forked from noxious/client
Fixed depth sorting inside zone and zoneEditor
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commit
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@ -11,7 +11,12 @@
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<Controls :layer="tiles as TilemapLayer" />
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<Controls :layer="tiles as TilemapLayer" />
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<Container :depth="2">
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<Container :depth="2">
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<Image v-for="object in sortedZoneObjects" :key="object.id" v-bind="getObjectImageProps(object)" @pointerup="() => setSelectedZoneObject(object)" />
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<Image
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v-for="object in zoneObjects"
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:depth="calculateIsometricDepth(object.positionX, object.positionY, 0)"
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:key="object.id" v-bind="getObjectImageProps(object)"
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@pointerup="() => setSelectedZoneObject(object)"
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/>
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</Container>
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</Container>
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<Container :depth="3">
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<Container :depth="3">
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@ -29,7 +34,15 @@ import { storeToRefs } from 'pinia'
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import { useGameStore } from '@/stores/game'
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import { useGameStore } from '@/stores/game'
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import { useZoneEditorStore } from '@/stores/zoneEditor'
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import { useZoneEditorStore } from '@/stores/zoneEditor'
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import { useAssetStore } from '@/stores/assets'
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import { useAssetStore } from '@/stores/assets'
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import { placeTile, setAllTiles, sortByDepth, tileToWorldX, tileToWorldY } from '@/services/zone'
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import {
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calculateIsometricDepth,
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placeTile,
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setAllTiles,
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sortByDepth,
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sortByIsometricDepth,
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tileToWorldX,
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tileToWorldY
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} from '@/services/zone'
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import { ZoneEventTileType, type ZoneObject, type ZoneEventTile, type Zone } from '@/types'
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import { ZoneEventTileType, type ZoneObject, type ZoneEventTile, type Zone } from '@/types'
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import { uuidv4 } from '@/utilities'
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import { uuidv4 } from '@/utilities'
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import config from '@/config'
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import config from '@/config'
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@ -51,7 +64,7 @@ const gameStore = useGameStore()
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const zoneEditorStore = useZoneEditorStore()
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const zoneEditorStore = useZoneEditorStore()
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const assetStore = useAssetStore()
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const assetStore = useAssetStore()
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const { objectList, zone, selectedTile, selectedObject, selectedZoneObject, eraserMode, drawMode, objectDepth } = storeToRefs(zoneEditorStore)
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const { objectList, zone, selectedTile, selectedObject, selectedZoneObject, eraserMode, drawMode } = storeToRefs(zoneEditorStore)
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const zoneTilemap = ref(createTilemap())
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const zoneTilemap = ref(createTilemap())
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const tiles = ref(createTileLayer())
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const tiles = ref(createTileLayer())
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@ -59,7 +72,6 @@ const zoneObjects = ref<ZoneObject[]>([])
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const zoneEventTiles = ref<ZoneEventTile[]>([])
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const zoneEventTiles = ref<ZoneEventTile[]>([])
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const tileArray = ref(createTileArray())
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const tileArray = ref(createTileArray())
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const sortedZoneObjects = computed(() => sortByDepth(zoneObjects.value, zoneTilemap.value.width))
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const shouldShowTeleportModal = computed(() => zoneEditorStore.tool === 'pencil' && drawMode.value === 'teleport')
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const shouldShowTeleportModal = computed(() => zoneEditorStore.tool === 'pencil' && drawMode.value === 'teleport')
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function createTilemap() {
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function createTilemap() {
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@ -136,7 +148,7 @@ function addZoneObject(tile: Phaser.Tilemaps.Tile) {
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zone: zone.value!,
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zone: zone.value!,
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objectId: selectedObject.value!.id,
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objectId: selectedObject.value!.id,
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object: selectedObject.value!,
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object: selectedObject.value!,
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depth: objectDepth.value,
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depth: 0,
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positionX: tile.x,
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positionX: tile.x,
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positionY: tile.y
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positionY: tile.y
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}
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}
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@ -245,7 +257,7 @@ onBeforeMount(() => {
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}
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}
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zoneEventTiles.value = zone.value?.zoneEventTiles ?? []
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zoneEventTiles.value = zone.value?.zoneEventTiles ?? []
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zoneObjects.value = zone.value?.zoneObjects ?? []
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zoneObjects.value = sortByIsometricDepth(zone.value?.zoneObjects ?? [], zoneTilemap.value.width)
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// Center camera
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// Center camera
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const centerY = (zoneTilemap.value.height * zoneTilemap.value.tileHeight) / 2
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const centerY = (zoneTilemap.value.height * zoneTilemap.value.tileHeight) / 2
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@ -1,10 +1,17 @@
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<template>
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<template>
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<Character v-for="item in zoneStore.characters" :key="item.id" :layer="tilemap" :character="item" :depth="1" />
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<Character
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v-for="item in zoneStore.characters"
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:key="item.id"
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:layer="tilemap"
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:character="item"
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:depth="calculateIsometricDepth(item.positionX, item.positionY, 0)"
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/>
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</template>
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</template>
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<script setup lang="ts">
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<script setup lang="ts">
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import Character from '@/components/sprites/Character.vue'
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import Character from '@/components/sprites/Character.vue'
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import { useZoneStore } from '@/stores/zone'
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import { useZoneStore } from '@/stores/zone'
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import { calculateIsometricDepth } from '@/services/zone'
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const zoneStore = useZoneStore()
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const zoneStore = useZoneStore()
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@ -1,3 +1,31 @@
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<template></template>
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<template>
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<Image
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v-for="object in zoneStore.zone?.zoneObjects"
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:depth="calculateIsometricDepth(object.positionX, object.positionY, 0)"
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:key="object.id" v-bind="getObjectImageProps(object)"
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/>
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</template>
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<script setup lang="ts"></script>
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<script setup lang="ts">
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import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/services/zone'
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import { Image } from 'phavuer'
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import { useZoneStore } from '@/stores/zone'
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import type { ZoneObject } from '@/types'
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import { storeToRefs } from 'pinia'
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const zoneStore = useZoneStore()
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const props = defineProps<{
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tilemap: Phaser.Tilemaps.Tilemap
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}>()
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const getObjectImageProps = (object: ZoneObject) => {
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return {
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x: tileToWorldX(props.tilemap as any, object.positionX, object.positionY),
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y: tileToWorldY(props.tilemap as any, object.positionX, object.positionY),
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texture: object.object.id,
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originY: Number(object.object.originX),
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originX: Number(object.object.originY)
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}
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}
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</script>
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@ -97,6 +97,22 @@ export const updateZoneTiles = (zoneTilemap: Tilemap, tiles: Phaser.Tilemaps.Til
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return []
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return []
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}
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}
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export const calculateIsometricDepth = (x: number, y: number, height: number = 0) => {
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// Adjust these values as needed for your specific isometric projection
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const isoX = x - y;
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const isoY = (x + y) / 2;
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return isoY - height * 0.1; // Subtract height to make taller objects appear behind shorter ones
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}
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export const sortByIsometricDepth = <T extends { positionX: number; positionY: number; object?: { height?: number } }>(items: T[]) => {
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return [...items].sort((a, b) => {
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const aHeight = a.object?.height || 0;
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const bHeight = b.object?.height || 0;
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return calculateIsometricDepth(a.positionX, a.positionY, aHeight) - calculateIsometricDepth(b.positionX, b.positionY, bHeight);
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});
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}
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// Redundant, but left here for reference
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export const calculateDepth = (x: number, y: number, mapWidth: number) => {
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export const calculateDepth = (x: number, y: number, mapWidth: number) => {
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return y * mapWidth + x
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return y * mapWidth + x
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}
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}
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