forked from noxious/client
Depth sorting fix for larger objects
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@ -2,7 +2,6 @@ import config from '@/config'
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import Tilemap = Phaser.Tilemaps.Tilemap
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import TilemapLayer = Phaser.Tilemaps.TilemapLayer
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import Tileset = Phaser.Tilemaps.Tileset
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import type { Zone } from '@/types'
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export function getTile(x: number, y: number, layer: Phaser.Tilemaps.TilemapLayer): Phaser.Tilemaps.Tile | undefined {
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const tile: Phaser.Tilemaps.Tile = layer.getTileAtWorldXY(x, y)
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@ -42,87 +41,19 @@ export function setAllTiles(zone: Tilemap, layer: TilemapLayer, tiles: string[][
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})
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}
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export const createZoneData = (width: number, height: number, tileWidth: number, tileHeight: number) => {
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return new Phaser.Tilemaps.MapData({
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width,
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height,
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tileWidth,
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tileHeight,
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orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
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format: Phaser.Tilemaps.Formats.ARRAY_2D
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})
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}
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export const createTilesetImages = (zoneTilemap: Tilemap, assets: any[], tileSize: { x: number; y: number }) => {
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const tilesetImages: Tileset[] = []
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let tileCount = 1
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assets.forEach((asset) => {
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if (asset.group !== 'tiles') return
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tilesetImages.push(zoneTilemap.addTilesetImage(asset.key, asset.key, tileSize.x, tileSize.y, 0, 0, tileCount++) as Tileset)
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})
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tilesetImages.push(zoneTilemap.addTilesetImage('blank_tile', 'blank_tile', tileSize.x, tileSize.y, 0, 0, 0) as Tileset)
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return tilesetImages
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}
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export const initializeZoneTiles = (zoneTilemap: Tilemap, tiles: Phaser.Tilemaps.TilemapLayer, width: number, height: number) => {
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const exampleTilesArray = Array.from({ length: width }, () => Array.from({ length: height }, () => 'blank_tile'))
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exampleTilesArray.forEach((row, y) => row.forEach((tile, x) => placeTile(zoneTilemap, tiles, x, y, 'blank_tile')))
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return exampleTilesArray
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}
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export const updateZoneTiles = (zoneTilemap: Tilemap, tiles: Phaser.Tilemaps.TilemapLayer, zone: Zone) => {
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if (!zone.tiles) {
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return []
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export const calculateIsometricDepth = (x: number, y: number, width: number = 0, height: number = 0, isCharacter: boolean = false) => {
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const baseDepth = x + y
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if (isCharacter) {
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// Increase the offset for characters to ensure they're always on top
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return baseDepth + 0.9 // @TODO: Fix collision, this is a hack
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} else {
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// For objects, use their back bottom corner
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return baseDepth + (width + height) / (2 * config.tile_size.x)
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}
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setAllTiles(zoneTilemap, tiles, zone.tiles)
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const zoneTiles = zone.tiles
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// Ensure zoneTiles matches the current zone dimensions, filling new spaces with 'blank_tile'
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for (let y = 0; y < zone.height; y++) {
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zoneTiles[y] = zoneTiles[y] || [] // Ensure the row exists
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for (let x = 0; x < zone.width; x++) {
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zoneTiles[y][x] = zoneTiles[y][x] || 'blank_tile' // Fill missing tiles with 'blank_tile'
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}
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}
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// Update the tilemap with any new 'blank_tile' entries
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zoneTiles.forEach((row: any, y: any) => {
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row.forEach((tileId: any, x: any) => {
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placeTile(zoneTilemap, tiles, x, y, tileId)
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})
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})
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return zoneTiles
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}
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export const calculateIsometricDepth = (x: number, y: number, height: number = 0) => {
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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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export const sortByIsometricDepth = <T extends { positionX: number; positionY: 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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return y * mapWidth + x
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}
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export const sortByDepth = <T extends { positionX: number; positionY: number } | { x: number; y: number }>(items: T[], mapWidth: number) => {
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return [...items].sort((a, b) => {
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const aX = 'positionX' in a ? a.positionX : a.x
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const aY = 'positionY' in a ? a.positionY : a.y
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const bX = 'positionX' in b ? b.positionX : b.x
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const bY = 'positionY' in b ? b.positionY : b.y
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return calculateDepth(aX, aY, mapWidth) - calculateDepth(bX, bY, mapWidth)
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return calculateIsometricDepth(a.positionX, a.positionY, 0, 0) - calculateIsometricDepth(b.positionX, b.positionY, 0, 0)
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})
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}
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