npm run format, started working on follow player logic, refactor some camera logic
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@ -8,8 +8,7 @@
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<RoundRectangle :origin-x="0.5" :origin-y="18.5" :fillColor="0xffffff" :width="74" :height="6" :radius="5" />
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<RoundRectangle :origin-x="0.5" :origin-y="36.4" :fillColor="0x00b3b3" :width="70" :height="3" :radius="5" />
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</Container>
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<!-- <Text :text="isometricDepth" :depth="isometricDepth" :x="currentX" :y="currentY" />-->
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<Container :depth="isometricDepth" v-if="props.character" :x="currentX" :y="currentY">
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<Container :depth="isometricDepth" v-if="props.character" :x="currentX" :y="currentY" ref="charContainer">
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<Image v-if="!props.character.characterType" texture="character" :origin-y="1" />
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<Sprite v-else :texture="charTexture" :play="props.character.isMoving ? charTexture : undefined" :origin-y="1" :flipX="props.character.rotation === 6 || props.character.rotation === 4" :flipY="false" />
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</Container>
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@ -29,6 +28,8 @@ enum Direction {
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NOCHANGE
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}
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const charContainer = ref<Phaser.GameObjects.Container | null>(null)
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interface Props {
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layer: Phaser.Tilemaps.TilemapLayer
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character?: CharacterT
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@ -38,14 +39,15 @@ const props = withDefaults(defineProps<Props>(), {
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character: undefined
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})
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const isometricDepth = ref(calculateIsometricDepth(props.character.positionX, props.character.positionY, 28, 94, true))
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const gameStore = useGameStore()
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const scene = useScene()
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const isometricDepth = ref(calculateIsometricDepth(props.character!.positionX, props.character!.positionY, 28, 94, true))
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const currentX = ref(0)
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const currentY = ref(0)
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const gameStore = useGameStore();
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const tween = ref<Phaser.Tweens.Tween | null>(null)
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const isInitialPosition = ref(true)
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const calculateLocalDepth = (x: number, y: number, width: number, height: number, isCharacter: boolean) => {
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isometricDepth.value = calculateIsometricDepth(x, y, width, height, isCharacter)
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}
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@ -54,11 +56,6 @@ const updatePosition = (x: number, y: number, direction: Direction) => {
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const targetX = tileToWorldX(props.layer, x, y)
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const targetY = tileToWorldY(props.layer, x, y)
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// Used for camera resize calculation to center on Character.
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if(gameStore.character) {
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gameStore.character.relativePosition = { x: targetX, y: targetY };
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}
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if (isInitialPosition.value) {
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currentX.value = targetX
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currentY.value = targetY
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@ -165,6 +162,13 @@ const createText = (text: Phaser.GameObjects.Text) => {
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}
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onMounted(() => {
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/**
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* @TODO: Put this at an appropriate place not in this component
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*/
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// Check if player is this character, then lock with camera
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if (props.character && props.character.id === gameStore.character?.id) {
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scene.cameras.main.startFollow(charContainer.value as Phaser.GameObjects.Container)
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}
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if (props.character) {
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updatePosition(props.character.positionX, props.character.positionY, Direction.POSITIVE)
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}
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