import config from '@/application/config' import Tilemap = Phaser.Tilemaps.Tilemap import TilemapLayer = Phaser.Tilemaps.TilemapLayer import Tileset = Phaser.Tilemaps.Tileset import Tile = Phaser.Tilemaps.Tile import type { AssetDataT, HttpResponse, Zone as ZoneT } from '@/application/types' import { loadTexture } from '@/composables/gameComposable' export function getTile(layer: TilemapLayer | Tilemap, x: number, y: number): Tile | undefined { const tile = layer.getTileAtWorldXY(x, y) if (!tile) return undefined return tile } export function tileToWorldXY(layer: TilemapLayer | Tilemap, pos_x: number, pos_y: number) { const worldPoint = layer.tileToWorldXY(pos_x, pos_y) if (!worldPoint) return { positionX: 0, positionY: 0 } const positionX = worldPoint.x + config.tile_size.y const positionY = worldPoint.y return { positionX, positionY } } export function tileToWorldX(layer: TilemapLayer | Tilemap, pos_x: number, pos_y: number): number { const worldPoint = layer.tileToWorldXY(pos_x, pos_y) if (!worldPoint) return 0 return worldPoint.x + config.tile_size.x / 2 } export function tileToWorldY(layer: TilemapLayer | Tilemap, pos_x: number, pos_y: number): number { const worldPoint = layer.tileToWorldXY(pos_x, pos_y) if (!worldPoint) return 0 return worldPoint.y + config.tile_size.y * 1.5 } /** * Can also be used to replace tiles * @param zone * @param layer * @param x * @param y * @param tileName */ export function placeTile(zone: Tilemap, layer: TilemapLayer, x: number, y: number, tileName: string) { let tileImg = zone.getTileset(tileName) as Tileset if (!tileImg) { tileImg = zone.getTileset('blank_tile') as Tileset } layer.putTileAt(tileImg.firstgid, x, y) } export function setLayerTiles(zone: Tilemap, layer: TilemapLayer, tiles: string[][]) { if (!tiles) return tiles.forEach((row: string[], y: number) => { row.forEach((tile: string, x: number) => { placeTile(zone, 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 = (x: number, y: number, width: number = 0, height: number = 0, isCharacter: boolean = false) => { const baseDepth = x + y if (isCharacter) { return baseDepth // @TODO: Fix collision, this is a hack } return baseDepth + (width + height) / (2 * config.tile_size.x) } export function FlattenZoneArray(tiles: string[][]) { const normalArray = [] for (const row of tiles) { normalArray.push(...row) } return normalArray } export async function loadZoneTilesIntoScene(zone: ZoneT, scene: Phaser.Scene) { // Fetch the list of tiles from the server const tileArray: HttpResponse = await fetch(config.server_endpoint + '/assets/list_tiles/' + zone.id).then((response) => response.json()) // Load each tile into the scene for (const tile of tileArray.data ?? []) { await loadTexture(scene, tile) } }