forked from noxious/client
182 lines
5.8 KiB
Vue
182 lines
5.8 KiB
Vue
<template>
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<ChatBubble :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />
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<Healthbar :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />
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<Container ref="charContainer" :depth="isometricDepth" :x="currentX" :y="currentY">
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<CharacterHair :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />
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<!-- <CharacterChest :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />-->
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<Sprite ref="charSprite" :origin-y="1" :flipX="isFlippedX" />
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</Container>
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</template>
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<script lang="ts" setup>
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import config from '@/application/config'
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import { type MapCharacter, type Sprite as SpriteT } from '@/application/types'
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import CharacterHair from '@/components/game/character/partials/CharacterHair.vue'
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import ChatBubble from '@/components/game/character/partials/ChatBubble.vue'
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import Healthbar from '@/components/game/character/partials/Healthbar.vue'
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import { loadSpriteTextures } from '@/composables/gameComposable'
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import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/mapComposable'
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import { useGameStore } from '@/stores/gameStore'
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import { useMapStore } from '@/stores/mapStore'
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import { Container, refObj, Sprite, useScene } from 'phavuer'
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import { computed, onMounted, onUnmounted, ref, watch } from 'vue'
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// import CharacterChest from '@/components/game/character/partials/CharacterChest.vue'
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enum Direction {
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POSITIVE,
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NEGATIVE,
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UNCHANGED
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}
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const props = defineProps<{
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tilemap: Phaser.Tilemaps.Tilemap
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mapCharacter: MapCharacter
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}>()
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const charContainer = refObj<Phaser.GameObjects.Container>()
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const charSprite = refObj<Phaser.GameObjects.Sprite>()
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const gameStore = useGameStore()
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const mapStore = useMapStore()
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const scene = useScene()
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const currentX = ref(0)
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const currentY = ref(0)
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const isometricDepth = ref(1)
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const isInitialPosition = ref(true)
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const tween = ref<Phaser.Tweens.Tween | null>(null)
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const updateIsometricDepth = (x: number, y: number) => {
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isometricDepth.value = calculateIsometricDepth(x, y, 28, 94, true)
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}
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const updatePosition = (x: number, y: number, direction: Direction) => {
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const targetX = tileToWorldX(props.tilemap, x, y)
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const targetY = tileToWorldY(props.tilemap, x, y)
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if (isInitialPosition.value) {
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currentX.value = targetX
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currentY.value = targetY
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isInitialPosition.value = false
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return
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}
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if (tween.value?.isPlaying()) {
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tween.value.stop()
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}
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const distance = Math.sqrt(Math.pow(targetX - currentX.value, 2) + Math.pow(targetY - currentY.value, 2))
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if (distance >= config.tile_size.x / 1.1) {
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currentX.value = targetX
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currentY.value = targetY
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return
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}
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const duration = distance * 5.7
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tween.value = props.tilemap.scene.tweens.add({
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targets: { x: currentX.value, y: currentY.value },
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x: targetX,
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y: targetY,
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duration,
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ease: 'Linear',
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onStart: () => {
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if (direction === Direction.POSITIVE) {
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updateIsometricDepth(x, y)
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}
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},
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onUpdate: (tween) => {
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currentX.value = tween.targets[0].x
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currentY.value = tween.targets[0].y
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},
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onComplete: () => {
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if (direction === Direction.NEGATIVE) {
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updateIsometricDepth(x, y)
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}
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}
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})
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}
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const calcDirection = (oldX: number, oldY: number, newX: number, newY: number): Direction => {
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if (newY < oldY || newX < oldX) return Direction.NEGATIVE
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if (newX > oldX || newY > oldY) return Direction.POSITIVE
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return Direction.UNCHANGED
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}
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const isFlippedX = computed(() => [6, 4].includes(props.mapCharacter.character.rotation ?? 0))
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const charTexture = computed(() => {
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const { rotation, characterType } = props.mapCharacter.character
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const spriteId = characterType?.sprite ?? 'idle_right_down'
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const action = props.mapCharacter.isMoving ? 'walk' : 'idle'
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const direction = [0, 6].includes(rotation) ? 'left_up' : 'right_down'
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return `${spriteId}-${action}_${direction}`
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})
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const updateSprite = () => {
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if (props.mapCharacter.isMoving) {
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charSprite.value!.anims.play(charTexture.value, true)
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return
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}
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charSprite.value!.anims.stop()
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charSprite.value!.setFrame(0)
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charSprite.value!.setTexture(charTexture.value)
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}
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watch(
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() => ({
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x: props.mapCharacter.character.positionX,
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y: props.mapCharacter.character.positionY,
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isMoving: props.mapCharacter.isMoving,
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rotation: props.mapCharacter.character.rotation
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}),
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(newValues, oldValues) => {
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if (!newValues) return
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if (!oldValues || newValues.x !== oldValues.x || newValues.y !== oldValues.y) {
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const direction = !oldValues ? Direction.POSITIVE : calcDirection(oldValues.x, oldValues.y, newValues.x, newValues.y)
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updatePosition(newValues.x, newValues.y, direction)
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}
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// Handle animation updates
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if (newValues.isMoving !== oldValues?.isMoving || newValues.rotation !== oldValues?.rotation) {
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updateSprite()
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}
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},
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{ deep: true }
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)
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watch(() => props.mapCharacter, updateSprite)
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loadSpriteTextures(scene, props.mapCharacter.character.characterType?.sprite as string)
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.then(() => {
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charSprite.value!.setTexture(charTexture.value)
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charSprite.value!.setFlipX(isFlippedX.value)
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})
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.catch((error) => {
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console.error('Error loading texture:', error)
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})
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onMounted(() => {
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charContainer.value!.setName(props.mapCharacter.character!.name)
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if (props.mapCharacter.character.id === gameStore.character!.id) {
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mapStore.setCharacterLoaded(true)
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// #146 : Set camera position to character, need to be improved still
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// scene.cameras.main.startFollow(charContainer.value as Phaser.GameObjects.Container)
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// scene.cameras.main.stopFollow()
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}
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updatePosition(props.mapCharacter.character.positionX, props.mapCharacter.character.positionY, props.mapCharacter.character.rotation)
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})
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onUnmounted(() => {
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tween.value?.stop()
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})
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</script>
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