Refactoring of modalShown booleans
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@ -9,10 +9,10 @@ import TilemapLayer = Phaser.Tilemaps.TilemapLayer
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import Tileset = Phaser.Tilemaps.Tileset
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import Tile = Phaser.Tilemaps.Tile
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import type { Tile as TileT } from '@/application/types'
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export function getTile(layer: TilemapLayer | Tilemap, positionX: number, positionY: number): Tile | null {
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const tile = layer?.getTileAtWorldXY(positionX, positionY)
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if (!tile) return null
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return tile
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return layer.getTileAtWorldXY(positionX, positionY)
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}
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export function tileToWorldXY(layer: TilemapLayer | Tilemap, positionX: number, positionY: number) {
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@ -77,14 +77,18 @@ export const calculateIsometricDepth = (positionX: number, positionY: number, wi
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return baseDepth + (width + height) / (2 * config.tile_size.width)
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}
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export function FlattenMapArray(tiles: string[][]) {
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const normalArray = []
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for (const row of tiles) {
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normalArray.push(...row)
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async function getTiles(tiles: TileT[], scene: Phaser.Scene) {
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// Load each tile into the scene
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for (const tile of tiles) {
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if (!tile) continue
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const textureData = {
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key: tile.id,
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data: '/textures/tiles/' + tile.id + '.png',
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group: 'tiles',
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updatedAt: tile.updatedAt
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} as TextureData
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await loadTexture(scene, textureData)
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}
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return normalArray
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}
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export async function loadMapTilesIntoScene(map_id: UUID, scene: Phaser.Scene) {
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@ -93,50 +97,22 @@ export async function loadMapTilesIntoScene(map_id: UUID, scene: Phaser.Scene) {
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const map = await mapStorage.get(map_id)
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if (!map) return
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const tileArray = unduplicateArray(FlattenMapArray(map.tiles))
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const tileArray = unduplicateArray(map.tiles)
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const tiles = await tileStorage.getByIds(tileArray)
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// Load each tile into the scene
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for (const tile of tiles) {
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const textureData = {
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key: tile.id,
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data: '/textures/tiles/' + tile.id + '.png',
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group: 'tiles',
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updatedAt: tile.updatedAt
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} as TextureData
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await loadTexture(scene, textureData)
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}
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await getTiles(tiles, scene)
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}
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export async function loadTilesIntoScene(tileIds: string[], scene: Phaser.Scene) {
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const tileStorage = new TileStorage()
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const tiles = await tileStorage.getByIds(tileIds)
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// Load each tile into the scene
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for (const tile of tiles) {
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const textureData = {
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key: tile.id,
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data: '/textures/tiles/' + tile.id + '.png',
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group: 'tiles',
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updatedAt: tile.updatedAt
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} as TextureData
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await loadTexture(scene, textureData)
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}
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await getTiles(tiles, scene)
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}
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export async function loadAllTilesIntoScene(scene: Phaser.Scene) {
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const tileStorage = new TileStorage()
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const tiles = await tileStorage.getAll()
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// Load each tile into the scene
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for (const tile of tiles) {
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const textureData = {
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key: tile.id,
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data: '/textures/tiles/' + tile.id + '.png',
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group: 'tiles',
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updatedAt: tile.updatedAt
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} as TextureData
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await loadTexture(scene, textureData)
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}
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getTiles(tiles, scene)
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}
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@ -25,7 +25,7 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
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}
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function handlePointerDown(pointer: Phaser.Input.Pointer) {
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pointerStartPosition.value = { x: pointer.x, y: pointer.y }
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pointerStartPosition.value = pointer.position
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gameStore.setPlayerDraggingCamera(true)
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}
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@ -34,10 +34,9 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
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if (!gameStore.game.isPlayerDraggingCamera) return
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const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
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// If the distance is less than the drag threshold, return
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// We do this to prevent the camera from scrolling too quickly
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const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
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if (distance <= dragThreshold) return
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camera.setScroll(camera.scrollX - (pointer.x - pointer.prevPosition.x) / camera.zoom, camera.scrollY - (pointer.y - pointer.prevPosition.y) / camera.zoom)
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@ -46,12 +45,6 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
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function handlePointerUp(pointer: Phaser.Input.Pointer) {
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gameStore.setPlayerDraggingCamera(false)
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const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
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// If the distance is greater than the drag threshold, return
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// We do this to prevent the camera from scrolling too quickly
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if (distance > dragThreshold) return
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const pointerTile = getTile(layer, pointer.worldX, pointer.worldY)
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if (!pointerTile) return
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@ -28,7 +28,7 @@ export function useMapEditorPointerHandlers(scene: Phaser.Scene, layer: Phaser.T
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}
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function handlePointerDown(pointer: Phaser.Input.Pointer) {
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pointerStartPosition.value = { x: pointer.x, y: pointer.y }
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pointerStartPosition.value = pointer.position
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if (isMoveTool.value || pointer.event.shiftKey) {
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gameStore.setPlayerDraggingCamera(true)
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}
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@ -37,8 +37,9 @@ export function useMapEditorPointerHandlers(scene: Phaser.Scene, layer: Phaser.T
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function dragMap(pointer: Phaser.Input.Pointer) {
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if (!gameStore.game.isPlayerDraggingCamera) return
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// If the distance is less than the drag threshold, return
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// We do this to prevent the camera from scrolling too quickly
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const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
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if (distance <= dragThreshold) return
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camera.setScroll(camera.scrollX - (pointer.x - pointer.prevPosition.x) / camera.zoom, camera.scrollY - (pointer.y - pointer.prevPosition.y) / camera.zoom)
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