forked from noxious/client
78 lines
3.0 KiB
TypeScript
78 lines
3.0 KiB
TypeScript
import config from '@/application/config'
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import { getTile, tileToWorldXY } from '@/composables/mapComposable'
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import { useGameStore } from '@/stores/gameStore'
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import { ref, type Ref } from 'vue'
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export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilemaps.TilemapLayer, waypoint: Ref<{ visible: boolean; x: number; y: number }>, camera: Phaser.Cameras.Scene2D.Camera) {
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const gameStore = useGameStore()
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const pointerStartPosition = ref({ x: 0, y: 0 })
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const dragThreshold = 5 // pixels
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function updateWaypoint(worldX: number, worldY: number) {
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const pointerTile = getTile(layer, worldX, worldY)
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if (!pointerTile) {
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waypoint.value.visible = false
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return
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}
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const worldPoint = tileToWorldXY(layer, pointerTile.x, pointerTile.y)
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if (!worldPoint.worldPositionX || !worldPoint.worldPositionX) return
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waypoint.value = {
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visible: true,
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x: worldPoint.worldPositionX,
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y: worldPoint.worldPositionY + config.tile_size.height + 15
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}
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}
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function handlePointerDown(pointer: Phaser.Input.Pointer) {
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pointerStartPosition.value = { x: pointer.x, y: pointer.y }
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gameStore.setPlayerDraggingCamera(true)
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}
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function handlePointerMove(pointer: Phaser.Input.Pointer) {
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updateWaypoint(pointer.worldX, pointer.worldY)
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if (!gameStore.game.isPlayerDraggingCamera) return
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const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
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// If the distance is less than the drag threshold, return
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// We do this to prevent the camera from scrolling too quickly
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if (distance <= dragThreshold) return
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camera.setScroll(camera.scrollX - (pointer.x - pointer.prevPosition.x) / camera.zoom, camera.scrollY - (pointer.y - pointer.prevPosition.y) / camera.zoom)
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}
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function handlePointerUp(pointer: Phaser.Input.Pointer) {
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gameStore.setPlayerDraggingCamera(false)
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const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
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// If the distance is greater than the drag threshold, return
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// We do this to prevent the camera from scrolling too quickly
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if (distance > dragThreshold) return
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const pointerTile = getTile(layer, pointer.worldX, pointer.worldY)
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if (!pointerTile) return
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gameStore.connection?.emit('map:character:move', {
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positionX: pointerTile.x,
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positionY: pointerTile.y
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})
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}
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const setupPointerHandlers = () => {
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scene.input.on(Phaser.Input.Events.POINTER_DOWN, handlePointerDown)
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, handlePointerMove)
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scene.input.on(Phaser.Input.Events.POINTER_UP, handlePointerUp)
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}
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const cleanupPointerHandlers = () => {
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scene.input.off(Phaser.Input.Events.POINTER_DOWN, handlePointerDown)
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, handlePointerMove)
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scene.input.off(Phaser.Input.Events.POINTER_UP, handlePointerUp)
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}
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return { setupPointerHandlers, cleanupPointerHandlers }
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}
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