1
0
forked from noxious/client
Zaxiure d0bf622443
Centered camera & Modal position changes
- Able to give position to modal other then centered.
 - Camera now centered on character when
   - Character joins zone
   - Character teleports on to zone
   - Window resize
2024-09-21 12:00:49 +02:00

179 lines
5.8 KiB
Vue

<template>
<Container :depth="999" v-if="props.character" :x="currentX" :y="currentY">
<!-- Start chat bubble -->
<!-- <RoundRectangle :origin-x="0.5" :origin-y="7.5" :fillColor="0xffffff" :width="194" :height="21" :radius="5" />-->
<!-- <Text @create="createText" :text="`This is a chat message 🤯👋`" :origin-x="0.5" :origin-y="10.9" :style="{ fontSize: 13, fontFamily: 'Arial', color: '#000' }" />-->
<!-- End chat bubble -->
<Text @create="createText" :text="props.character.name" :origin-x="0.5" :origin-y="9" />
<RoundRectangle :origin-x="0.5" :origin-y="18.5" :fillColor="0xffffff" :width="74" :height="6" :radius="5" />
<RoundRectangle :origin-x="0.5" :origin-y="36.4" :fillColor="0x00b3b3" :width="70" :height="3" :radius="5" />
</Container>
<!-- <Text :text="isometricDepth" :depth="isometricDepth" :x="currentX" :y="currentY" />-->
<Container :depth="isometricDepth" v-if="props.character" :x="currentX" :y="currentY">
<Image v-if="!props.character.characterType" texture="character" :origin-y="1" />
<Sprite v-else :texture="charTexture" :play="props.character.isMoving ? charTexture : undefined" :origin-y="1" :flipX="props.character.rotation === 6 || props.character.rotation === 4" :flipY="false" />
</Container>
</template>
<script lang="ts" setup>
import { Container, Image, RoundRectangle, Sprite, Text, useScene } from 'phavuer'
import { type ExtendedCharacter as CharacterT } from '@/types'
import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
import { watch, computed, ref, onMounted, onUnmounted } from 'vue'
import config from '@/config'
import { useGameStore } from '@/stores/game'
enum Direction {
POSITIVE,
NEGATIVE,
NOCHANGE
}
interface Props {
layer: Phaser.Tilemaps.TilemapLayer
character?: CharacterT
}
const props = withDefaults(defineProps<Props>(), {
character: undefined
})
const isometricDepth = ref(calculateIsometricDepth(props.character.positionX, props.character.positionY, 28, 94, true))
const currentX = ref(0)
const currentY = ref(0)
const gameStore = useGameStore();
const tween = ref<Phaser.Tweens.Tween | null>(null)
const isInitialPosition = ref(true)
const calculateLocalDepth = (x: number, y: number, width: number, height: number, isCharacter: boolean) => {
isometricDepth.value = calculateIsometricDepth(x, y, width, height, isCharacter)
}
const updatePosition = (x: number, y: number, direction: Direction) => {
const targetX = tileToWorldX(props.layer, x, y)
const targetY = tileToWorldY(props.layer, x, y)
// Used for camera resize calculation to center on Character.
if(gameStore.character) {
gameStore.character.relativePosition = { x: targetX, y: targetY };
}
if (isInitialPosition.value) {
currentX.value = targetX
currentY.value = targetY
isInitialPosition.value = false
return
}
if (tween.value && tween.value.isPlaying()) {
tween.value.stop()
}
/**
* Calculate the distance between the current and target positions
*/
const distance = Math.sqrt(Math.pow(targetX - currentX.value, 2) + Math.pow(targetY - currentY.value, 2))
/**
* Teleport: No animation, only if the distance is greater than the tile size / 1.5
*/
if (distance >= config.tile_size.x / 1.2) {
// Teleport: No animation
currentX.value = targetX
currentY.value = targetY
}
/**
* Normal movement: Animate
*/
if (distance <= config.tile_size.x / 1.2) {
// Normal movement: Animate
const duration = distance * 6 // Adjust this multiplier to control overall speed
tween.value = props.layer.scene.tweens.add({
targets: { x: currentX.value, y: currentY.value },
x: targetX,
y: targetY,
duration: duration,
ease: 'Linear',
onStart: () => {
if (direction === Direction.POSITIVE) {
calculateLocalDepth(x, y, 28, 94, true)
}
},
onUpdate: (tween) => {
currentX.value = tween.targets[0].x ?? 0
currentY.value = tween.targets[0].y ?? 0
},
onComplete: () => {
if (direction === Direction.NEGATIVE) {
calculateLocalDepth(x, y, 28, 94, true)
}
}
})
}
}
watch(
() => props.character,
(newChar, oldChar) => {
if (!newChar) return
if (!oldChar || newChar.positionX !== oldChar.positionX || newChar.positionY !== oldChar.positionY) {
if (!oldChar) {
updatePosition(newChar.positionX, newChar.positionY, Direction.POSITIVE)
} else {
const direction = calcDirection(oldChar.positionX, oldChar.positionY, newChar.positionX, newChar.positionY)
updatePosition(newChar.positionX, newChar.positionY, direction)
}
}
},
{ immediate: true, deep: true }
)
const calcDirection = (oldX: number, oldY: number, newX: number, newY: number) => {
if (newY < oldY || newX < oldX) {
return Direction.NEGATIVE
}
if (newX > oldX || newY > oldY) {
return Direction.POSITIVE
}
return Direction.NOCHANGE
}
const charTexture = computed(() => {
if (!props.character?.characterType?.sprite) {
return 'idle_right_down'
}
const rotation = props.character.rotation
const spriteId = props.character.characterType.sprite.id
const action = props.character.isMoving ? 'walk' : 'idle'
if (rotation === 0 || rotation === 6) {
return `${spriteId}-${action}_left_up`
} else if (rotation === 2 || rotation === 4) {
return `${spriteId}-${action}_right_down`
}
return `${spriteId}-${action}_left_up`
})
const createText = (text: Phaser.GameObjects.Text) => {
text.setFontSize(13)
text.setFontFamily('Arial')
}
onMounted(() => {
if (props.character) {
updatePosition(props.character.positionX, props.character.positionY, Direction.POSITIVE)
}
})
onUnmounted(() => {
if (tween.value) {
tween.value.stop()
}
})
</script>