Load tiles before showing map editor UI

This commit is contained in:
Dennis Postma 2025-01-22 00:31:14 +01:00
parent 7dccb73698
commit 2d48f83802
5 changed files with 17 additions and 41 deletions

View File

@ -4,8 +4,8 @@
<script setup lang="ts">
import type { Map, WeatherState } from '@/application/types'
import { useGameStore } from '@/stores/gameStore'
import { MapStorage } from '@/storage/storages'
import { useGameStore } from '@/stores/gameStore'
import { useMapStore } from '@/stores/mapStore'
import { Scene } from 'phavuer'
import { onBeforeUnmount, onMounted, ref, watch } from 'vue'

View File

@ -216,10 +216,6 @@ onMounted(async () => {
scene.input.on(Phaser.Input.Events.POINTER_DOWN, tilePicker)
})
onBeforeMount(async () => {
await loadAllTilesIntoScene(scene)
})
onUnmounted(() => {
scene.input.off(Phaser.Input.Events.POINTER_MOVE, pencil)
scene.input.off(Phaser.Input.Events.POINTER_MOVE, eraser)

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@ -20,7 +20,6 @@
<script setup lang="ts">
import config from '@/application/config'
import 'phaser'
import Effects from '@/components/game/map/Effects.vue'
import CharacterProfile from '@/components/game/gui/CharacterProfile.vue'
import Chat from '@/components/game/gui/Chat.vue'
import Clock from '@/components/game/gui/Clock.vue'
@ -28,6 +27,7 @@ import ExpBar from '@/components/game/gui/ExpBar.vue'
import Hotkeys from '@/components/game/gui/Hotkeys.vue'
import Hud from '@/components/game/gui/Hud.vue'
import Menu from '@/components/game/gui/Menu.vue'
import Effects from '@/components/game/map/Effects.vue'
import Map from '@/components/game/map/Map.vue'
import { useGameStore } from '@/stores/gameStore'
import { Game, Scene } from 'phavuer'

View File

@ -2,7 +2,8 @@
<div class="flex justify-center items-center h-dvh relative">
<Game :config="gameConfig" @create="createGame">
<Scene name="main" @preload="preloadScene" @create="createScene">
<MapEditor :key="JSON.stringify(`${mapEditorStore.map?.id}_${mapEditorStore.map?.createdAt}_${mapEditorStore.map?.updatedAt}`)" />
<MapEditor :key="JSON.stringify(`${mapEditorStore.map?.id}_${mapEditorStore.map?.createdAt}_${mapEditorStore.map?.updatedAt}`)" v-if="isLoaded" />
<div v-else class="absolute top-1/2 left-1/2 -translate-x-1/2 -translate-y-1/2 text-white text-2xl">Loading...</div>
</Scene>
</Game>
</div>
@ -12,13 +13,17 @@
import config from '@/application/config'
import 'phaser'
import MapEditor from '@/components/gameMaster/mapEditor/MapEditor.vue'
import { loadAllTilesIntoScene } from '@/composables/mapComposable'
import { useGameStore } from '@/stores/gameStore'
import { useMapEditorStore } from '@/stores/mapEditorStore'
import { Game, Scene } from 'phavuer'
import { ref } from 'vue'
const gameStore = useGameStore()
const mapEditorStore = useMapEditorStore()
const isLoaded = ref(false)
const gameConfig = {
name: config.name,
width: window.innerWidth,
@ -49,6 +54,15 @@ const preloadScene = async (scene: Phaser.Scene) => {
scene.load.image('TELEPORT', '/assets/map/tp_tile.png')
scene.load.image('blank_tile', '/assets/map/blank_tile.png')
scene.load.image('waypoint', '/assets/waypoint.png')
await loadAllTilesIntoScene(scene)
await new Promise<void>((resolve) => {
scene.load.on(Phaser.Loader.Events.COMPLETE, () => {
resolve()
})
isLoaded.value = true
})
}
const createScene = async (scene: Phaser.Scene) => {}

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@ -1,34 +0,0 @@
export function createSceneLoader(scene: Phaser.Scene) {
const width = scene.cameras.main.width
const height = scene.cameras.main.height
const progressBox = scene.add.graphics()
const progressBar = scene.add.graphics()
progressBox.fillStyle(0x222222, 0.8)
progressBox.fillRect(width / 2 - 180, height / 2, 320, 50)
const loadingText = scene.make.text({
x: width / 2,
y: height / 2 - 50,
text: 'Loading...',
style: {
font: '20px monospace',
// @ts-ignore
fill: '#ffffff'
}
})
loadingText.setOrigin(0.5, 0.5)
scene.load.on(Phaser.Loader.Events.PROGRESS, function (value: any) {
progressBar.clear()
progressBar.fillStyle(0x368f8b, 1)
progressBar.fillRect(width / 2 - 180 + 10, height / 2 + 10, 300 * value, 30)
})
scene.load.on(Phaser.Loader.Events.COMPLETE, function () {
progressBar.destroy()
progressBox.destroy()
loadingText.destroy()
return true
})
}