Merge remote-tracking branch 'origin/main' into feature/map-refactor

This commit is contained in:
Dennis Postma 2025-01-25 02:38:13 +01:00
commit 807bc2066e
4 changed files with 45 additions and 57 deletions

View File

@ -242,15 +242,11 @@ export type Chat = {
export type WorldSettings = {
date: Date
isRainEnabled: boolean
isFogEnabled: boolean
fogDensity: number
weatherState: WeatherState
}
export type WeatherState = {
isRainEnabled: boolean
rainPercentage: number
isFogEnabled: boolean
fogDensity: number
}

View File

@ -15,7 +15,8 @@ const LIGHT_CONFIG = {
SUNRISE_HOUR: 6,
SUNSET_HOUR: 20,
DAY_STRENGTH: 100,
NIGHT_STRENGTH: 30
NIGHT_STRENGTH: 30,
TRANSITION_HOURS: 3
}
// Stores and refs
@ -23,7 +24,6 @@ const gameStore = useGameStore()
const mapStore = useMapStore()
const mapStorage = new MapStorage()
const sceneRef = ref<Phaser.Scene | null>(null)
const mapEffectsReady = ref(false)
const mapObject = ref<Map | null>(null)
// Effect objects
@ -35,9 +35,7 @@ const effects = {
// Weather state
const weatherState = ref<WeatherState>({
isRainEnabled: false,
rainPercentage: 0,
isFogEnabled: false,
fogDensity: 0
})
@ -63,7 +61,6 @@ watch(
() => mapStore.mapId,
async (newMapId) => {
if (newMapId) {
mapEffectsReady.value = false
await loadMap()
updateScene()
}
@ -109,54 +106,54 @@ const updateScene = () => {
{}
) as { [key: string]: number }
// Only update effects once mapEffects are loaded
if (!mapEffectsReady.value) {
if (mapObject.value) {
mapEffectsReady.value = true
} else {
return
}
}
const finalEffects =
mapEffects && Object.keys(mapEffects).length
? mapEffects
: {
const finalEffects = {...mapEffects,
light: timeBasedLight,
rain: weatherState.value.isRainEnabled ? weatherState.value.rainPercentage : 0,
fog: weatherState.value.isFogEnabled ? weatherState.value.fogDensity * 100 : 0
}
rain: weatherState.value.rainPercentage,
fog: weatherState.value.fogDensity }
console.log(finalEffects)
applyEffects(finalEffects)
}
const applyEffects = (effectValues: any) => {
if (effects.light.value) {
const darkness = 1 - (effectValues.light ?? 100) / 100
const darkness = 1 - (effectValues.light) / 100
effects.light.value.clear().fillStyle(0x000000, darkness).fillRect(0, 0, window.innerWidth, window.innerHeight)
}
if (effects.rain.value) {
const strength = effectValues.rain ?? 0
strength > 0 ? effects.rain.value.start().setQuantity(Math.floor((strength / 100) * 10)) : effects.rain.value.stop()
if (effects.rain)
effects.rain.value.start().setQuantity(effectValues.rain / 10)
else effects.rain.value.stop()
effects.fog.value.setAlpha(effectValues.fog/100)
}
if (effects.fog.value) {
effects.fog.value.setAlpha((effectValues.fog ?? 0) / 100)
}
}
// Linear Interpolation
// moves a value between x and y where a is the percentage of progress the value has made in moving from x to y
// a = 0 return x
// a = 0.5 return (x+y)/2
// a = 1 return y
const lerp = (x,y,a) => x * (1-a) + y * a
const calculateLightStrength = (time: Date): number => {
const hour = time.getHours()
const minute = time.getMinutes()
if (hour >= LIGHT_CONFIG.SUNSET_HOUR || hour < LIGHT_CONFIG.SUNRISE_HOUR) return LIGHT_CONFIG.NIGHT_STRENGTH
if (hour > LIGHT_CONFIG.SUNRISE_HOUR && hour < LIGHT_CONFIG.SUNSET_HOUR - 2) return LIGHT_CONFIG.DAY_STRENGTH
if (hour === LIGHT_CONFIG.SUNRISE_HOUR) return LIGHT_CONFIG.NIGHT_STRENGTH + ((LIGHT_CONFIG.DAY_STRENGTH - LIGHT_CONFIG.NIGHT_STRENGTH) * minute) / 60
const totalMinutes = (hour - (LIGHT_CONFIG.SUNSET_HOUR - 2)) * 60 + minute
return LIGHT_CONFIG.DAY_STRENGTH - (LIGHT_CONFIG.DAY_STRENGTH - LIGHT_CONFIG.NIGHT_STRENGTH) * (totalMinutes / 120)
//Transition from daylight to night
if (hour >= LIGHT_CONFIG.SUNSET_HOUR - LIGHT_CONFIG.TRANSITION_HOURS && hour < LIGHT_CONFIG.SUNSET_HOUR)
return lerp(LIGHT_CONFIG.DAY_STRENGTH, LIGHT_CONFIG.NIGHT_STRENGTH,
(hour+(minute/60)-(LIGHT_CONFIG.SUNSET_HOUR-LIGHT_CONFIG.TRANSITION_HOURS))/LIGHT_CONFIG.TRANSITION_HOURS)
//Transition from sunrise to morning
else if (hour >= LIGHT_CONFIG.SUNRISE_HOUR && hour < LIGHT_CONFIG.SUNRISE_HOUR + LIGHT_CONFIG.TRANSITION_HOURS)
return lerp(LIGHT_CONFIG.NIGHT_STRENGTH, LIGHT_CONFIG.DAY_STRENGTH,
(hour+(minute/60)-LIGHT_CONFIG.SUNRISE_HOUR)/LIGHT_CONFIG.TRANSITION_HOURS)
else if (hour > LIGHT_CONFIG.SUNRISE_HOUR && hour < LIGHT_CONFIG.SUNSET_HOUR)
return LIGHT_CONFIG.DAY_STRENGTH
else
return LIGHT_CONFIG.NIGHT_STRENGTH
}
// Socket and window handlers
@ -180,14 +177,9 @@ const handleResize = () => {
}
// Lifecycle
watch(
() => mapObject.value,
() => {
mapEffectsReady.value = false
watch(() => mapObject.value, () => {
updateScene()
},
{ deep: true }
)
})
onMounted(() => window.addEventListener('resize', handleResize))

View File

@ -1,5 +1,5 @@
<template>
<Modal v-for="notification in gameStore.notifications" :key="notification.id" :isModalOpen="true" @modal:close="closeNotification(notification.id)">
<Modal v-for="notification in gameStore.notifications" :key="notification.id" :isModalOpen="true" @modal:close="closeNotification(notification!.id as string)">
<template #modalHeader v-if="notification.title">
<h3 class="m-0 font-medium shrink-0 text-white">{{ notification.title }}</h3>
</template>

View File

@ -15,9 +15,10 @@ export const useGameStore = defineStore('game', {
character: null as Character | null,
world: {
date: new Date(),
isRainEnabled: false,
isFogEnabled: false,
weatherState: {
rainPercentage: 0,
fogDensity: 0
}
} as WorldSettings,
game: {
isLoading: false,
@ -119,9 +120,8 @@ export const useGameStore = defineStore('game', {
this.uiSettings.isGmPanelOpen = false
this.world.date = new Date()
this.world.isRainEnabled = false
this.world.isFogEnabled = false
this.world.fogDensity = 0
this.world.weatherState.rainPercentage = 0
this.world.weatherState.fogDensity = 0
}
}
})