Fix for #132 (character continues anim after moving is finished)
This commit is contained in:
@ -1,58 +1,49 @@
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<template>
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<Container ref="charChatContainer" :depth="999" v-if="props.character" :x="currentX" :y="currentY">>
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<Container ref="charChatContainer" :depth="999" :x="currentX" :y="currentY">
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<RoundRectangle @create="createChatBubble" :origin-x="0.5" :origin-y="7.5" :fillColor="0xffffff" :width="194" :height="21" :radius="5" />
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<Text @create="createChatText" text="" :origin-x="0.5" :origin-y="10.9" :style="{ fontSize: 13, fontFamily: 'Arial', color: '#000' }" />
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</Container>
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<Container :depth="999" v-if="props.character" :x="currentX" :y="currentY">
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<Text @create="createText" :text="props.character.name" :origin-x="0.5" :origin-y="9" />
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<Container :depth="999" :x="currentX" :y="currentY">
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<Text @create="createText" :text="character.name" :origin-x="0.5" :origin-y="9" />
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<RoundRectangle :origin-x="0.5" :origin-y="18.5" :fillColor="0xffffff" :width="74" :height="6" :radius="5" />
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<RoundRectangle :origin-x="0.5" :origin-y="36.4" :fillColor="0x00b3b3" :width="70" :height="3" :radius="5" />
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</Container>
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<Container :depth="isometricDepth" v-if="props.character" :x="currentX" :y="currentY" ref="charContainer">
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<Image v-if="!props.character.characterType" texture="character" :origin-y="1" />
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<Sprite v-else :texture="charTexture" :play="props.character.isMoving ? charTexture : undefined" :origin-y="1" :flipX="props.character.rotation === 6 || props.character.rotation === 4" :flipY="false" />
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<Container :depth="isometricDepth" :x="currentX" :y="currentY" ref="charContainer">
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<Sprite ref="charSprite" :origin-y="1" :flipX="isFlippedX" :flipY="false" />
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</Container>
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</template>
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<script lang="ts" setup>
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import { Container, Image, refObj, RoundRectangle, Sprite, Text, useScene } from 'phavuer'
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import { type ExtendedCharacter as CharacterT } from '@/types'
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import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
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import { watch, computed, ref, onMounted, onUnmounted, type Ref } from 'vue'
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import config from '@/config'
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import { type ExtendedCharacter } from '@/types'
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import { useGameStore } from '@/stores/gameStore'
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import { useZoneStore } from '@/stores/zoneStore'
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import { watch, computed, ref, onMounted, onUnmounted } from 'vue'
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import { Container, refObj, RoundRectangle, Sprite, Text } from 'phavuer'
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import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
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enum Direction {
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POSITIVE,
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NEGATIVE,
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NOCHANGE
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}
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enum Direction { POSITIVE, NEGATIVE, UNCHANGED }
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const charChatContainer = refObj() as Ref<Phaser.GameObjects.Container>;
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const charContainer = refObj() as Ref<Phaser.GameObjects.Container>;
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interface Props {
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const props = defineProps<{
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layer: Phaser.Tilemaps.TilemapLayer
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character?: CharacterT
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}
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character: ExtendedCharacter
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}>()
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const props = withDefaults(defineProps<Props>(), {
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character: undefined
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})
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const charChatContainer = refObj<Phaser.GameObjects.Container>()
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const charContainer = refObj<Phaser.GameObjects.Container>()
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const charSprite = refObj<Phaser.GameObjects.Sprite>()
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const gameStore = useGameStore()
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const zoneStore = useZoneStore()
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const scene = useScene()
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const isometricDepth = ref(calculateIsometricDepth(props.character!.positionX, props.character!.positionY, 28, 94, true))
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const isometricDepth = ref(1)
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const currentX = ref(0)
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const currentY = ref(0)
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const tween = ref<Phaser.Tweens.Tween | null>(null)
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const isInitialPosition = ref(true)
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const calculateLocalDepth = (x: number, y: number, width: number, height: number, isCharacter: boolean) => {
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isometricDepth.value = calculateIsometricDepth(x, y, width, height, isCharacter)
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const updateIsometricDepth = (x: number, y: number) => {
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isometricDepth.value = calculateIsometricDepth(x, y, 28, 94, true)
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}
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const updatePosition = (x: number, y: number, direction: Direction) => {
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@ -66,105 +57,77 @@ const updatePosition = (x: number, y: number, direction: Direction) => {
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return
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}
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if (tween.value && tween.value.isPlaying()) {
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if (tween.value?.isPlaying()) {
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tween.value.stop()
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}
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/**
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* Calculate the distance between the current and target positions
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*/
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const distance = Math.sqrt(Math.pow(targetX - currentX.value, 2) + Math.pow(targetY - currentY.value, 2))
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/**
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* Teleport: No animation, only if the distance is greater than the tile size / 1.5
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*/
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if (distance >= config.tile_size.x / 1.2) {
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// Teleport: No animation
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if (distance >= config.tile_size.x / 1.1) {
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currentX.value = targetX
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currentY.value = targetY
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return
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}
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/**
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* Normal movement: Animate
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*/
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if (distance <= config.tile_size.x / 1.2) {
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// Normal movement: Animate
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const duration = distance * 6 // Adjust this multiplier to control overall speed
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const duration = distance * 6
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tween.value = props.layer.scene.tweens.add({
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targets: { x: currentX.value, y: currentY.value },
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x: targetX,
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y: targetY,
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duration: duration,
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ease: 'Linear',
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onStart: () => {
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if (direction === Direction.POSITIVE) {
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calculateLocalDepth(x, y, 28, 94, true)
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}
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},
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onUpdate: (tween) => {
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currentX.value = tween.targets[0].x ?? 0
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currentY.value = tween.targets[0].y ?? 0
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},
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onComplete: () => {
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if (direction === Direction.NEGATIVE) {
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calculateLocalDepth(x, y, 28, 94, true)
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}
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tween.value = props.layer.scene.tweens.add({
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targets: { x: currentX.value, y: currentY.value },
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x: targetX,
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y: targetY,
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duration,
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ease: 'Linear',
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onStart: () => {
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if (direction === Direction.POSITIVE) {
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updateIsometricDepth(x, y)
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}
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})
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}
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}
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watch(
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() => props.character,
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(newChar, oldChar) => {
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if (!newChar) return
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if (!oldChar || newChar.positionX !== oldChar.positionX || newChar.positionY !== oldChar.positionY) {
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if (!oldChar) {
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updatePosition(newChar.positionX, newChar.positionY, Direction.POSITIVE)
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} else {
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const direction = calcDirection(oldChar.positionX, oldChar.positionY, newChar.positionX, newChar.positionY)
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updatePosition(newChar.positionX, newChar.positionY, direction)
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},
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onUpdate: (tween) => {
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currentX.value = tween.targets[0].x
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currentY.value = tween.targets[0].y
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},
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onComplete: () => {
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if (direction === Direction.NEGATIVE) {
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updateIsometricDepth(x, y)
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}
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}
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},
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{ immediate: true, deep: true }
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)
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const calcDirection = (oldX: number, oldY: number, newX: number, newY: number) => {
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if (newY < oldY || newX < oldX) {
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return Direction.NEGATIVE
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}
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if (newX > oldX || newY > oldY) {
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return Direction.POSITIVE
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}
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return Direction.NOCHANGE
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})
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}
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const calcDirection = (oldX: number, oldY: number, newX: number, newY: number): Direction => {
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if (newY < oldY || newX < oldX) return Direction.NEGATIVE
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if (newX > oldX || newY > oldY) return Direction.POSITIVE
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return Direction.UNCHANGED
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}
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const isFlippedX = computed(() => [6, 4].includes(props.character.rotation ?? 0))
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const charTexture = computed(() => {
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if (!props.character?.characterType?.sprite) {
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return 'idle_right_down'
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}
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const { rotation, characterType, isMoving } = props.character
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const spriteId = characterType?.sprite.id ?? 'idle_right_down'
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const action = isMoving ? 'walk' : 'idle'
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const direction = [0, 6].includes(rotation) ? 'left_up' : 'right_down'
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const rotation = props.character.rotation
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const spriteId = props.character.characterType.sprite.id
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const action = props.character.isMoving ? 'walk' : 'idle'
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if (rotation === 0 || rotation === 6) {
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return `${spriteId}-${action}_left_up`
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} else if (rotation === 2 || rotation === 4) {
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return `${spriteId}-${action}_right_down`
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}
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return `${spriteId}-${action}_left_up`
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return `${spriteId}-${action}_${direction}`
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})
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const updateSprite = () => {
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if (props.character.isMoving) {
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charSprite.value!.anims.play(charTexture.value, true);
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return;
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}
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charSprite.value!.anims.stop();
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charSprite.value!.setFrame(0);
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charSprite.value!.setTexture(charTexture.value);
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}
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const createChatBubble = (container: Phaser.GameObjects.Container) => {
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container.setName(props.character?.name + '_chatBubble')
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container.setName(`${props.character.name}_chatBubble`)
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}
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const createChatText = (text: Phaser.GameObjects.Text) => {
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text.setName(props.character?.name + '_chatText')
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text.setName(`${props.character.name}_chatText`)
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text.setResolution(10)
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text.setFontSize(13)
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text.setFontFamily('Arial')
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@ -175,25 +138,35 @@ const createText = (text: Phaser.GameObjects.Text) => {
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text.setFontFamily('Arial')
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}
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watch(() => props.character, (newChar, oldChar) => {
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if (!newChar) return
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if (!oldChar || newChar.positionX !== oldChar.positionX || newChar.positionY !== oldChar.positionY) {
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const direction = !oldChar ? Direction.POSITIVE : calcDirection(oldChar.positionX, oldChar.positionY, newChar.positionX, newChar.positionY)
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updatePosition(newChar.positionX, newChar.positionY, direction)
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}
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})
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watch(() => props.character.isMoving, updateSprite)
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watch(() => props.character.rotation, updateSprite)
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onMounted(() => {
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// Check if player is this character, then lock with camera
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if (props.character && props.character.id === gameStore.character?.id) {
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charChatContainer.value?.setName(props.character.name + '_chatContainer')
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charChatContainer.value?.setVisible(false)
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charChatContainer.value!.setName(`${props.character!.name}_chatContainer`)
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charChatContainer.value!.setVisible(false)
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charContainer.value!.setName(props.character!.name)
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charContainer.value?.setName(props.character.name)
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zoneStore.characterLoaded = true;
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if (props.character.id === gameStore.character!.id) {
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zoneStore.characterLoaded = true
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}
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if (props.character) {
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updatePosition(props.character.positionX, props.character.positionY, Direction.POSITIVE)
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}
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// Set sprite
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charSprite.value!.setTexture(charTexture.value)
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charSprite.value!.setFlipX(isFlippedX.value)
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updatePosition(props.character.positionX, props.character.positionY, props.character.rotation)
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})
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onUnmounted(() => {
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if (tween.value) {
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tween.value.stop()
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}
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tween.value?.stop()
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})
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</script>
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</script>
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