refactoring pointer events and input handling improvements

This commit is contained in:
2025-01-26 19:07:27 -06:00
parent 791830fd6f
commit 9618e07bc6
11 changed files with 123 additions and 158 deletions

View File

@ -4,7 +4,7 @@
<Scene name="main" @preload="preloadScene">
<div v-if="!isLoaded" class="absolute top-1/2 left-1/2 -translate-x-1/2 -translate-y-1/2 text-white text-3xl font-ui">Loading...</div>
<div v-else>
<Map :key="currentMap?.id" />
<Map :key="mapEditor.currentMap.value?.id" />
<Toolbar ref="toolbar" @save="save" @clear="clear" @open-maps="mapModal?.open()" @open-settings="mapSettingsModal?.open()"
@close-editor="$emit('close-editor')"
@open-tile-list="tileModal?.open()"
@ -36,13 +36,11 @@ import { useMapEditorComposable } from '@/composables/useMapEditorComposable'
import { MapStorage } from '@/storage/storages'
import { useGameStore } from '@/stores/gameStore'
import { Game, Scene } from 'phavuer'
import { provide, ref, useTemplateRef, watch } from 'vue'
import { ref, useTemplateRef, watch } from 'vue'
const mapStorage = new MapStorage()
const mapEditor = useMapEditorComposable()
const gameStore = useGameStore()
const mapEditorStore = useMapEditorStore()
const currentMap = ref<MapT | null>(null)
const toolbar = useTemplateRef("toolbar")
const mapModal = useTemplateRef("mapModal")
@ -88,18 +86,19 @@ const preloadScene = async (scene: Phaser.Scene) => {
}
function save() {
if (!currentMap.value) return
const currentMap = mapEditor.currentMap.value
if (!currentMap) return
const data = {
mapId: currentMap.value.id,
name: currentMap.value.name,
width: currentMap.value.width,
height: currentMap.value.height,
tiles: currentMap.value.tiles,
pvp: currentMap.value.pvp,
mapEffects: currentMap.value.mapEffects?.map(({ id, effect, strength }) => ({ id, effect, strength })) ?? [],
mapEventTiles: currentMap.value.mapEventTiles?.map(({ id, type, positionX, positionY, teleport }) => ({ id, type, positionX, positionY, teleport })) ?? [],
placedMapObjects: currentMap.value.placedMapObjects?.map(({ id, mapObject, depth, isRotated, positionX, positionY }) => ({ id, mapObject, depth, isRotated, positionX, positionY })) ?? []
mapId: currentMap.id,
name: currentMap.name,
width: currentMap.width,
height: currentMap.height,
tiles: currentMap.tiles,
pvp: currentMap.pvp,
mapEffects: currentMap.mapEffects?.map(({ id, effect, strength }) => ({ id, effect, strength })) ?? [],
mapEventTiles: currentMap.mapEventTiles?.map(({ id, type, positionX, positionY, teleport }) => ({ id, type, positionX, positionY, teleport })) ?? [],
placedMapObjects: currentMap.placedMapObjects?.map(({ id, mapObject, depth, isRotated, positionX, positionY }) => ({ id, mapObject, depth, isRotated, positionX, positionY })) ?? []
}
gameStore.connection?.emit('gm:map:update', data, (response: MapT) => {
@ -107,13 +106,10 @@ function save() {
})
}
watch(() => mapEditor.currentMap, (value) => { currentMap.value = value.value })
function clear() {
if (!currentMap.value) return
if (!mapEditor.currentMap.value) return
// Clear placed objects, event tiles and tiles
mapEditor.clearMap()
mapEditor.triggerClearTiles()
}
</script>