<template> <div class="h-full overflow-auto"> <div class="relative flex flex-col"> <div class="flex flex-wrap gap-2 p-2.5 rounded-md default-border bg-gray"> <div class="w-full flex flex-col"> <label class="mb-1.5 font-titles" for="name">Name</label> <input v-model="spriteName" class="input-field" type="text" name="name" placeholder="New sprite" /> </div> <div class="w-full flex gap-2 mt-2 pb-4 relative"> <button class="btn-cyan px-4 py-2 flex-1 sm:flex-none sm:min-w-24" type="button" @click.prevent="saveSprite">Save</button> <button class="btn-red px-4 py-2 flex-1 sm:flex-none sm:min-w-24" type="button" @click.prevent="deleteSprite">Delete</button> <button class="btn bg-indigo-500 hover:bg-indigo-600 rounded text-white px-4 py-2 flex-1 sm:flex-none" type="button" @click.prevent="copySprite"> <svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5" fill="none" viewBox="0 0 24 24" stroke="currentColor"> <path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M8 16H6a2 2 0 01-2-2V6a2 2 0 012-2h8a2 2 0 012 2v2m-6 12h8a2 2 0 002-2v-8a2 2 0 00-2-2h-8a2 2 0 00-2 2v8a2 2 0 002 2z" /> </svg> </button> </div> </div> <button class="btn-cyan py-2 my-4" type="button" @click.prevent="addNewImage">New action</button> <Accordion v-for="action in spriteActions" :key="action.id"> <template #header> <div class="flex justify-between items-center"> {{ action.action }} <button class="btn-red px-4 py-1.5 min-w-24" type="button" @click.prevent="() => spriteActions.splice(spriteActions.indexOf(action), 1)">Delete</button> </div> </template> <template #content> <form class="flex gap-2.5 flex-wrap" @submit.prevent="saveSprite"> <div class="form-field-full"> <label for="action">Action</label> <input v-model="action.action" class="input-field" type="text" name="action" placeholder="Action" /> </div> <div class="form-field-half"> <label for="origin-x">Origin X</label> <input v-model.number="action.originX" class="input-field" type="number" step="any" name="origin-x" placeholder="Origin X" /> </div> <div class="form-field-half"> <label for="origin-y">Origin Y</label> <input v-model.number="action.originY" class="input-field" type="number" step="any" name="origin-y" placeholder="Origin Y" /> </div> <div class="form-field-half"> <label for="is-animated">Is animated</label> <select v-model="action.isAnimated" class="input-field" name="is-animated"> <option :value="false">No</option> <option :value="true">Yes</option> </select> </div> <div class="form-field-half" v-if="action.isAnimated"> <label for="is-looping">Is looping</label> <select v-model="action.isLooping" class="input-field" name="is-looping"> <option :value="false">No</option> <option :value="true">Yes</option> </select> </div> <div class="form-field-full" v-if="action.isAnimated"> <label for="frame-speed">Frame rate</label> <input v-model.number="action.frameRate" class="input-field" type="number" step="any" name="frame-speed" placeholder="Frame rate" /> </div> <div class="form-field-full"> <SpriteActionsInput v-model="action.sprites" /> </div> </form> </template> </Accordion> </div> </div> </template> <script setup lang="ts"> import type { Sprite, SpriteAction } from '@/application/types' import { uuidv4 } from '@/application/utilities' import SpriteActionsInput from '@/components/gameMaster/assetManager/partials/sprite/partials/SpriteImagesInput.vue' import Accordion from '@/components/utilities/Accordion.vue' import { useAssetManagerStore } from '@/stores/assetManagerStore' import { useGameStore } from '@/stores/gameStore' import { computed, onBeforeUnmount, onMounted, ref, watch } from 'vue' const gameStore = useGameStore() const assetManagerStore = useAssetManagerStore() const selectedSprite = computed(() => assetManagerStore.selectedSprite) const spriteName = ref('') const spriteActions = ref<SpriteAction[]>([]) if (!selectedSprite.value) { console.error('No sprite selected') } if (selectedSprite.value) { spriteName.value = selectedSprite.value.name spriteActions.value = sortSpriteActions(selectedSprite.value.spriteActions) } function deleteSprite() { gameStore.connection?.emit('gm:sprite:delete', { id: selectedSprite.value?.id }, (response: boolean) => { if (!response) { console.error('Failed to delete sprite') return } refreshSpriteList() }) } function copySprite() { gameStore.connection?.emit('gm:sprite:copy', { id: selectedSprite.value?.id }, (response: boolean) => { if (!response) { console.error('Failed to copy sprite') return } refreshSpriteList(false) }) } function refreshSpriteList(unsetSelectedSprite = true) { gameStore.connection?.emit('gm:sprite:list', {}, (response: Sprite[]) => { assetManagerStore.setSpriteList(response) if (unsetSelectedSprite) { assetManagerStore.setSelectedSprite(null) } }) } function saveSprite() { if (!selectedSprite.value) { console.error('No sprite selected') return } const updatedSprite = { id: selectedSprite.value.id, name: spriteName.value, spriteActions: spriteActions.value?.map((action) => { return { action: action.action, sprites: action.sprites, originX: action.originX, originY: action.originY, isAnimated: action.isAnimated, isLooping: action.isLooping, frameRate: action.frameRate, frameWidth: action.frameWidth, frameHeight: action.frameHeight } }) ?? [] } gameStore.connection?.emit('gm:sprite:update', updatedSprite, (response: boolean) => { if (!response) { console.error('Failed to save sprite') return } refreshSpriteList(false) }) } function addNewImage() { if (!selectedSprite.value) return const newImage: SpriteAction = { id: uuidv4(), spriteId: selectedSprite.value.id, sprite: selectedSprite.value, action: 'new_action', sprites: [], originX: 0, originY: 0, isAnimated: false, isLooping: false, frameRate: 0, frameWidth: 0, frameHeight: 0 } if (!spriteActions.value) { spriteActions.value = [] } spriteActions.value = sortSpriteActions([...spriteActions.value, newImage]) } function sortSpriteActions(actions: SpriteAction[]): SpriteAction[] { return [...actions].sort((a, b) => a.action.localeCompare(b.action)) } watch(selectedSprite, (sprite: Sprite | null) => { if (!sprite) return spriteName.value = sprite.name spriteActions.value = sortSpriteActions(sprite.spriteActions) }) onMounted(() => { if (!selectedSprite.value) return }) onBeforeUnmount(() => { assetManagerStore.setSelectedSprite(null) }) </script>