forked from noxious/client
Major refractor, cleaning and improvements.
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<template>
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<div class="h-full overflow-auto">
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<div class="relative p-4 flex flex-col">
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<div class="flex flex-wrap gap-2">
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<div class="w-full flex flex-col">
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<label class="mb-1.5 font-titles" for="name">Name</label>
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<input v-model="spriteName" class="input-cyan" type="text" name="name" placeholder="New sprite" />
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</div>
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<div class="w-full flex gap-2 mt-2 pb-4 relative">
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<button class="btn-cyan px-4 py-2 flex-1 sm:flex-none sm:min-w-24" type="button" @click.prevent="saveSprite">Save</button>
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<button class="btn-bordeaux px-4 py-2 flex-1 sm:flex-none sm:min-w-24" type="button" @click.prevent="removeSprite">Remove</button>
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<div class="w-[calc(100%_+_32px)] absolute left-[-15px] bottom-0 h-px bg-cyan-200"></div>
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</div>
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</div>
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<button class="btn-cyan py-2 my-4" type="button" @click.prevent="addNewImage">New action</button>
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<Accordion v-for="action in spriteActions" :key="action.id">
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<template #header>
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<div class="flex justify-between items-center">
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{{ action.action }}
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<button class="btn-bordeaux px-4 py-1.5 min-w-24" type="button" @click.prevent="() => spriteActions.splice(spriteActions.indexOf(action), 1)">Remove</button>
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</div>
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</template>
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<template #content>
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<form class="flex gap-2.5 flex-wrap" @submit.prevent="saveSprite">
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<div class="form-field-full">
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<label for="action">Action</label>
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<input v-model="action.action" class="input-cyan" type="text" name="action" placeholder="Action" />
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</div>
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<div class="form-field-half">
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<label for="origin-x">Origin X</label>
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<input v-model.number="action.originX" class="input-cyan" type="number" step="any" name="origin-x" placeholder="Origin X" />
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</div>
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<div class="form-field-half">
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<label for="origin-y">Origin Y</label>
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<input v-model.number="action.originY" class="input-cyan" type="number" step="any" name="origin-y" placeholder="Origin Y" />
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</div>
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<div class="form-field-half">
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<label for="is-animated">Is animated</label>
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<select v-model="action.isAnimated" class="input-cyan" name="is-animated">
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<option :value="false">No</option>
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<option :value="true">Yes</option>
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</select>
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</div>
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<div class="form-field-half" v-if="action.isAnimated">
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<label for="is-looping">Is looping</label>
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<select v-model="action.isLooping" class="input-cyan" name="is-looping">
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<option :value="false">No</option>
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<option :value="true">Yes</option>
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</select>
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</div>
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<div class="form-field-full" v-if="action.isAnimated">
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<label for="frame-speed">Frame speed</label>
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<input v-model.number="action.frameSpeed" class="input-cyan" type="number" step="any" name="frame-speed" placeholder="Frame speed" />
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</div>
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<div class="form-field-full">
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<SpriteActionsInput v-model="action.sprites" />
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</div>
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</form>
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</template>
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</Accordion>
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</div>
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</div>
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</template>
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<script setup lang="ts">
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import type { Sprite, SpriteAction } from '@/types'
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import { computed, onBeforeUnmount, onMounted, ref, watch } from 'vue'
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import { useAssetManagerStore } from '@/stores/assetManager'
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import { useGameStore } from '@/stores/game'
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import Accordion from '@/components/utilities/Accordion.vue'
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import SpriteActionsInput from '@/components/gameMaster/assetManager/partials/sprite/partials/SpriteImagesInput.vue'
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import { uuidv4 } from '@/utilities'
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const gameStore = useGameStore()
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const assetManagerStore = useAssetManagerStore()
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const selectedSprite = computed(() => assetManagerStore.selectedSprite)
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const spriteName = ref('')
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const spriteActions = ref<SpriteAction[]>([])
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if (!selectedSprite.value) {
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console.error('No sprite selected')
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}
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if (selectedSprite.value) {
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spriteName.value = selectedSprite.value.name
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spriteActions.value = selectedSprite.value.spriteActions
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}
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function removeSprite() {
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gameStore.connection?.emit('gm:sprite:remove', { id: selectedSprite.value?.id }, (response: boolean) => {
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if (!response) {
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console.error('Failed to remove sprite')
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return
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}
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refreshSpriteList()
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})
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}
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function refreshSpriteList(unsetSelectedSprite = true) {
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gameStore.connection?.emit('gm:sprite:list', {}, (response: Sprite[]) => {
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assetManagerStore.setSpriteList(response)
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if (unsetSelectedSprite) {
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assetManagerStore.setSelectedSprite(null)
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}
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})
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}
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function saveSprite() {
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if (!selectedSprite.value) {
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console.error('No sprite selected')
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return
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}
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const updatedSprite = {
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id: selectedSprite.value.id,
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name: spriteName.value,
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spriteActions:
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spriteActions.value?.map((action) => {
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return {
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action: action.action,
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sprites: action.sprites,
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originX: action.originX,
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originY: action.originY,
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isAnimated: action.isAnimated,
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isLooping: action.isLooping,
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frameSpeed: action.frameSpeed,
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frameWidth: action.frameWidth,
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frameHeight: action.frameHeight
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}
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}) ?? []
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}
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gameStore.connection?.emit('gm:sprite:update', updatedSprite, (response: boolean) => {
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if (!response) {
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console.error('Failed to save sprite')
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return
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}
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refreshSpriteList(false)
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})
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}
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function addNewImage() {
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if (!selectedSprite.value) return
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const newImage: SpriteAction = {
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id: uuidv4(), // Temporary ID, should be replaced by server-generated ID
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spriteId: selectedSprite.value.id,
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sprite: selectedSprite.value,
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action: 'new_action',
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sprites: [],
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originX: 0,
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originY: 0,
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isAnimated: false,
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isLooping: false,
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frameSpeed: 0,
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frameWidth: 0,
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frameHeight: 0
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}
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if (!spriteActions.value) {
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spriteActions.value = []
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}
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spriteActions.value.push(newImage)
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}
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watch(selectedSprite, (sprite: Sprite | null) => {
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if (!sprite) return
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spriteName.value = sprite.name
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spriteActions.value = sprite.spriteActions
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})
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onMounted(() => {
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if (!selectedSprite.value) return
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})
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onBeforeUnmount(() => {
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assetManagerStore.setSelectedSprite(null)
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})
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</script>
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