1
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forked from noxious/client

100 lines
3.5 KiB
Vue

<template>
<TilemapLayer v-if="zoneStore.isLoaded" :tilemap="tileMap" :tileset="zoneStore.getTiles" ref="tilemapLayer" :layerIndex="0" :cull-padding-x="10" :cull-padding-y="10" />
<Controls :layer="layer" />
<Character :layer="layer" />
<Container v-if="zoneStore.isLoaded && zoneStore.getCharacters.length > 0">
<Character :layer="layer" v-for="character in zoneStore.getCharacters" :key="character.id" :character="character" />
</Container>
</template>
<script setup lang="ts">
import { Container, refObj, TilemapLayer, useScene } from 'phavuer'
import Character from '@/components/sprites/Character.vue'
import {Character as CharacterType} from '@/types'
import config from '@/config'
import { onBeforeMount, onMounted, reactive, ref, type Ref, toRaw, watch } from 'vue'
import Tileset = Phaser.Tilemaps.Tileset
import Controls from '@/components/Controls.vue'
import { useSocketStore } from '@/stores/socket'
import { useZoneStore } from '@/stores/zone'
// Phavuer logic
let scene = useScene()
let tilemapLayer = ref()
let zoneData = new Phaser.Tilemaps.MapData({
width: 10, // @TODO : get this from the server
height: 10, // @TODO : get this from the server
tileWidth: config.tile_size.x,
tileHeight: config.tile_size.y,
orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
format: Phaser.Tilemaps.Formats.ARRAY_2D
})
let tileMap = new Phaser.Tilemaps.Tilemap(scene, zoneData)
let tileset: any = tileMap.addTilesetImage('default', 'tiles')
let layer: typeof TilemapLayer | null = tileMap.createBlankLayer('layer', tileset, 0, config.tile_size.y)
// center camera
const centerY = (tileMap.height * tileMap.tileHeight) / 2
const centerX = (tileMap.width * tileMap.tileWidth) / 2
scene.cameras.main.centerOn(centerX, centerY)
// Multiplayer / server logics
const zoneStore = useZoneStore()
const socket = useSocketStore()
// Watch for changes in the zoneStore and update the layer
watch(
() => zoneStore.tiles,
() => {
// @TODO : change to tiles for when loading other maps
zoneStore.getTiles.forEach((row, y) => row.forEach((tile, x) => layer.putTileAt(tile, x, y)))
},
{ deep: true }
)
// Load the zone from the server
onBeforeMount(() => {
socket.getConnection.emit('character:zone:load')
})
// Listen for the zone event from the server and load the zone
socket.getConnection.on('character:zone:load', (data) => {
console.log('character:zone:load', data)
zoneStore.loadTiles(data.zone.tiles)
/**
* @TODO
* bug , when 2nd player joins, the first player is not added to the zone
*/
// console.log(data.players);
// console.log(data.players[1]); // key is user id
//
// // remove self from the players list
// delete data.players[socket.getConnection.id];
//
// zoneStore.addPlayers(data.players);
})
// Listen for player join events
socket.getConnection.on('character:zone:character_join', (data: CharacterType) => {
console.log('character:zone:character_join', data)
zoneStore.addCharacter(data)
})
/**
* 1 tile is 64x32
* the zone is 10x10
* so the zone is 640x320
*/
/**
* Resources
* https://clintbellanger.net/articles/isometric_math/
* https://gist.github.com/veleek/3be73dc61d5f5a80abc0f72c3ffe390e
* https://gamedev.stackexchange.com/questions/116485/how-to-center-a-tilemap-in-phaser
* https://github.com/Nulligma/phaser-isometric-test/blob/master/src/main.ts
* https://github.com/neki-dev/isometric-snippets
* https://github.com/itsezc/CycloneIO/blob/next/packages/client/games/HabboEngine.ts
* https://github.com/daan93/phaser-isometric-demo/tree/main
*/
</script>