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forked from noxious/client

Depth sorting fix for larger objects

This commit is contained in:
Dennis Postma 2024-09-15 20:44:06 +02:00
parent ed3955db17
commit f8d3cd1f48
5 changed files with 21 additions and 92 deletions

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@ -29,7 +29,7 @@ import { storeToRefs } from 'pinia'
import { useGameStore } from '@/stores/game'
import { useZoneEditorStore } from '@/stores/zoneEditor'
import { useAssetStore } from '@/stores/assets'
import { calculateIsometricDepth, placeTile, setAllTiles, sortByDepth, sortByIsometricDepth, tileToWorldX, tileToWorldY } from '@/services/zone'
import { calculateIsometricDepth, placeTile, setAllTiles, sortByIsometricDepth, tileToWorldX, tileToWorldY } from '@/services/zone'
import { ZoneEventTileType, type ZoneObject, type ZoneEventTile, type Zone } from '@/types'
import { uuidv4 } from '@/utilities'
import config from '@/config'

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@ -1,5 +1,5 @@
<template>
<Container v-if="props.character" :x="currentX" :y="currentY">
<Container :depth="999" v-if="props.character" :x="currentX" :y="currentY">
<!-- Start chat bubble -->
<RoundRectangle :origin-x="0.5" :origin-y="7.5" :fillColor="0xffffff" :width="194" :height="21" :radius="5" />
<Text @create="createText" :text="`This is a chat message 🤯👋`" :origin-x="0.5" :origin-y="10.9" :style="{ fontSize: 13, fontFamily: 'Arial', color: '#000' }" />
@ -7,6 +7,8 @@
<Text @create="createText" :text="props.character.name" :origin-x="0.5" :origin-y="9" />
<RoundRectangle :origin-x="0.5" :origin-y="18.5" :fillColor="0xffffff" :width="74" :height="6" :radius="5" />
<RoundRectangle :origin-x="0.5" :origin-y="36.4" :fillColor="0x00b3b3" :width="70" :height="3" :radius="5" />
</Container>
<Container :depth="calculateIsometricDepth(props.character.positionX, props.character.positionY, 28, 94, true)" v-if="props.character" :x="currentX" :y="currentY">
<Image v-if="!props.character.characterType" texture="character" :origin-y="1" />
<Sprite v-else :texture="charTexture" :play="props.character.isMoving ? charTexture : undefined" :origin-y="1" :flipX="props.character.rotation === 6 || props.character.rotation === 4" :flipY="false" />
</Container>
@ -15,7 +17,7 @@
<script lang="ts" setup>
import { Container, Image, RoundRectangle, Sprite, Text } from 'phavuer'
import { type ExtendedCharacter as CharacterT } from '@/types'
import { tileToWorldX, tileToWorldY } from '@/services/zone'
import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/services/zone'
import { watch, computed, ref, onMounted, onUnmounted } from 'vue'
import config from '@/config'
@ -86,11 +88,10 @@ const updatePosition = (x: number, y: number) => {
watch(
() => props.character,
(newChar, oldChar) => {
if (newChar) {
if (!newChar) return
if (!oldChar || newChar.positionX !== oldChar.positionX || newChar.positionY !== oldChar.positionY) {
updatePosition(newChar.positionX, newChar.positionY)
}
}
},
{ immediate: true, deep: true }
)
@ -105,14 +106,12 @@ const charTexture = computed(() => {
const action = props.character.isMoving ? 'walk' : 'idle'
if (rotation === 0 || rotation === 6) {
if (config.development) console.log(`${spriteId}-${action}_left_down`)
return `${spriteId}-${action}_left_up`
} else if (rotation === 2 || rotation === 4) {
if (config.development) console.log(`${spriteId}-${action}_right_down`)
return `${spriteId}-${action}_right_down`
}
return `${spriteId}-${action}_left_down`
return `${spriteId}-${action}_left_up`
})
const createText = (text: Phaser.GameObjects.Text) => {

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@ -1,5 +1,5 @@
<template>
<Character v-for="item in zoneStore.characters" :key="item.id" :layer="tilemap" :character="item" :depth="calculateIsometricDepth(item.positionX, item.positionY, 0)" />
<Character v-for="item in zoneStore.characters" :key="item.id" :layer="tilemap" :character="item" />
</template>
<script setup lang="ts">

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@ -1,5 +1,5 @@
<template>
<Image v-for="object in zoneStore.zone?.zoneObjects" :depth="calculateIsometricDepth(object.positionX, object.positionY, 0)" :key="object.id" v-bind="getObjectImageProps(object)" />
<Image v-for="object in zoneStore.zone?.zoneObjects" :depth="calculateIsometricDepth(object.positionX, object.positionY, object.object.frameWidth, object.object.frameHeight)" :key="object.id" v-bind="getObjectImageProps(object)" />
</template>
<script setup lang="ts">
@ -7,7 +7,6 @@ import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/services/
import { Image } from 'phavuer'
import { useZoneStore } from '@/stores/zone'
import type { ZoneObject } from '@/types'
import { storeToRefs } from 'pinia'
const zoneStore = useZoneStore()

View File

@ -2,7 +2,6 @@ import config from '@/config'
import Tilemap = Phaser.Tilemaps.Tilemap
import TilemapLayer = Phaser.Tilemaps.TilemapLayer
import Tileset = Phaser.Tilemaps.Tileset
import type { Zone } from '@/types'
export function getTile(x: number, y: number, layer: Phaser.Tilemaps.TilemapLayer): Phaser.Tilemaps.Tile | undefined {
const tile: Phaser.Tilemaps.Tile = layer.getTileAtWorldXY(x, y)
@ -42,87 +41,19 @@ export function setAllTiles(zone: Tilemap, layer: TilemapLayer, tiles: string[][
})
}
export const createZoneData = (width: number, height: number, tileWidth: number, tileHeight: number) => {
return new Phaser.Tilemaps.MapData({
width,
height,
tileWidth,
tileHeight,
orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
format: Phaser.Tilemaps.Formats.ARRAY_2D
})
}
export const createTilesetImages = (zoneTilemap: Tilemap, assets: any[], tileSize: { x: number; y: number }) => {
const tilesetImages: Tileset[] = []
let tileCount = 1
assets.forEach((asset) => {
if (asset.group !== 'tiles') return
tilesetImages.push(zoneTilemap.addTilesetImage(asset.key, asset.key, tileSize.x, tileSize.y, 0, 0, tileCount++) as Tileset)
})
tilesetImages.push(zoneTilemap.addTilesetImage('blank_tile', 'blank_tile', tileSize.x, tileSize.y, 0, 0, 0) as Tileset)
return tilesetImages
}
export const initializeZoneTiles = (zoneTilemap: Tilemap, tiles: Phaser.Tilemaps.TilemapLayer, width: number, height: number) => {
const exampleTilesArray = Array.from({ length: width }, () => Array.from({ length: height }, () => 'blank_tile'))
exampleTilesArray.forEach((row, y) => row.forEach((tile, x) => placeTile(zoneTilemap, tiles, x, y, 'blank_tile')))
return exampleTilesArray
}
export const updateZoneTiles = (zoneTilemap: Tilemap, tiles: Phaser.Tilemaps.TilemapLayer, zone: Zone) => {
if (!zone.tiles) {
return []
}
setAllTiles(zoneTilemap, tiles, zone.tiles)
const zoneTiles = zone.tiles
// Ensure zoneTiles matches the current zone dimensions, filling new spaces with 'blank_tile'
for (let y = 0; y < zone.height; y++) {
zoneTiles[y] = zoneTiles[y] || [] // Ensure the row exists
for (let x = 0; x < zone.width; x++) {
zoneTiles[y][x] = zoneTiles[y][x] || 'blank_tile' // Fill missing tiles with 'blank_tile'
export const calculateIsometricDepth = (x: number, y: number, width: number = 0, height: number = 0, isCharacter: boolean = false) => {
const baseDepth = x + y
if (isCharacter) {
// Increase the offset for characters to ensure they're always on top
return baseDepth + 0.9 // @TODO: Fix collision, this is a hack
} else {
// For objects, use their back bottom corner
return baseDepth + (width + height) / (2 * config.tile_size.x)
}
}
// Update the tilemap with any new 'blank_tile' entries
zoneTiles.forEach((row: any, y: any) => {
row.forEach((tileId: any, x: any) => {
placeTile(zoneTilemap, tiles, x, y, tileId)
})
})
return zoneTiles
}
export const calculateIsometricDepth = (x: number, y: number, height: number = 0) => {
// const isoX = x - y;
const isoY = (x + y) / 2
return isoY - height * 0.1 // Subtract height to make taller objects appear behind shorter ones
}
export const sortByIsometricDepth = <T extends { positionX: number; positionY: number; object?: { height?: number } }>(items: T[]) => {
export const sortByIsometricDepth = <T extends { positionX: number; positionY: number }>(items: T[]) => {
return [...items].sort((a, b) => {
const aHeight = a.object?.height || 0
const bHeight = b.object?.height || 0
return calculateIsometricDepth(a.positionX, a.positionY, aHeight) - calculateIsometricDepth(b.positionX, b.positionY, bHeight)
})
}
// Redundant, but left here for reference
export const calculateDepth = (x: number, y: number, mapWidth: number) => {
return y * mapWidth + x
}
export const sortByDepth = <T extends { positionX: number; positionY: number } | { x: number; y: number }>(items: T[], mapWidth: number) => {
return [...items].sort((a, b) => {
const aX = 'positionX' in a ? a.positionX : a.x
const aY = 'positionY' in a ? a.positionY : a.y
const bX = 'positionX' in b ? b.positionX : b.x
const bY = 'positionY' in b ? b.positionY : b.y
return calculateDepth(aX, aY, mapWidth) - calculateDepth(bX, bY, mapWidth)
return calculateIsometricDepth(a.positionX, a.positionY, 0, 0) - calculateIsometricDepth(b.positionX, b.positionY, 0, 0)
})
}