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forked from noxious/client

75 lines
2.7 KiB
TypeScript

import { type Ref, ref } from 'vue'
import { getTile, tileToWorldXY } from '@/composables/zoneComposable'
import { useGameStore } from '@/stores/gameStore'
import config from '@/application/config'
export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilemaps.TilemapLayer, waypoint: Ref<{ visible: boolean; x: number; y: number }>, camera: Phaser.Cameras.Scene2D.Camera) {
const gameStore = useGameStore()
const pointerStartPosition = ref({ x: 0, y: 0 })
const dragThreshold = 5 // pixels
function updateWaypoint(worldX: number, worldY: number) {
const pointerTile = getTile(layer, worldX, worldY)
if (pointerTile) {
const worldPoint = tileToWorldXY(layer, pointerTile.x, pointerTile.y)
waypoint.value = {
visible: true,
x: worldPoint.positionX,
y: worldPoint.positionY + config.tile_size.y + 15
}
} else {
waypoint.value.visible = false
}
}
function handlePointerDown(pointer: Phaser.Input.Pointer) {
pointerStartPosition.value = { x: pointer.x, y: pointer.y }
gameStore.setPlayerDraggingCamera(true)
}
function handlePointerMove(pointer: Phaser.Input.Pointer) {
const { worldX, worldY } = pointer
updateWaypoint(worldX, worldY)
if (gameStore.game.isPlayerDraggingCamera) {
const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
if (distance > dragThreshold) {
const { x, y, prevPosition } = pointer
const { scrollX, scrollY, zoom } = camera
camera.setScroll(scrollX - (x - prevPosition.x) / zoom, scrollY - (y - prevPosition.y) / zoom)
}
}
}
function handlePointerUp(pointer: Phaser.Input.Pointer) {
const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
if (distance <= dragThreshold) {
const pointerTile = getTile(layer, pointer.worldX, pointer.worldY)
if (pointerTile) {
gameStore.connection?.emit('character:move', {
positionX: pointerTile.x,
positionY: pointerTile.y
})
}
}
gameStore.setPlayerDraggingCamera(false)
}
const setupPointerHandlers = () => {
scene.input.on(Phaser.Input.Events.POINTER_DOWN, handlePointerDown)
scene.input.on(Phaser.Input.Events.POINTER_MOVE, handlePointerMove)
scene.input.on(Phaser.Input.Events.POINTER_UP, handlePointerUp)
}
const cleanupPointerHandlers = () => {
scene.input.off(Phaser.Input.Events.POINTER_DOWN, handlePointerDown)
scene.input.off(Phaser.Input.Events.POINTER_MOVE, handlePointerMove)
scene.input.off(Phaser.Input.Events.POINTER_UP, handlePointerUp)
}
return { setupPointerHandlers, cleanupPointerHandlers }
}