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forked from noxious/client

Map editor fixes (select & move), character sprites are now dynamically loaded and cached, moved repeated code into a composable, updated types

This commit is contained in:
Dennis Postma 2024-10-30 15:27:37 +01:00
parent 39b65b3884
commit d402744955
9 changed files with 88 additions and 85 deletions

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@ -1,6 +1,6 @@
<template>
<SelectedZoneObject v-if="selectedZoneObject" :zoneObject="selectedZoneObject" @move="moveZoneObject" @rotate="rotateZoneObject" @delete="deleteZoneObject" />
<ZoneObject v-for="zoneObject in zoneEditorStore.zone?.zoneObjects" :tilemap="tilemap" :zoneObject @pointerup="() => (selectedZoneObject = zoneObject)" />
<SelectedZoneObject v-if="selectedZoneObject" :zoneObject="selectedZoneObject" :movingZoneObject="movingZoneObject" @move="moveZoneObject" @rotate="rotateZoneObject" @delete="deleteZoneObject" />
<ZoneObject v-for="zoneObject in zoneEditorStore.zone?.zoneObjects" :tilemap="tilemap" :zoneObject :selectedZoneObject :movingZoneObject @pointerup="() => (selectedZoneObject = zoneObject)" />
</template>
<script setup lang="ts">

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@ -5,18 +5,23 @@
<script setup lang="ts">
import { ref, computed } from 'vue'
import { Image, useScene } from 'phavuer'
import { calculateIsometricDepth, loadTexture, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
import { loadTexture } from '@/composables/gameComposable'
import type { AssetDataT, ZoneObject } from '@/types'
const props = defineProps<{
tilemap: Phaser.Tilemaps.Tilemap
zoneObject: ZoneObject
selectedZoneObject: ZoneObject | null
movingZoneObject: ZoneObject | null
}>()
const scene = useScene()
const isTextureLoaded = ref(false)
const imageProps = computed(() => ({
alpha: props.movingZoneObject?.id === props.zoneObject.id ? 0.5 : 1,
tint: props.selectedZoneObject?.id === props.zoneObject.id ? 0x00ff00 : 0xffffff,
depth: calculateIsometricDepth(props.zoneObject.positionX, props.zoneObject.positionY, props.zoneObject.object.frameWidth, props.zoneObject.object.frameHeight),
x: tileToWorldX(props.tilemap, props.zoneObject.positionX, props.zoneObject.positionY),
y: tileToWorldY(props.tilemap, props.zoneObject.positionX, props.zoneObject.positionY),

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@ -18,12 +18,13 @@
<script lang="ts" setup>
import config from '@/config'
import { type ExtendedCharacter } from '@/types'
import { type ExtendedCharacter, type Sprite as SpriteT } from '@/types'
import { useGameStore } from '@/stores/gameStore'
import { useZoneStore } from '@/stores/zoneStore'
import { watch, computed, ref, onMounted, onUnmounted } from 'vue'
import { Container, refObj, RoundRectangle, Sprite, Text, useGame, useScene } from 'phavuer'
import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
import { loadSpriteTextures } from '@/composables/gameComposable'
enum Direction {
POSITIVE,
@ -36,6 +37,7 @@ const props = defineProps<{
character: ExtendedCharacter
}>()
const isTextureLoaded = ref(false)
const charChatContainer = refObj<Phaser.GameObjects.Container>()
const charContainer = refObj<Phaser.GameObjects.Container>()
const charSprite = refObj<Phaser.GameObjects.Sprite>()
@ -181,6 +183,14 @@ watch(
watch(() => props.character.isMoving, updateSprite)
watch(() => props.character.rotation, updateSprite)
loadSpriteTextures(scene, props.character.characterType?.sprite as SpriteT).then((loaded) => {
isTextureLoaded.value = loaded
charSprite.value!.setTexture(charTexture.value)
charSprite.value!.setFlipX(isFlippedX.value)
}).catch((error) => {
console.error('Error loading texture:', error)
})
onMounted(() => {
charChatContainer.value!.setName(`${props.character!.name}_chatContainer`)
charChatContainer.value!.setVisible(false)
@ -194,10 +204,6 @@ onMounted(() => {
scene.cameras.main.stopFollow()
}
// Set sprite
charSprite.value!.setTexture(charTexture.value)
charSprite.value!.setFlipX(isFlippedX.value)
updatePosition(props.character.positionX, props.character.positionY, props.character.rotation)
})

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@ -5,7 +5,8 @@
<script setup lang="ts">
import { ref, computed } from 'vue'
import { Image, useScene } from 'phavuer'
import { calculateIsometricDepth, loadTexture, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
import { loadTexture } from '@/composables/gameComposable'
import type { AssetDataT, ZoneObject } from '@/types'
const props = defineProps<{

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@ -0,0 +1,62 @@
import type { AssetDataT, Sprite } from '@/types'
import { useGameStore } from '@/stores/gameStore'
import { AssetStorage } from '@/storage/assetStorage'
import config from '@/config'
export async function loadTexture(scene: Phaser.Scene, assetData: AssetDataT): Promise<boolean> {
const gameStore = useGameStore()
const assetStorage = new AssetStorage()
// Check if the texture is already loaded in Phaser
if (scene.textures.exists(assetData.key)) {
return true
}
// Check if the asset is already cached
let asset = await assetStorage.get(assetData.key)
// If asset is not found, download it
if (!asset) {
await assetStorage.download(assetData)
asset = await assetStorage.get(assetData.key)
}
// If asset is found, add it to the scene
if (asset) {
return new Promise<boolean>((resolve) => {
console.log(asset.data)
scene.textures.addBase64(asset.key, asset.data)
scene.textures.once(`addtexture-${asset.key}`, () => {
gameStore.game.loadedAssets.push(asset)
resolve(true)
})
})
}
return false
}
export async function loadSpriteTextures(scene: Phaser.Scene, sprite: Sprite) {
const sprite_actions = await fetch(config.server_endpoint + '/assets/list_sprite_actions/' + sprite?.id).then((response) => response.json())
for await (const sprite_action of sprite_actions) {
await loadTexture(scene, {
key: sprite_action.key,
data: sprite_action.data,
group: sprite_action.isAnimated ? 'sprite_animations' : 'sprites',
updatedAt: sprite_action.updatedAt,
frameCount: sprite_action.frameCount,
frameWidth: sprite_action.frameWidth,
frameHeight: sprite_action.frameHeight
} as AssetDataT)
if (sprite_action.isAnimated) {
scene.anims.create({
key: sprite_action.key,
frameRate: 7,
frames: scene.anims.generateFrameNumbers(sprite_action.key, { start: 0, end: sprite_action.frameCount! - 1 }),
repeat: -1
})
}
}
return true
}

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@ -4,8 +4,7 @@ import TilemapLayer = Phaser.Tilemaps.TilemapLayer
import Tileset = Phaser.Tilemaps.Tileset
import Tile = Phaser.Tilemaps.Tile
import type { AssetDataT, Zone as ZoneT } from '@/types'
import { AssetStorage } from '@/storage/assetStorage'
import { useGameStore } from '@/stores/gameStore'
import { loadTexture } from '@/composables/gameComposable'
export function getTile(layer: TilemapLayer | Tilemap, x: number, y: number): Tile | undefined {
const tile = layer.getTileAtWorldXY(x, y)
@ -95,36 +94,3 @@ export async function loadZoneTilesIntoScene(zone: ZoneT, scene: Phaser.Scene) {
await loadTexture(scene, tile)
}
}
export async function loadTexture(scene: Phaser.Scene, assetData: AssetDataT): Promise<boolean> {
const gameStore = useGameStore()
const assetStorage = new AssetStorage()
// Check if the texture is already loaded in Phaser
if (scene.textures.exists(assetData.key)) {
return true
}
// Check if the asset is already cached
let asset = await assetStorage.get(assetData.key)
// If asset is not found, download it
if (!asset) {
await assetStorage.download(assetData)
asset = await assetStorage.get(assetData.key)
}
// If asset is found, add it to the scene
if (asset) {
return new Promise<boolean>((resolve) => {
console.log(asset.data)
scene.textures.addBase64(asset.key, asset.data)
scene.textures.once(`addtexture-${asset.key}`, () => {
gameStore.game.loadedAssets.push(asset)
resolve(true)
})
})
}
return false
}

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@ -76,45 +76,7 @@ function preloadScene(scene: Phaser.Scene) {
*/
scene.load.image('blank_tile', '/assets/zone/blank_tile.png')
scene.load.image('waypoint', '/assets/waypoint.png')
/**
* We're using rex-await-loader to load assets asynchronously
* Phaser does not support this out of the box, so we're using this plugin
*/
// scene.load.rexAwait(async function (successCallback) {
// await assetManager.getAssetsByGroup('tiles').then((assets) => {
// assets.forEach((asset) => {
// if (scene.load.textureManager.exists(asset.key)) return
// scene.textures.addBase64(asset.key, asset.data)
// })
// })
//
// // Load objects
// await assetManager.getAssetsByGroup('objects').then((assets) => {
// assets.forEach((asset) => {
// if (scene.load.textureManager.exists(asset.key)) return
// scene.textures.addBase64(asset.key, asset.data)
// })
// })
//
// successCallback()
// })
}
function createScene(scene: Phaser.Scene) {
/**
* Create sprite animations
* This is done here because phaser forces us to
*/
// assetManager.getAssetsByGroup('sprite_animations').then((assets) => {
// assets.forEach((asset) => {
// scene.anims.create({
// key: asset.key,
// frameRate: 7,
// frames: scene.anims.generateFrameNumbers(asset.key, { start: 0, end: asset.frameCount! - 1 }),
// repeat: -1
// })
// })
// })
}
function createScene(scene: Phaser.Scene) {}
</script>

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@ -16,7 +16,7 @@ import { useGameStore } from '@/stores/gameStore'
import { useZoneEditorStore } from '@/stores/zoneEditorStore'
import ZoneEditor from '@/components/gameMaster/zoneEditor/ZoneEditor.vue'
import AwaitLoaderPlugin from 'phaser3-rex-plugins/plugins/awaitloader-plugin'
import { loadTexture } from '@/composables/zoneComposable'
import { loadTexture } from '@/composables/gameComposable'
import type { AssetDataT } from '@/types'
const gameStore = useGameStore()

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@ -9,6 +9,7 @@ export type AssetDataT = {
data: string
group: 'tiles' | 'objects' | 'sprites' | 'sprite_animations' | 'sound' | 'music' | 'ui' | 'font' | 'other'
updatedAt: Date
isAnimated?: boolean
frameCount?: number
frameWidth?: number
frameHeight?: number