Finished automatic depth sorting
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71e5069857
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@ -1,87 +1,74 @@
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<template>
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<TilemapLayerC :tilemap="zoneTilemap" :tileset="exampleTilesArray" :layerIndex="0" :cull-padding-x="10" :cull-padding-y="10" />
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<TilemapLayerC :tilemap="zoneTilemap" :tileset="exampleTilesArray as any" :layerIndex="0" :cull-padding-x="10" :cull-padding-y="10" />
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<Controls :layer="tiles" />
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<Container :depth="2">
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<template v-for="item in sortedItems" :key="item.id">
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<Image
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v-for="object in zoneObjects"
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:depth="object.depth"
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:key="object.object.id"
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:x="tileToWorldX(zoneTilemap, object.position_x, object.position_y)"
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:y="tileToWorldY(zoneTilemap, object.position_x, object.position_y)"
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:texture="object.object.id"
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:originY="Number(object.object.origin_x)"
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:originX="Number(object.object.origin_y)"
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v-if="item.type === 'object'"
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:x="tileToWorldX(zoneTilemap as any, item.position_x, item.position_y)"
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:y="tileToWorldY(zoneTilemap as any, item.position_x, item.position_y)"
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:texture="item.object.id"
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:originY="Number(item.object.origin_x)"
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:originX="Number(item.object.origin_y)"
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:depth="item.depth"
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/>
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<Character :layer="zoneTilemap" v-for="character in zoneStore.characters" :key="character.id" :character="character" />
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</Container>
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<Container :depth="3">
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<Image v-for="zoneEventTile in zoneEventTiles" :key="zoneEventTile.id" :x="tileToWorldX(zoneTilemap, zoneEventTile.position_x, zoneEventTile.position_y)" :y="tileToWorldY(zoneTilemap, zoneEventTile.position_x, zoneEventTile.position_y)" :texture="zoneEventTile.type" />
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<Character v-else :layer="zoneTilemap as any" :character="item" :depth="item.depth" />
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</template>
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</Container>
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</template>
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<script setup lang="ts">
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import config from '@/config'
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import { Container, Image, TilemapLayer as TilemapLayerC, useScene } from 'phavuer'
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import { onBeforeMount, onBeforeUnmount, ref, toRaw, watch } from 'vue'
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import { onBeforeMount, onBeforeUnmount, ref, toRaw, computed } from 'vue'
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import Controls from '@/components/utilities/Controls.vue'
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import { useGameStore } from '@/stores/game'
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import { placeTile, setAllTiles, tileToWorldX, tileToWorldY } from '@/services/zone'
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import { useAssetStore } from '@/stores/assets'
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import type { Zone, ZoneEventTile, ZoneObject, Character as CharacterT } from '@/types'
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import Tileset = Phaser.Tilemaps.Tileset
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import type { Zone, ZoneObject, Character as CharacterT } from '@/types'
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import TilemapLayer = Phaser.Tilemaps.TilemapLayer
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import { useZoneStore } from '@/stores/zone'
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import Character from '@/components/sprites/Character.vue'
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import { createZoneData, createTilesetImages, initializeZoneTiles, updateZoneTiles, calculateDepth, sortByDepth, tileToWorldX, tileToWorldY } from '@/services/zone'
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const scene = useScene()
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const gameStore = useGameStore()
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const assetStore = useAssetStore()
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const zoneStore = useZoneStore()
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const zoneData = new Phaser.Tilemaps.MapData({
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width: gameStore.character?.zone?.width ?? 10,
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height: gameStore.character?.zone?.height ?? 10,
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tileWidth: config.tile_size.x,
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tileHeight: config.tile_size.y,
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orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
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format: Phaser.Tilemaps.Formats.ARRAY_2D
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})
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const zoneData = createZoneData(gameStore.character?.zone?.width ?? 10, gameStore.character?.zone?.height ?? 10, config.tile_size.x, config.tile_size.y)
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/**
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* These variables are used to store the tileset images and the tilemap
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* The tilesetImages are used to store the tileset images
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* The zoneTilemap is used to store the tilemap
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* The zoneTiles are used to store the tile data
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* The zoneObjects are used to store the object data
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*/
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const tilesetImages: Tileset[] = []
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const zoneTilemap = new Phaser.Tilemaps.Tilemap(scene, zoneData)
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let zoneTiles = [] as string[][]
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const zoneObjects = ref<ZoneObject[]>([])
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const zoneEventTiles = ref<ZoneEventTile[]>([])
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/**
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* Walk through object and add them to the zone as tilesetImages
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*/
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let tileCount = 1
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toRaw(assetStore.assets).forEach((asset) => {
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if (asset.group !== 'tiles') return
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tilesetImages.push(zoneTilemap.addTilesetImage(asset.key, asset.key, config.tile_size.x, config.tile_size.y, 0, 0, tileCount++) as Tileset)
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})
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tilesetImages.push(zoneTilemap.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.x, config.tile_size.y, 0, 0, 0) as Tileset)
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const tilesetImages = createTilesetImages(zoneTilemap, toRaw(assetStore.assets), config.tile_size)
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const tiles = zoneTilemap.createBlankLayer('tiles', tilesetImages, 0, config.tile_size.y) as TilemapLayer
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const exampleTilesArray = Array.from({ length: gameStore.character?.zone?.width ?? 0 }, () => Array.from({ length: gameStore.character?.zone?.height ?? 0 }, () => 'blank_tile'))
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const exampleTilesArray = initializeZoneTiles(zoneTilemap, tiles, gameStore.character?.zone?.width ?? 10, gameStore.character?.zone?.height ?? 10)
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// Listen for player join events
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const zoneObjects = ref<ZoneObject[]>([])
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// Computed property that combines and sorts both objects and characters
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const sortedItems = computed(() => {
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const objects = zoneObjects.value.map((obj) => ({
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...obj,
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type: 'object' as const,
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depth: calculateDepth(obj.position_x, obj.position_y, zoneTilemap.width)
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}))
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const characters = zoneStore.characters.map((char) => ({
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...char,
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type: 'character' as const,
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depth: calculateDepth(char.position_x, char.position_y, zoneTilemap.width)
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}))
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return sortByDepth([...objects, ...characters], zoneTilemap.width)
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})
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// Event listeners
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gameStore.connection?.on('zone:character:join', (data: CharacterT) => {
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console.log('character:zone:join', data)
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zoneStore.addCharacter(data)
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})
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// Listen for user:disconnect
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gameStore.connection?.on('zone:character:leave', (character_id: number) => {
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zoneStore.removeCharacter(character_id)
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})
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@ -92,36 +79,12 @@ gameStore.connection?.on('character:moved', (data: CharacterT) => {
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})
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onBeforeMount(() => {
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exampleTilesArray.forEach((row, y) => row.forEach((tile, x) => placeTile(zoneTilemap, tiles, x, y, 'blank_tile')))
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zoneTiles = exampleTilesArray
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if (gameStore.character?.zone ?? gameStore.character?.zone?.tiles) {
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setAllTiles(zoneTilemap, tiles, gameStore.character?.zone?.tiles ?? [])
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zoneTiles = gameStore.character?.zone?.tiles ?? []
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// Determine the current zone dimensions
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const currentZoneWidth = gameStore.character?.zone?.width ?? 0
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const currentZoneHeight = gameStore.character?.zone?.height ?? 0
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// Ensure zoneTiles matches the current zone dimensions, filling new spaces with 'blank_tile'
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for (let y = 0; y < currentZoneHeight; y++) {
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zoneTiles[y] = zoneTiles[y] || [] // Ensure the row exists
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for (let x = 0; x < currentZoneWidth; x++) {
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zoneTiles[y][x] = zoneTiles[y][x] || 'blank_tile' // Fill missing tiles with 'blank_tile'
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}
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}
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// Update the tilemap with any new 'blank_tile' entries
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zoneTiles.forEach((row, y) => {
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row.forEach((tileId, x) => {
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placeTile(zoneTilemap, tiles, x, y, tileId)
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})
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})
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if (gameStore.character?.zone) {
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updateZoneTiles(zoneTilemap, tiles, gameStore.character.zone)
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}
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zoneObjects.value = gameStore.character?.zone?.zoneObjects ?? []
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// Original
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type TResponse = {
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zone: Zone
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characters: CharacterT[]
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@ -131,13 +94,12 @@ onBeforeMount(() => {
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console.log(response)
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zoneStore.setZone(response.zone)
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zoneStore.setCharacters(response.characters)
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setAllTiles(zoneTilemap, tiles, response.zone.tiles)
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updateZoneTiles(zoneTilemap, tiles, response.zone)
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zoneObjects.value = response.zone.zoneObjects
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})
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})
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onBeforeUnmount(() => {
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zoneEventTiles.value = []
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zoneObjects.value = []
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tiles.destroy()
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zoneTilemap.removeAllLayers()
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@ -1,5 +1,5 @@
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<template>
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<Image :depth="2" texture="waypoint" :x="waypoint.x" :y="waypoint.y" :visible="waypoint.visible" />
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<Image :depth="1" texture="waypoint" :x="waypoint.x" :y="waypoint.y" :visible="waypoint.visible" />
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</template>
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<script setup lang="ts">
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@ -74,8 +74,8 @@ const objectFrameWidth = ref(0)
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const objectFrameHeight = ref(0)
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function updateObjectIsAnimated(event: Event) {
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const target = event.target as HTMLSelectElement;
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objectIsAnimated.value = target.value === 'true';
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const target = event.target as HTMLSelectElement
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objectIsAnimated.value = target.value === 'true'
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}
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if (!selectedObject.value) {
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@ -66,8 +66,8 @@ const spriteFrameWidth = ref(0)
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const spriteFrameHeight = ref(0)
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function updateSpriteIsAnimated(event: Event) {
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const target = event.target as HTMLSelectElement;
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spriteIsAnimated.value = target.value === 'true';
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const target = event.target as HTMLSelectElement
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spriteIsAnimated.value = target.value === 'true'
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}
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if (!selectedSprite.value) {
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@ -1,30 +1,30 @@
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<template>
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<TilemapLayerC :tilemap="zoneTilemap" :tileset="exampleTilesArray" :layerIndex="0" :cull-padding-x="10" :cull-padding-y="10" />
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<TilemapLayerC :tilemap="zoneTilemap" :tileset="exampleTilesArray as any" :layerIndex="0" :cull-padding-x="10" :cull-padding-y="10" />
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<Controls :layer="tiles" />
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<Container :depth="2">
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<Image
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:tint="zoneEditorStore.selectedZoneObject?.id === object.id ? 0x00ff00 : 0xffffff"
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v-for="object in zoneObjects"
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:depth="object.depth"
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v-for="object in sortedZoneObjects"
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:key="object.object.id"
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:x="tileToWorldX(zoneTilemap, object.position_x, object.position_y)"
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:y="tileToWorldY(zoneTilemap, object.position_x, object.position_y)"
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:x="tileToWorldX(zoneTilemap as any, object.position_x, object.position_y)"
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:y="tileToWorldY(zoneTilemap as any, object.position_x, object.position_y)"
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:texture="object.object.id"
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:originY="Number(object.object.origin_x)"
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:originX="Number(object.object.origin_y)"
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:depth="object.depth ?? calculateDepth(object.position_x, object.position_y, zoneTilemap.width)"
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@pointerup="() => zoneEditorStore.setSelectedZoneObject(object)"
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/>
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</Container>
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<Container :depth="3">
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<Image v-for="zoneEventTile in zoneEventTiles" :key="zoneEventTile.id" :x="tileToWorldX(zoneTilemap, zoneEventTile.position_x, zoneEventTile.position_y)" :y="tileToWorldY(zoneTilemap, zoneEventTile.position_x, zoneEventTile.position_y)" :texture="zoneEventTile.type" />
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<Image v-for="zoneEventTile in zoneEventTiles" :key="zoneEventTile.id" :x="tileToWorldX(zoneTilemap as any, zoneEventTile.position_x, zoneEventTile.position_y)" :y="tileToWorldY(zoneTilemap, zoneEventTile.position_x, zoneEventTile.position_y)" :texture="zoneEventTile.type" />
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</Container>
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<Toolbar :layer="tiles" @eraser="eraser" @pencil="pencil" @paint="paint" @clear="clear" @save="save" />
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<SelectedZoneObject v-if="zoneEditorStore.selectedZoneObject" @update_depth="updateZoneObjectDepth" @delete="deleteZoneObject" @move="() => console.log('lol')" />
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<Tiles v-if="((zoneEditorStore.tool === 'pencil' || zoneEditorStore.tool === 'eraser') && zoneEditorStore.drawMode === 'tile') || zoneEditorStore.tool === 'paint'" />
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<Objects v-if="(zoneEditorStore.tool === 'pencil' || zoneEditorStore.tool === 'eraser') && zoneEditorStore.drawMode === 'object'" />
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<Tiles v-if="(zoneEditorStore.tool === 'pencil' && zoneEditorStore.drawMode === 'tile') || zoneEditorStore.tool === 'paint'" />
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<Objects v-if="zoneEditorStore.tool === 'pencil' && zoneEditorStore.drawMode === 'object'" />
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<ZoneSettings v-if="zoneEditorStore.isSettingsModalShown" />
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<ZoneList v-if="zoneEditorStore.isZoneListModalShown" />
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</template>
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@ -32,7 +32,7 @@
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<script setup lang="ts">
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import config from '@/config'
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import { Container, Image, TilemapLayer as TilemapLayerC, useScene } from 'phavuer'
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import { onBeforeMount, onBeforeUnmount, ref, toRaw, watch } from 'vue'
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import { onBeforeMount, onBeforeUnmount, ref, toRaw, computed, watch } from 'vue'
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import Controls from '@/components/utilities/Controls.vue'
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import { useGameStore } from '@/stores/game'
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import Toolbar from '@/components/utilities/zoneEditor/partials/Toolbar.vue'
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@ -40,7 +40,7 @@ import Tiles from '@/components/utilities/zoneEditor/partials/Tiles.vue'
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import SelectedZoneObject from '@/components/utilities/zoneEditor/partials/SelectedZoneObject.vue'
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import { useZoneEditorStore } from '@/stores/zoneEditor'
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import ZoneSettings from '@/components/utilities/zoneEditor/partials/ZoneSettings.vue'
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import { placeTile, setAllTiles, tileToWorldX, tileToWorldY } from '@/services/zone'
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import { calculateDepth, placeTile, setAllTiles, tileToWorldX, tileToWorldY, sortByDepth } from '@/services/zone'
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import { useAssetStore } from '@/stores/assets'
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import Objects from '@/components/utilities/zoneEditor/partials/Objects.vue'
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import type { Zone, ZoneEventTile, ZoneObject } from '@/types'
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@ -67,22 +67,15 @@ const zoneData = new Phaser.Tilemaps.MapData({
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format: Phaser.Tilemaps.Formats.ARRAY_2D
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})
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/**
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* These variables are used to store the tileset images and the tilemap
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* The tilesetImages are used to store the tileset images
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* The zoneTilemap is used to store the tilemap
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* The zoneTiles are used to store the tile data
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* The zoneObjects are used to store the object data
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*/
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const tilesetImages: Tileset[] = []
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const zoneTilemap = new Phaser.Tilemaps.Tilemap(scene, zoneData)
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let zoneTiles = [] as string[][]
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const zoneObjects = ref<ZoneObject[]>([])
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const zoneEventTiles = ref<ZoneEventTile[]>([])
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/**
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* Walk through object and add them to the zone as tilesetImages
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*/
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// Sort zoneObjects by their calculated depth
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const sortedZoneObjects = computed(() => sortByDepth(zoneObjects.value, zoneTilemap.width))
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let tileCount = 1
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toRaw(assetStore.assets).forEach((asset) => {
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if (asset.group !== 'tiles') return
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@ -95,9 +88,6 @@ const exampleTilesArray = Array.from({ length: zoneEditorStore.zone?.width ?? 0
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const { objectList } = storeToRefs(zoneEditorStore)
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/**
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* Watch for object updates and update the zoneObjects
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*/
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watch(objectList, (newObjects) => {
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zoneObjects.value = zoneObjects.value.map((object) => {
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const newObject = newObjects.find((newObject) => newObject.id === object.object.id)
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@ -113,9 +103,6 @@ function eraser(tile: Phaser.Tilemaps.Tile) {
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}
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if (zoneEditorStore.drawMode === 'object') {
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/**
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* @TODO : when reloaded in zone editor, these aren't removed
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*/
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zoneObjects.value = zoneObjects.value.filter((object) => {
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return object.position_x !== tile.x || object.position_y !== tile.y
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})
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@ -172,7 +159,7 @@ function pencil(tile: Phaser.Tilemaps.Tile) {
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}
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function paint(tile: Phaser.Tilemaps.Tile) {
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if (zoneEditorStore.selectedTile === null) return
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if (!zoneEditorStore.selectedTile) return
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exampleTilesArray.forEach((row, y) => row.forEach((tile, x) => placeTile(zoneTilemap, tiles, x, y, zoneEditorStore.selectedTile.id)))
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zoneTiles.forEach((row, y) => row.forEach((tile, x) => (zoneTiles[y][x] = zoneEditorStore.selectedTile.id)))
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}
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@ -203,9 +190,9 @@ function save() {
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}))
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}
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gameStore.connection.emit('gm:zone_editor:zone:update', data)
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gameStore.connection?.emit('gm:zone_editor:zone:update', data)
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gameStore.connection.emit('gm:zone_editor:zone:request', { zoneId: zoneEditorStore.zone.id }, (response: Zone) => {
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gameStore.connection?.emit('gm:zone_editor:zone:request', { zoneId: zoneEditorStore.zone.id }, (response: Zone) => {
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zoneEditorStore.setZone(response)
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})
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@ -242,19 +229,16 @@ onBeforeMount(() => {
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setAllTiles(zoneTilemap, tiles, zoneEditorStore.zone.tiles)
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zoneTiles = zoneEditorStore.zone.tiles
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// Determine the current zone dimensions
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const currentZoneWidth = zoneEditorStore.zone.width ?? 0
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const currentZoneHeight = zoneEditorStore.zone.height ?? 0
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// Ensure zoneTiles matches the current zone dimensions, filling new spaces with 'blank_tile'
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for (let y = 0; y < currentZoneHeight; y++) {
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zoneTiles[y] = zoneTiles[y] || [] // Ensure the row exists
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zoneTiles[y] = zoneTiles[y] || []
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for (let x = 0; x < currentZoneWidth; x++) {
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zoneTiles[y][x] = zoneTiles[y][x] || 'blank_tile' // Fill missing tiles with 'blank_tile'
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zoneTiles[y][x] = zoneTiles[y][x] || 'blank_tile'
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}
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}
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// Update the tilemap with any new 'blank_tile' entries
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zoneTiles.forEach((row, y) => {
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row.forEach((tileId, x) => {
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placeTile(zoneTilemap, tiles, x, y, tileId)
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@ -2,6 +2,7 @@ import config from '@/config'
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import Tilemap = Phaser.Tilemaps.Tilemap
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import TilemapLayer = Phaser.Tilemaps.TilemapLayer
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import Tileset = Phaser.Tilemaps.Tileset
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import type { Zone } from '@/types'
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export function getTile(x: number, y: number, layer: Phaser.Tilemaps.TilemapLayer): Phaser.Tilemaps.Tile | undefined {
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const tile: Phaser.Tilemaps.Tile = layer.getTileAtWorldXY(x, y)
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@ -40,3 +41,72 @@ export function setAllTiles(zone: Tilemap, layer: TilemapLayer, tiles: string[][
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})
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})
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}
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export const createZoneData = (width: number, height: number, tileWidth: number, tileHeight: number) => {
|
||||
return new Phaser.Tilemaps.MapData({
|
||||
width,
|
||||
height,
|
||||
tileWidth,
|
||||
tileHeight,
|
||||
orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
|
||||
format: Phaser.Tilemaps.Formats.ARRAY_2D
|
||||
})
|
||||
}
|
||||
|
||||
export const createTilesetImages = (zoneTilemap: Tilemap, assets: any[], tileSize: { x: number; y: number }) => {
|
||||
const tilesetImages: Tileset[] = []
|
||||
let tileCount = 1
|
||||
|
||||
assets.forEach((asset) => {
|
||||
if (asset.group !== 'tiles') return
|
||||
tilesetImages.push(zoneTilemap.addTilesetImage(asset.key, asset.key, tileSize.x, tileSize.y, 0, 0, tileCount++) as Tileset)
|
||||
})
|
||||
tilesetImages.push(zoneTilemap.addTilesetImage('blank_tile', 'blank_tile', tileSize.x, tileSize.y, 0, 0, 0) as Tileset)
|
||||
|
||||
return tilesetImages
|
||||
}
|
||||
|
||||
export const initializeZoneTiles = (zoneTilemap: Tilemap, tiles: Phaser.Tilemaps.TilemapLayer, width: number, height: number) => {
|
||||
const exampleTilesArray = Array.from({ length: width }, () => Array.from({ length: height }, () => 'blank_tile'))
|
||||
exampleTilesArray.forEach((row, y) => row.forEach((tile, x) => placeTile(zoneTilemap, tiles, x, y, 'blank_tile')))
|
||||
return exampleTilesArray
|
||||
}
|
||||
|
||||
export const updateZoneTiles = (zoneTilemap: Tilemap, tiles: Phaser.Tilemaps.TilemapLayer, zone: Zone) => {
|
||||
if (zone.tiles) {
|
||||
setAllTiles(zoneTilemap, tiles, zone.tiles)
|
||||
const zoneTiles = zone.tiles
|
||||
|
||||
// Ensure zoneTiles matches the current zone dimensions, filling new spaces with 'blank_tile'
|
||||
for (let y = 0; y < zone.height; y++) {
|
||||
zoneTiles[y] = zoneTiles[y] || [] // Ensure the row exists
|
||||
for (let x = 0; x < zone.width; x++) {
|
||||
zoneTiles[y][x] = zoneTiles[y][x] || 'blank_tile' // Fill missing tiles with 'blank_tile'
|
||||
}
|
||||
}
|
||||
|
||||
// Update the tilemap with any new 'blank_tile' entries
|
||||
zoneTiles.forEach((row, y) => {
|
||||
row.forEach((tileId, x) => {
|
||||
placeTile(zoneTilemap, tiles, x, y, tileId)
|
||||
})
|
||||
})
|
||||
|
||||
return zoneTiles
|
||||
}
|
||||
return []
|
||||
}
|
||||
|
||||
export const calculateDepth = (x: number, y: number, mapWidth: number) => {
|
||||
return y * mapWidth + x
|
||||
}
|
||||
|
||||
export const sortByDepth = <T extends { position_x: number; position_y: number } | { x: number; y: number }>(items: T[], mapWidth: number) => {
|
||||
return [...items].sort((a, b) => {
|
||||
const aX = 'position_x' in a ? a.position_x : a.x
|
||||
const aY = 'position_y' in a ? a.position_y : a.y
|
||||
const bX = 'position_x' in b ? b.position_x : b.x
|
||||
const bY = 'position_y' in b ? b.position_y : b.y
|
||||
return calculateDepth(aX, aY, mapWidth) - calculateDepth(bX, bY, mapWidth)
|
||||
})
|
||||
}
|
||||
|
@ -21,6 +21,7 @@ export const useZoneEditorStore = defineStore('zoneEditor', {
|
||||
}),
|
||||
actions: {
|
||||
toggleActive() {
|
||||
if (this.active) this.reset()
|
||||
this.active = !this.active
|
||||
},
|
||||
setZone(zone: Zone) {
|
||||
|
Loading…
x
Reference in New Issue
Block a user