forked from noxious/client
Map fixes
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fb836be412
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af3e9d2b4d
@ -7,8 +7,7 @@
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<Objects />
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<ZoneSettings />
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<TeleportModal v-if="shouldShowTeleportModal" />
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<!-- Disabled for now since it bottlenecks performance -->
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<!-- <TilemapLayerC :tilemap="zoneTilemap as Tilemap" :tileset="tileArray as any" :layerIndex="0" :cull-padding="3" />-->
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<Controls :layer="tiles as TilemapLayer" />
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<Container :depth="2">
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@ -25,7 +24,7 @@
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<script setup lang="ts">
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import { computed, onBeforeMount, onUnmounted, ref, watch } from 'vue'
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import { Container, Image, TilemapLayer as TilemapLayerC, useScene } from 'phavuer'
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import { Container, Image, useScene } from 'phavuer'
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import { storeToRefs } from 'pinia'
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import { useGameStore } from '@/stores/game'
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import { useZoneEditorStore } from '@/stores/zoneEditor'
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@ -69,18 +68,22 @@ function createTilemap() {
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tileWidth: config.tile_size.x,
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tileHeight: config.tile_size.y,
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orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
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format: Phaser.Tilemaps.Formats.ARRAY_2D,
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format: Phaser.Tilemaps.Formats.ARRAY_2D
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})
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const tilemap = new Phaser.Tilemaps.Tilemap(scene, zoneData)
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return tilemap
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}
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function createTileLayer() {
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const tilesetImages = assetStore.assets.filter((asset) => asset.group === 'tiles').map((asset, index) => zoneTilemap.value.addTilesetImage(asset.key, asset.key, config.tile_size.x, config.tile_size.y, 0, 0, index + 1))
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tilesetImages.push(zoneTilemap.value.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.x, config.tile_size.y, 0, 0, 0))
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const tilesetImages = assetStore.assets.filter((asset) => asset.group === 'tiles').map((asset, index) => zoneTilemap.value.addTilesetImage(asset.key, asset.key, config.tile_size.x, config.tile_size.y, 0, 0, index + 1, { x: 0, y: -config.tile_size.y }))
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tilesetImages.push(zoneTilemap.value.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.x, config.tile_size.y, 0, 0, 0, { x: 0, y: -config.tile_size.y }))
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const layer = zoneTilemap.value.createBlankLayer('tiles', tilesetImages as any, 0, config.tile_size.y) as Phaser.Tilemaps.TilemapLayer
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//set layerindex
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layer.setDepth(0)
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layer.setCullPadding(2, 2)
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layer.setOrigin(0.2, 0.5)
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return layer
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}
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@ -1,14 +1,14 @@
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<template>
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<Container :depth="999" v-if="props.character" :x="currentX" :y="currentY">
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<!-- Start chat bubble -->
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<!-- <RoundRectangle :origin-x="0.5" :origin-y="7.5" :fillColor="0xffffff" :width="194" :height="21" :radius="5" />-->
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<!-- <Text @create="createText" :text="`This is a chat message 🤯👋`" :origin-x="0.5" :origin-y="10.9" :style="{ fontSize: 13, fontFamily: 'Arial', color: '#000' }" />-->
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<!-- <RoundRectangle :origin-x="0.5" :origin-y="7.5" :fillColor="0xffffff" :width="194" :height="21" :radius="5" />-->
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<!-- <Text @create="createText" :text="`This is a chat message 🤯👋`" :origin-x="0.5" :origin-y="10.9" :style="{ fontSize: 13, fontFamily: 'Arial', color: '#000' }" />-->
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<!-- End chat bubble -->
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<Text @create="createText" :text="props.character.name" :origin-x="0.5" :origin-y="9" />
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<RoundRectangle :origin-x="0.5" :origin-y="18.5" :fillColor="0xffffff" :width="74" :height="6" :radius="5" />
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<RoundRectangle :origin-x="0.5" :origin-y="36.4" :fillColor="0x00b3b3" :width="70" :height="3" :radius="5" />
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</Container>
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<!-- <Text :text="isometricDepth" :depth="isometricDepth" :x="currentX" :y="currentY" />-->
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<!-- <Text :text="isometricDepth" :depth="isometricDepth" :x="currentX" :y="currentY" />-->
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<Container :depth="isometricDepth" v-if="props.character" :x="currentX" :y="currentY">
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<Image v-if="!props.character.characterType" texture="character" :origin-y="1" />
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<Sprite v-else :texture="charTexture" :play="props.character.isMoving ? charTexture : undefined" :origin-y="1" :flipX="props.character.rotation === 6 || props.character.rotation === 4" :flipY="false" />
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@ -37,15 +37,15 @@ const props = withDefaults(defineProps<Props>(), {
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character: undefined
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})
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const isometricDepth = ref(calculateIsometricDepth(props.character.positionX, props.character.positionY, 28, 94, true));
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const isometricDepth = ref(calculateIsometricDepth(props.character.positionX, props.character.positionY, 28, 94, true))
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const currentX = ref(0)
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const currentY = ref(0)
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const tween = ref<Phaser.Tweens.Tween | null>(null)
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const isInitialPosition = ref(true)
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const calculateLocalDepth = (x: number, y: number, width: number, height: number, isCharacter: boolean) => {
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isometricDepth.value = calculateIsometricDepth(x, y, width, height, isCharacter);
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console.log(isometricDepth.value);
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isometricDepth.value = calculateIsometricDepth(x, y, width, height, isCharacter)
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console.log(isometricDepth.value)
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}
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const updatePosition = (x: number, y: number, direction: Direction) => {
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@ -91,7 +91,7 @@ const updatePosition = (x: number, y: number, direction: Direction) => {
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duration: duration,
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ease: 'Linear',
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onStart: () => {
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if(direction === Direction.POSITIVE) {
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if (direction === Direction.POSITIVE) {
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calculateLocalDepth(x, y, 28, 94, true)
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}
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},
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@ -100,7 +100,7 @@ const updatePosition = (x: number, y: number, direction: Direction) => {
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currentY.value = tween.targets[0].y ?? 0
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},
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onComplete: () => {
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if(direction === Direction.NEGATIVE) {
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if (direction === Direction.NEGATIVE) {
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calculateLocalDepth(x, y, 28, 94, true)
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}
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}
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@ -113,11 +113,11 @@ watch(
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(newChar, oldChar) => {
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if (!newChar) return
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if (!oldChar || newChar.positionX !== oldChar.positionX || newChar.positionY !== oldChar.positionY) {
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if(!oldChar) {
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updatePosition(newChar.positionX, newChar.positionY, Direction.POSITIVE);
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if (!oldChar) {
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updatePosition(newChar.positionX, newChar.positionY, Direction.POSITIVE)
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} else {
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const direction = calcDirection(oldChar.positionX, oldChar.positionY, newChar.positionX, newChar.positionY);
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updatePosition(newChar.positionX, newChar.positionY, direction);
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const direction = calcDirection(oldChar.positionX, oldChar.positionY, newChar.positionX, newChar.positionY)
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updatePosition(newChar.positionX, newChar.positionY, direction)
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}
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}
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},
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@ -125,13 +125,13 @@ watch(
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)
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const calcDirection = (oldX, oldY, newX, newY) => {
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if(newY < oldY || newX < oldX) {
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return Direction.NEGATIVE;
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if (newY < oldY || newX < oldX) {
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return Direction.NEGATIVE
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}
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if(newX > oldX || newY > oldY) {
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return Direction.POSITIVE;
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if (newX > oldX || newY > oldY) {
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return Direction.POSITIVE
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}
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return Direction.NOCHANGE;
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return Direction.NOCHANGE
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}
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const charTexture = computed(() => {
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@ -1,6 +1,6 @@
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<template>
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<Image v-for="object in zoneStore.zone?.zoneObjects" :depth="calculateIsometricDepth(object.positionX, object.positionY, object.object.frameWidth, object.object.frameHeight)" :key="object.id" v-bind="getObjectImageProps(object)" />
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<!-- <Text v-for="object in zoneStore.zone?.zoneObjects" :key="object.id" :depth="99999" :text="Math.ceil(calculateIsometricDepth(object.positionX, object.positionY, object.object.frameWidth, object.object.frameHeight))" v-bind="getObjectProps(object)" />-->
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<!-- <Text v-for="object in zoneStore.zone?.zoneObjects" :key="object.id" :depth="99999" :text="Math.ceil(calculateIsometricDepth(object.positionX, object.positionY, object.object.frameWidth, object.object.frameHeight))" v-bind="getObjectProps(object)" />-->
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</template>
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<script setup lang="ts">
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@ -1,6 +1,6 @@
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<template>
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<!-- Disabled for now since it bottlenecks performance -->
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<!-- <TilemapLayer :tilemap="zoneTilemap" :tileset="tileArray" :layerIndex="0" :cull-padding="0" />-->
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<!-- Disabled for now since it bottlenecks performance -->
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<!-- <TilemapLayer :tilemap="zoneTilemap" :tileset="tileArray" :layerIndex="0" :cull-padding="0" />-->
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<Controls :layer="tiles" :depth="0" />
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</template>
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@ -44,14 +44,14 @@ function createTileLayer() {
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const uniqueTiles = new Set(tilesFromZone.flat().filter(Boolean))
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const tilesetImages = Array.from(uniqueTiles).map((tile, index) => {
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return zoneTilemap.value.addTilesetImage(tile, tile, config.tile_size.x, config.tile_size.y, 0, 0, index + 1, {x: 0, y: -config.tile_size.y})
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return zoneTilemap.value.addTilesetImage(tile, tile, config.tile_size.x, config.tile_size.y, 0, 0, index + 1, { x: 0, y: -config.tile_size.y })
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}) as any
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// Add blank tile
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tilesetImages.push(zoneTilemap.value.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.x, config.tile_size.y, 0, 0, 0))
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tilesetImages.push(zoneTilemap.value.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.x, config.tile_size.y, 0, 0, 0, { x: 0, y: -config.tile_size.y }))
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const layer = zoneTilemap.value.createBlankLayer('tiles', tilesetImages, 0, config.tile_size.y) as Phaser.Tilemaps.TilemapLayer
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layer.setDepth(0)
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layer.setCullPadding(0)
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layer.setCullPadding(2, 2)
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layer.setOrigin(0.2, 0.5)
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return layer
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}
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