import config from '@/config' import Tilemap = Phaser.Tilemaps.Tilemap import TilemapLayer = Phaser.Tilemaps.TilemapLayer import Tileset = Phaser.Tilemaps.Tileset import { useGameStore } from '@/stores/game' export function getTile(x: number, y: number, layer: Phaser.Tilemaps.TilemapLayer): Phaser.Tilemaps.Tile | undefined { const tile: Phaser.Tilemaps.Tile = layer.getTileAtWorldXY(x, y) if (!tile) return undefined return tile } export function tileToWorldXY(layer: Phaser.Tilemaps.TilemapLayer, pos_x: number, pos_y: number) { const worldPoint = layer.tileToWorldXY(pos_x, pos_y) const positionX = worldPoint.x + config.tile_size.y const positionY = worldPoint.y return { positionX, positionY } } export function tileToWorldX(layer: Phaser.Tilemaps.TilemapLayer, pos_x: number, pos_y: number): number { const worldPoint = layer.tileToWorldXY(pos_x, pos_y) return worldPoint.x + config.tile_size.x / 2 } export function tileToWorldY(layer: TilemapLayer, pos_x: number, pos_y: number): number { const worldPoint = layer.tileToWorldXY(pos_x, pos_y) return worldPoint.y + config.tile_size.y * 1.5 } export function placeTile(zone: Tilemap, layer: TilemapLayer, x: number, y: number, tileName: string) { const tileImg = zone.getTileset(tileName) as Tileset if (!tileImg) return layer.putTileAt(tileImg.firstgid, x, y) } export function setAllTiles(zone: Tilemap, layer: TilemapLayer, tiles: string[][]) { tiles.forEach((row, y) => { row.forEach((tile, x) => { placeTile(zone, layer, x, y, 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 } // For objects, use their back bottom corner return baseDepth + (width + height) / (2 * config.tile_size.x) } export const sortByIsometricDepth = (items: T[]) => { return [...items].sort((a, b) => { return calculateIsometricDepth(a.positionX, a.positionY, 0, 0) - calculateIsometricDepth(b.positionX, b.positionY, 0, 0) }) } export const loadAssets = (scene: Phaser.Scene): Promise => { return new Promise((resolve) => { const gameStore = useGameStore() let addedLoad = false; gameStore.assets.forEach((asset) => { if (scene.load.textureManager.exists(asset.key)) return addedLoad = true; if (asset.group === 'sprite_animations') { scene.load.spritesheet(asset.key, config.server_endpoint + asset.url, { frameWidth: asset.frameWidth ?? 0, frameHeight: asset.frameHeight ?? 0 }) } else { scene.load.image(asset.key, config.server_endpoint + asset.url) } }) if(addedLoad) { scene.load.start() scene.load.on(Phaser.Loader.Events.COMPLETE, () => { resolve() }) } else { resolve() } }) }