterSprite,
currentPositionX,
currentPositionY,
isometricDepth,
@ -68,7 +71,7 @@ onMounted(async () => {
if (props.mapCharacter.character.id === gameStore.character!.id) {
mapStore.setCharacterLoaded(true)
scene.cameras.main.startFollow(charSprite.value as Phaser.GameObjects.Sprite)
scene.cameras.main.startFollow(characterContainer.value as Phaser.GameObjects.Container)
}
})

View File

@ -12,8 +12,6 @@ import { computed, onMounted, ref } from 'vue'
const props = defineProps<{
mapCharacter: MapCharacter
currentX: number
currentY: number
}>()
const gameStore = useGameStore()
@ -39,9 +37,7 @@ const imageProps = computed(() => {
originX: Number(spriteAction?.originX) ?? 0,
originY: Number(spriteAction?.originY) ?? 0,
flipX: isFlippedX.value,
texture: texture.value,
y: props.currentY,
x: props.currentX
texture: texture.value
}
})

View File

@ -1,5 +1,5 @@
<template>
<Container ref="charChatContainer" :depth="999" :x="currentX" :y="currentY">
<Container ref="charChatContainer" :depth="999">
<RoundRectangle @create="createChatBubble" :origin-x="0.5" :origin-y="7.5" :fillColor="0xffffff" :width="194" :height="21" :radius="20" />
<Text @create="createChatText" :style="{ fontSize: 13, fontFamily: 'Arial', color: '#000' }" />
</Container>
@ -12,8 +12,6 @@ import { onMounted } from 'vue'
const props = defineProps<{
mapCharacter: MapCharacter
currentX: number
currentY: number
}>()
const game = useGame()

View File

@ -1,5 +1,5 @@
<template>
<Container :depth="999" :x="currentX" :y="currentY">
<Container :depth="999">
<Text @create="createNicknameText" :text="props.mapCharacter.character.name" />
<RoundRectangle :origin-x="0.5" :origin-y="18.5" :fillColor="0xffffff" :width="74" :height="6" :radius="5" />
<RoundRectangle :origin-x="0.5" :origin-y="36.4" :fillColor="0x00b3b3" :width="70" :height="3" :radius="5" />
@ -12,8 +12,6 @@ import { Container, RoundRectangle, Text, useGame } from 'phavuer'
const props = defineProps<{
mapCharacter: MapCharacter
currentX: number
currentY: number
}>()
const game = useGame()

View File

@ -7,8 +7,9 @@ import { computed, ref } from 'vue'
import { Direction } from '@/application/enums'
export function useCharacterSprite(scene: Phaser.Scene, tilemap: Phaser.Tilemaps.Tilemap, mapCharacter: MapCharacter) {
const charSprite = refObj<Phaser.GameObjects.Sprite>()
const charSpriteId = ref('')
const characterContainer = refObj<Phaser.GameObjects.Container>()
const characterSpriteId = ref('')
const characterSprite = refObj<Phaser.GameObjects.Sprite>()
const currentPositionX = ref(0)
const currentPositionY = ref(0)
const isometricDepth = ref(1)
@ -39,7 +40,7 @@ export function useCharacterSprite(scene: Phaser.Scene, tilemap: Phaser.Tilemaps
const duration = (distance / baseSpeed) * 1000 // Convert to milliseconds
tween.value = tilemap.scene.tweens.add({
targets: charSprite.value,
targets: characterContainer.value,
x: newPositionX,
y: newPositionY,
duration,
@ -50,8 +51,8 @@ export function useCharacterSprite(scene: Phaser.Scene, tilemap: Phaser.Tilemaps
}
},
onUpdate: () => {
currentPositionX.value = charSprite.value?.x ?? currentPositionX.value
currentPositionY.value = charSprite.value?.y ?? currentPositionY.value
currentPositionX.value = characterContainer.value?.x ?? currentPositionX.value
currentPositionY.value = characterContainer.value?.y ?? currentPositionY.value
},
onComplete: () => {
if (direction === Direction.NEGATIVE) {
@ -78,19 +79,19 @@ export function useCharacterSprite(scene: Phaser.Scene, tilemap: Phaser.Tilemaps
})
const charTexture = computed(() => {
const spriteId = charSpriteId.value ?? 'idle_right_down'
const spriteId = characterSpriteId.value ?? 'idle_right_down'
return `${spriteId}-${currentAction.value}_${currentDirection.value}`
})
const updateSprite = () => {
if (!charSprite.value) return
if (!characterSprite.value) return
if (mapCharacter.isMoving) {
charSprite.value.anims.play(charTexture.value, true)
characterSprite.value.anims.play(charTexture.value, true)
} else {
charSprite.value.anims.stop()
charSprite.value.setFrame(0)
charSprite.value.setTexture(charTexture.value)
characterSprite.value.anims.stop()
characterSprite.value.setFrame(0)
characterSprite.value.setTexture(charTexture.value)
}
}
@ -99,13 +100,13 @@ export function useCharacterSprite(scene: Phaser.Scene, tilemap: Phaser.Tilemaps
const spriteId = await characterTypeStorage.getSpriteId(mapCharacter.character.characterType!)
if (!spriteId) return
charSpriteId.value = spriteId
characterSpriteId.value = spriteId
await loadSpriteTextures(scene, spriteId)
if (charSprite.value) {
charSprite.value.setTexture(charTexture.value)
charSprite.value.setFlipX(isFlippedX.value)
charSprite.value.setName(mapCharacter.character.name)
if (characterSprite.value) {
characterSprite.value.setTexture(charTexture.value)
characterSprite.value.setFlipX(isFlippedX.value)
characterSprite.value.setName(mapCharacter.character.name)
}
updatePosition(mapCharacter.character.positionX, mapCharacter.character.positionY, mapCharacter.character.rotation)
@ -116,8 +117,9 @@ export function useCharacterSprite(scene: Phaser.Scene, tilemap: Phaser.Tilemaps
}
return {
charSprite,
charSpriteId,
characterContainer,
characterSpriteId,
characterSprite,
currentPositionX,
currentPositionY,
isometricDepth,