Merge remote-tracking branch 'origin/main' into feature/map-refactor
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@ -19,7 +19,6 @@ export type TextureData = {
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updatedAt: Date
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originX?: number
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originY?: number
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isAnimated?: boolean
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frameRate?: number
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frameWidth?: number
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frameHeight?: number
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@ -40,7 +39,6 @@ export type MapObject = {
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tags: any | null
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originX: number
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originY: number
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isAnimated: boolean
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frameRate: number
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frameWidth: number
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frameHeight: number
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@ -225,8 +223,6 @@ export type SpriteAction = {
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sprites: string[]
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originX: number
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originY: number
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isAnimated: boolean
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isLooping: boolean
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frameWidth: number
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frameHeight: number
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frameRate: number
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@ -21,13 +21,6 @@
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<label for="tags">Tags</label>
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<ChipsInput v-model="mapObjectTags" @update:modelValue="mapObjectTags = $event" />
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</div>
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<div class="form-field-full">
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<label for="is-animated">Is animated</label>
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<select v-model="mapObjectIsAnimated" class="input-field" name="is-animated">
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<option :value="false">No</option>
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<option :value="true">Yes</option>
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</select>
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</div>
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<div class="form-field-full">
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<label for="frame-speed">Frame rate</label>
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<input v-model="mapObjectFrameRate" class="input-field" type="number" step="any" name="frame-speed" placeholder="Frame rate" />
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@ -66,7 +59,6 @@ const mapObjectName = ref('')
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const mapObjectTags = ref<string[]>([])
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const mapObjectOriginX = ref(0)
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const mapObjectOriginY = ref(0)
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const mapObjectIsAnimated = ref(false)
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const mapObjectFrameRate = ref(0)
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const mapObjectFrameWidth = ref(0)
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const mapObjectFrameHeight = ref(0)
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@ -80,7 +72,6 @@ if (selectedMapObject.value) {
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mapObjectTags.value = selectedMapObject.value.tags
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mapObjectOriginX.value = selectedMapObject.value.originX
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mapObjectOriginY.value = selectedMapObject.value.originY
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mapObjectIsAnimated.value = selectedMapObject.value.isAnimated
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mapObjectFrameRate.value = selectedMapObject.value.frameRate
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mapObjectFrameWidth.value = selectedMapObject.value.frameWidth
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mapObjectFrameHeight.value = selectedMapObject.value.frameHeight
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@ -120,7 +111,6 @@ function saveObject() {
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tags: mapObjectTags.value,
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originX: mapObjectOriginX.value,
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originY: mapObjectOriginY.value,
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isAnimated: mapObjectIsAnimated.value,
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frameRate: mapObjectFrameRate.value,
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frameWidth: mapObjectFrameWidth.value,
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frameHeight: mapObjectFrameHeight.value
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@ -141,7 +131,6 @@ watch(selectedMapObject, (mapObject: MapObject | null) => {
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mapObjectTags.value = mapObject.tags
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mapObjectOriginX.value = mapObject.originX
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mapObjectOriginY.value = mapObject.originY
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mapObjectIsAnimated.value = mapObject.isAnimated
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mapObjectFrameRate.value = mapObject.frameRate
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mapObjectFrameWidth.value = mapObject.frameWidth
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mapObjectFrameHeight.value = mapObject.frameHeight
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@ -40,21 +40,7 @@
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<label for="origin-y">Origin Y</label>
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<input v-model.number="action.originY" class="input-field" type="number" step="any" name="origin-y" placeholder="Origin Y" />
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</div>
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<div class="form-field-half">
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<label for="is-animated">Is animated</label>
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<select v-model="action.isAnimated" class="input-field" name="is-animated">
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<option :value="false">No</option>
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<option :value="true">Yes</option>
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</select>
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</div>
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<div class="form-field-half" v-if="action.isAnimated">
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<label for="is-looping">Is looping</label>
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<select v-model="action.isLooping" class="input-field" name="is-looping">
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<option :value="false">No</option>
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<option :value="true">Yes</option>
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</select>
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</div>
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<div class="form-field-full" v-if="action.isAnimated">
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<div class="form-field-full">
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<label for="frame-speed">Frame rate</label>
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<input v-model.number="action.frameRate" class="input-field" type="number" step="any" name="frame-speed" placeholder="Frame rate" />
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</div>
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@ -140,8 +126,6 @@ function saveSprite() {
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sprites: action.sprites,
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originX: action.originX,
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originY: action.originY,
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isAnimated: action.isAnimated,
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isLooping: action.isLooping,
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frameRate: action.frameRate,
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frameWidth: action.frameWidth,
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frameHeight: action.frameHeight
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@ -169,8 +153,6 @@ function addNewImage() {
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sprites: [],
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originX: 0,
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originY: 0,
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isAnimated: false,
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isLooping: false,
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frameRate: 0,
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frameWidth: 0,
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frameHeight: 0
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@ -73,18 +73,17 @@ export async function loadSpriteTextures(scene: Phaser.Scene, sprite_id: string)
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await loadTexture(scene, {
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key,
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data: '/textures/sprites/' + sprite.id + '/' + sprite_action.action + '.png',
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group: sprite_action.isAnimated ? 'sprite_animations' : 'sprites',
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group: sprite_action.frameCount > 1 ? 'sprite_animations' : 'sprites',
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updatedAt: sprite_action.updatedAt,
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originX: sprite_action.originX,
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originY: sprite_action.originY,
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isAnimated: sprite_action.isAnimated,
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frameWidth: sprite_action.frameWidth,
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frameHeight: sprite_action.frameHeight,
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frameRate: sprite_action.frameRate
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} as TextureData)
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// If the sprite is not animated, skip
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if (!sprite_action.isAnimated) continue
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// If the sprite has no more than one frame, skip
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if (sprite_action.frameCount <= 1) continue
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// Check if animation already exists
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if (scene.anims.get(key)) continue
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@ -32,7 +32,6 @@ export class TextureStorage {
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updatedAt: texture.updatedAt,
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originX: texture.originX,
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originY: texture.originY,
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isAnimated: texture.isAnimated,
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frameRate: texture.frameRate,
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frameWidth: texture.frameWidth,
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frameHeight: texture.frameHeight,
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