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forked from noxious/client

#81 : Prevent walk after dragging zone

This commit is contained in:
Dennis Postma 2024-09-28 19:19:00 +02:00
parent a92675e4c0
commit cffab00974
3 changed files with 12 additions and 3 deletions

View File

@ -61,7 +61,7 @@ gameStore.connection!.on('character:move', (data: ExtendedCharacterT) => {
zoneStore.updateCharacter(data) zoneStore.updateCharacter(data)
}) })
onMounted(() => { onBeforeMount(() => {
gameStore.connection!.emit('zone:character:join', async (response: zoneLoadData) => { gameStore.connection!.emit('zone:character:join', async (response: zoneLoadData) => {
// Fetch assets for new zone // Fetch assets for new zone
await gameStore.fetchZoneAssets(response.zone.id) await gameStore.fetchZoneAssets(response.zone.id)

View File

@ -1,10 +1,12 @@
import { type Ref } from 'vue' import { ref, type Ref } from 'vue'
import { getTile, tileToWorldXY } from '@/composables/zoneComposable' import { getTile, tileToWorldXY } from '@/composables/zoneComposable'
import { useGameStore } from '@/stores/gameStore' import { useGameStore } from '@/stores/gameStore'
import config from '@/config' import config from '@/config'
export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilemaps.TilemapLayer, waypoint: Ref<{ visible: boolean; x: number; y: number }>, camera: Phaser.Cameras.Scene2D.Camera) { export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilemaps.TilemapLayer, waypoint: Ref<{ visible: boolean; x: number; y: number }>, camera: Phaser.Cameras.Scene2D.Camera) {
const gameStore = useGameStore() const gameStore = useGameStore()
const lastDragTime = ref(0)
const dragTimeout = 500 // 500ms timeout for dragging, to prevent accidental clicks
function updateWaypoint(pointer: Phaser.Input.Pointer) { function updateWaypoint(pointer: Phaser.Input.Pointer) {
const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y) const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y)
@ -24,6 +26,8 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
const { x, y, prevPosition } = pointer const { x, y, prevPosition } = pointer
const { scrollX, scrollY, zoom } = camera const { scrollX, scrollY, zoom } = camera
camera.setScroll(scrollX - (x - prevPosition.x) / zoom, scrollY - (y - prevPosition.y) / zoom) camera.setScroll(scrollX - (x - prevPosition.x) / zoom, scrollY - (y - prevPosition.y) / zoom)
lastDragTime.value = Date.now()
} }
function handlePointerMove(pointer: Phaser.Input.Pointer) { function handlePointerMove(pointer: Phaser.Input.Pointer) {
@ -32,6 +36,11 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
} }
function clickTile(pointer: Phaser.Input.Pointer) { function clickTile(pointer: Phaser.Input.Pointer) {
const currentTime = Date.now()
if (currentTime - lastDragTime.value < dragTimeout) {
return
}
const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y) const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y)
const pointerTile = getTile(px, py, layer) const pointerTile = getTile(px, py, layer)

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@ -63,7 +63,7 @@ const gameConfig = {
type: Phaser.AUTO, // AUTO, CANVAS, WEBGL, HEADLESS type: Phaser.AUTO, // AUTO, CANVAS, WEBGL, HEADLESS
mode: Phaser.Scale.RESIZE, mode: Phaser.Scale.RESIZE,
resolution: 3, resolution: 3,
pixelArt: true render: { pixelArt: true, antialias: false }
} }
const createGame = (game: Phaser.Game) => { const createGame = (game: Phaser.Game) => {