Loop fix, added btn-indigo to general styling
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@ -122,6 +122,15 @@ button {
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}
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}
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&.btn-indigo {
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@apply bg-indigo-500 text-gray-50 text-base leading-5 rounded py-2.5;
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&.active,
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&:hover {
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@apply bg-indigo-600;
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}
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}
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&.btn-empty {
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@apply text-gray-50 border-2 border-solid border-gray-500 text-base leading-5 rounded py-2.5;
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@ -10,7 +10,7 @@
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<div class="w-full flex gap-2 mt-2 pb-4 relative">
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<button class="btn-cyan px-4 py-2 flex-1 sm:flex-none sm:min-w-24" type="button" @click.prevent="saveSprite">Save</button>
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<button class="btn-red px-4 py-2 flex-1 sm:flex-none sm:min-w-24" type="button" @click.prevent="deleteSprite">Delete</button>
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<button class="btn bg-indigo-500 hover:bg-indigo-600 rounded text-white px-4 py-2 flex-1 sm:flex-none" type="button" @click.prevent="copySprite">
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<button class="btn-indigo px-4 py-2 flex-1 sm:flex-none" type="button" @click.prevent="copySprite">
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<svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5" fill="none" viewBox="0 0 24 24" stroke="currentColor">
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<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M8 16H6a2 2 0 01-2-2V6a2 2 0 012-2h8a2 2 0 012 2v2m-6 12h8a2 2 0 002-2v-8a2 2 0 00-2-2h-8a2 2 0 00-2 2v8a2 2 0 002 2z" />
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</svg>
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@ -4,6 +4,9 @@
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<button @mousedown.stop @click="handleDelete" class="btn-red py-1.5 px-4">
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<img src="/assets/icons/trashcan.svg" class="w-4 h-4" alt="Delete" />
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</button>
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<button @mousedown.stop @click="handleDelete" class="btn-indigo py-1.5 px-4">
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<img src="/assets/icons/mapEditor/gear.svg" class="w-4 h-4 invert" alt="Delete" />
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</button>
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<button @mousedown.stop @click="handleRotate" class="btn-cyan py-1.5 px-4">Rotate</button>
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<button @mousedown.stop @click="handleMove" class="btn-cyan py-1.5 px-4 min-w-24">Move</button>
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</div>
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@ -59,7 +59,7 @@ export function useCharacterSpriteComposable(scene: Phaser.Scene, tilemap: Phase
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})
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}
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const playAnimation = (animation: string, loop = false) => {
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const playAnimation = (animation: string, loop = false, ignoreIfPlaying = true) => {
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if (!characterSprite.value || !characterSpriteId.value) return
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const fullAnimationName = `${characterSpriteId.value}-${animation}_${currentDirection.value}`
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@ -76,7 +76,7 @@ export function useCharacterSpriteComposable(scene: Phaser.Scene, tilemap: Phase
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characterSprite.value.anims.play({
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key: fullAnimationName,
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repeat: loop ? -1 : 0
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})
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}, ignoreIfPlaying)
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}
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const calcDirection = (oldPositionX: number, oldPositionY: number, newPositionX: number, newPositionY: number): Direction => {
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