import config from '@/config' import { computed, type Ref, watch } from 'vue' import { getTile, tileToWorldXY } from '@/services/zone' import { useGameStore } from '@/stores/game' import { useZoneEditorStore } from '@/stores/zoneEditor' export function usePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilemaps.TilemapLayer, waypoint: Ref<{ visible: boolean; x: number; y: number }>, camera: Ref, isDragging: Ref) { const gameStore = useGameStore() const zoneEditorStore = useZoneEditorStore() function updateWaypoint(pointer: Phaser.Input.Pointer) { const { x: px, y: py } = camera.value.getWorldPoint(pointer.x, pointer.y) const pointerTile = getTile(px, py, layer) if (!pointerTile) { waypoint.value.visible = false return } const worldPoint = tileToWorldXY(layer, pointerTile.x, pointerTile.y) waypoint.value = { visible: true, x: worldPoint.position_x, y: worldPoint.position_y + config.tile_size.y + 15 } } const isMoveTool = computed(() => zoneEditorStore.tool === 'move') watch(isMoveTool, (newValue) => { if (newValue) { scene.input.on(Phaser.Input.Events.POINTER_MOVE, dragZone) } else { scene.input.off(Phaser.Input.Events.POINTER_MOVE, dragZone) } }) function dragZone(pointer: Phaser.Input.Pointer) { if (!isDragging.value) return const { x, y, prevPosition } = pointer camera.value.scrollX -= (x - prevPosition.x) / camera.value.zoom camera.value.scrollY -= (y - prevPosition.y) / camera.value.zoom } function clickTile(pointer: Phaser.Input.Pointer) { const { x: px, y: py } = camera.value.getWorldPoint(pointer.x, pointer.y) const pointerTile = getTile(px, py, layer) if (!pointerTile) { return } gameStore.connection?.emit('character:move', { position_x: pointerTile.x, position_y: pointerTile.y }) } function handleZoom(pointer: Phaser.Input.Pointer, _: unknown, __: unknown, deltaY: number) { if (pointer.event instanceof WheelEvent && pointer.event.altKey) { scene.scale.setZoom(scene.scale.zoom - deltaY * 0.01) camera.value = scene.cameras.main } } function setupPointerHandlers() { scene.input.on(Phaser.Input.Events.POINTER_MOVE, updateWaypoint) scene.input.on(Phaser.Input.Events.POINTER_WHEEL, handleZoom) scene.input.on(Phaser.Input.Events.POINTER_MOVE, dragZone) // These are for in-game only, not for in the zone editor if (!zoneEditorStore.active) { scene.input.on(Phaser.Input.Events.POINTER_UP, clickTile) } } function cleanupPointerHandlers() { scene.input.off(Phaser.Input.Events.POINTER_MOVE, updateWaypoint) scene.input.off(Phaser.Input.Events.POINTER_WHEEL, handleZoom) scene.input.off(Phaser.Input.Events.POINTER_MOVE, dragZone) // These are for in-game only, not for in the zone editor if (!zoneEditorStore.active) { scene.input.off(Phaser.Input.Events.POINTER_UP, clickTile) } } return { setupPointerHandlers, cleanupPointerHandlers } }