Got a working version of character animations, finished HUD styling, cleaned SCSS, npm update
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54
src/components/utilities/Controls.vue
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54
src/components/utilities/Controls.vue
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<template>
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<Image 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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import { Image, useScene } from 'phavuer'
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import { ref } from 'vue'
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import config from '@/config'
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const scene = useScene()
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const pointer_tile = ref(undefined)
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const props = defineProps({
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layer: Phaser.Tilemaps.TilemapLayer
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})
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const waypoint = ref({
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visible: false,
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x: 0,
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y: 0
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})
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function onPointerMove(pointer: Phaser.Input.Pointer) {
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const px = scene.cameras.main.worldView.x + pointer.x
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const py = scene.cameras.main.worldView.y + pointer.y
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pointer_tile.value = getTile(px, py, props.layer)
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if (pointer_tile.value) {
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waypoint.value.visible = true
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// Convert tile coordinates to world coordinates
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const worldPoint = props.layer.tileToWorldXY(pointer_tile.value.x, pointer_tile.value.y)
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waypoint.value.x = worldPoint.x + config.tile_size.y
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waypoint.value.y = worldPoint.y + config.tile_size.y + 15
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} else {
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waypoint.value.visible = false
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}
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}
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, onPointerMove)
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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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if (!tile) return undefined;
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return tile
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}
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function getTileAt(iX: number, iY: number, layer: Phaser.Tilemaps.TilemapLayer): Phaser.Tilemaps.Tile | undefined {
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const tile: Phaser.Tilemaps.Tile = layer.getTileAt(iX, iY)
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if (tile) return tile
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else return undefined
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}
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function getDepth(tile: Phaser.Tilemaps.Tile): number {
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return 32
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}
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</script>
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