Added better security for character loading, worked on zone joining and moving logic

This commit is contained in:
2024-06-03 20:40:08 +02:00
parent bcb21ce916
commit 43fe08071f
4 changed files with 30 additions and 35 deletions

View File

@ -1,7 +1,7 @@
<template>
<Container>
<Text
:text="props.player?.name"
:text="props.character?.name"
:x="position.x - 50"
:y="position.y - 80"
:style="{
@ -22,13 +22,14 @@ import { Container, onPostUpdate, onPreUpdate, Sprite, Text, useScene } from 'ph
import { reactive, type Ref, ref } from 'vue'
import config from '@/config'
import { useSocketStore } from '@/stores/socket'
import {type Character as CharacterT } from '@/types'
const socket = useSocketStore()
const props = defineProps({
layer: Phaser.Tilemaps.TilemapLayer,
player: {
type: Object,
character: {
type: Object as () => CharacterT | undefined,
default: undefined
}
})
@ -41,10 +42,10 @@ const scene = useScene()
const position = reactive({ x: 0, y: 0 })
if (props.player !== undefined) {
console.log('player', props.player)
position.x = props.player?.coords.x
position.y = props.player?.coords.y
if (props.character !== undefined) {
console.log('character', props.character)
position.x = props.character?.position_x
position.y = props.character?.position_y
}
const pointer_tile = ref(undefined)
@ -74,20 +75,20 @@ function onPointerClick(pointer: Phaser.Input.Pointer) {
}
}
if (!props.player) {
if (!props.character) {
scene.input.on(Phaser.Input.Events.POINTER_UP, onPointerClick)
}
socket.getConnection.on('player_moved', (data: any) => {
console.log('player_moved', data)
socket.getConnection.on('character:move', (data: any) => {
console.log('character moved', data)
if (data.id !== props.player?.id) {
if (data.id !== props.character?.id) {
console.log('not you')
return
}
position.x = data.coords.x
position.y = data.coords.y
position.x = data.position_x
position.y = data.position_y
})
function getTile(x: number, y: number, layer: Phaser.Tilemaps.TilemapLayer): Phaser.Tilemaps.Tile | undefined {