import config from '@/application/config' import type { HttpResponse, TextureData, UUID } from '@/application/types' import { unduplicateArray } from '@/application/utilities' import { loadTexture } from '@/composables/gameComposable' import { MapStorage, TileStorage } from '@/storage/storages' import Tilemap = Phaser.Tilemaps.Tilemap import TilemapLayer = Phaser.Tilemaps.TilemapLayer import Tileset = Phaser.Tilemaps.Tileset import Tile = Phaser.Tilemaps.Tile export function getTile(layer: TilemapLayer | Tilemap, positionX: number, positionY: number): Tile | undefined { const tile = layer.getTileAtWorldXY(positionX, positionY) if (!tile) return undefined return tile } export function tileToWorldXY(layer: TilemapLayer | Tilemap, positionX: number, positionY: number) { const worldPoint = layer.tileToWorldXY(positionX, positionY) if (!worldPoint) return { worldPositionX: 0, worldPositionY: 0 } const worldPositionX = worldPoint.x + config.tile_size.height const worldPositionY = worldPoint.y return { worldPositionX, worldPositionY } } export function tileToWorldX(layer: TilemapLayer | Tilemap, positionX: number, positionY: number): number { const worldPoint = layer.tileToWorldXY(positionX, positionY) if (!worldPoint) return 0 return worldPoint.x + config.tile_size.width / 2 } export function tileToWorldY(layer: TilemapLayer | Tilemap, positionX: number, positionY: number): number { const worldPoint = layer.tileToWorldXY(positionX, positionY) if (!worldPoint) return 0 return worldPoint.y + config.tile_size.height * 1.5 } /** * Can also be used to replace tiles * @param map * @param layer * @param positionX * @param positionY * @param tileName */ export function placeTile(map: Tilemap, layer: TilemapLayer, positionX: number, positionY: number, tileName: string) { let tileImg = map.getTileset(tileName) as Tileset if (!tileImg) { tileImg = map.getTileset('blank_tile') as Tileset } layer.putTileAt(tileImg.firstgid, positionX, positionY) } export function setLayerTiles(map: Tilemap, layer: TilemapLayer, tiles: string[][]) { if (!tiles) return tiles.forEach((row: string[], y: number) => { row.forEach((tile: string, x: number) => { placeTile(map, layer, x, y, tile) }) }) } export function createTileArray(width: number, height: number, tile: string = 'blank_tile') { return Array.from({ length: height }, () => Array.from({ length: width }, () => tile)) } export const calculateIsometricDepth = (positionX: number, positionY: number, width: number = 0, height: number = 0, isCharacter: boolean = false) => { const baseDepth = positionX + positionY if (isCharacter) { return baseDepth // @TODO: Fix collision, this is a hack } return baseDepth + (width + height) / (2 * config.tile_size.width) } export function FlattenMapArray(tiles: string[][]) { const normalArray = [] for (const row of tiles) { normalArray.push(...row) } return normalArray } export async function loadMapTilesIntoScene(map_id: UUID, scene: Phaser.Scene) { const tileStorage = new TileStorage() const mapStorage = new MapStorage() const map = await mapStorage.get(map_id) if (!map) return const tileArray = unduplicateArray(FlattenMapArray(map.tiles)) const tiles = await tileStorage.getByIds(tileArray) // Load each tile into the scene for (const tile of tiles) { const textureData = { key: tile.id, data: '/textures/tiles/' + tile.id + '.png', group: 'tiles', updatedAt: tile.updatedAt } as TextureData await loadTexture(scene, textureData) } } export async function loadTilesIntoScene(tileIds: string[], scene: Phaser.Scene) { const tileStorage = new TileStorage() const tiles = await tileStorage.getByIds(tileIds) // Load each tile into the scene for (const tile of tiles) { const textureData = { key: tile.id, data: '/textures/tiles/' + tile.id + '.png', group: 'tiles', updatedAt: tile.updatedAt } as TextureData await loadTexture(scene, textureData) } } export async function loadAllTilesIntoScene(scene: Phaser.Scene) { const tileStorage = new TileStorage() const tiles = await tileStorage.getAll() // Load each tile into the scene for (const tile of tiles) { const textureData = { key: tile.id, data: '/textures/tiles/' + tile.id + '.png', group: 'tiles', updatedAt: tile.updatedAt } as TextureData await loadTexture(scene, textureData) } }