Map editor tiles are now fully loaded from cache
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@ -2,7 +2,7 @@ import config from '@/application/config'
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import type { HttpResponse, TextureData, UUID } from '@/application/types'
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import { unduplicateArray } from '@/application/utilities'
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import { loadTexture } from '@/composables/gameComposable'
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import { MapStorage } from '@/storage/storages'
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import { MapStorage, TileStorage } from '@/storage/storages'
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import Tilemap = Phaser.Tilemaps.Tilemap
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import TilemapLayer = Phaser.Tilemaps.TilemapLayer
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@ -88,19 +88,54 @@ export function FlattenMapArray(tiles: string[][]) {
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}
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export async function loadMapTilesIntoScene(map_id: UUID, scene: Phaser.Scene) {
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const tileStorage = new TileStorage()
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const mapStorage = new MapStorage()
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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 tiles = await tileStorage.getByIds(tileArray)
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// Load each tile into the scene
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for (const tile of tileArray) {
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for (const tile of tiles) {
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const textureData = {
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key: tile,
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data: '/textures/tiles/' + tile + '.png',
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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: map.updatedAt // @TODO: Fix this
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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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}
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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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}
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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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@ -2,41 +2,57 @@ import config from '@/application/config'
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import { getTile, tileToWorldXY } from '@/composables/mapComposable'
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import { useGameStore } from '@/stores/gameStore'
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import { useMapEditorStore } from '@/stores/mapEditorStore'
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import { computed, type Ref } from 'vue'
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import { computed, ref, type Ref } from 'vue'
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export function useMapEditorPointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilemaps.TilemapLayer, waypoint: Ref<{ visible: boolean; x: number; y: number }>, camera: Phaser.Cameras.Scene2D.Camera) {
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const gameStore = useGameStore()
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const mapEditorStore = useMapEditorStore()
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const isMoveTool = computed(() => mapEditorStore.tool === 'move')
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const pointerStartPosition = ref({ x: 0, y: 0 })
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const dragThreshold = 5 // pixels
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function updateWaypoint(pointer: Phaser.Input.Pointer) {
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const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y)
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const pointerTile = getTile(layer, px, py)
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if (pointerTile) {
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const worldPoint = tileToWorldXY(layer, pointerTile.x, pointerTile.y)
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if (!worldPoint.positionX || !worldPoint.positionY) return
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waypoint.value = {
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visible: true,
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x: worldPoint.positionX,
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y: worldPoint.positionY + config.tile_size.height + 15
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}
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} else {
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function updateWaypoint(worldX: number, worldY: number) {
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const pointerTile = getTile(layer, worldX, worldY)
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if (!pointerTile) {
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waypoint.value.visible = false
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return
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}
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const worldPoint = tileToWorldXY(layer, pointerTile.x, pointerTile.y)
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if (!worldPoint.worldPositionX || !worldPoint.worldPositionX) return
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waypoint.value = {
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visible: true,
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x: worldPoint.worldPositionX,
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y: worldPoint.worldPositionY + config.tile_size.height + 15
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}
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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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if (isMoveTool.value || pointer.event.shiftKey) {
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gameStore.setPlayerDraggingCamera(true)
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}
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}
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function dragMap(pointer: Phaser.Input.Pointer) {
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if (!gameStore.game.isPlayerDraggingCamera) return
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camera.setScroll(camera.scrollX - (pointer.x - pointer.prevPosition.x) / camera.zoom, scrollY - (pointer.y - pointer.prevPosition.y) / camera.zoom)
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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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}
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function handlePointerMove(pointer: Phaser.Input.Pointer) {
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if (isMoveTool.value || pointer.event.shiftKey) {
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dragMap(pointer)
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}
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updateWaypoint(pointer)
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updateWaypoint(pointer.worldX, pointer.worldY)
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}
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function handlePointerUp(pointer: Phaser.Input.Pointer) {
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gameStore.setPlayerDraggingCamera(false)
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}
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function handleZoom(pointer: Phaser.Input.Pointer) {
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@ -50,12 +66,16 @@ export function useMapEditorPointerHandlers(scene: Phaser.Scene, layer: Phaser.T
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}
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const setupPointerHandlers = () => {
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scene.input.on(Phaser.Input.Events.POINTER_DOWN, handlePointerDown)
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, handlePointerMove)
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scene.input.on(Phaser.Input.Events.POINTER_UP, handlePointerUp)
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scene.input.on(Phaser.Input.Events.POINTER_WHEEL, handleZoom)
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}
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const cleanupPointerHandlers = () => {
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scene.input.off(Phaser.Input.Events.POINTER_DOWN, handlePointerDown)
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, handlePointerMove)
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scene.input.off(Phaser.Input.Events.POINTER_UP, handlePointerUp)
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scene.input.off(Phaser.Input.Events.POINTER_WHEEL, handleZoom)
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}
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