Worked on dynamic texture loading
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63
src/components/zone/partials/ZoneObject.vue
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63
src/components/zone/partials/ZoneObject.vue
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<template>
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<Image v-if="isTextureLoaded" v-bind="imageProps" />
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</template>
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<script setup lang="ts">
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import { ref, onMounted, computed } from 'vue'
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import { Image, useScene } from 'phavuer'
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import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
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import { useAssetManager } from '@/utilities/assetManager'
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import type { ZoneObject } from '@/types'
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const props = defineProps<{
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tilemap: Phaser.Tilemaps.Tilemap
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zoneObject: ZoneObject
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}>()
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const scene = useScene()
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const assetManager = useAssetManager
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const isTextureLoaded = ref(false)
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const imageProps = computed(() => ({
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depth: calculateIsometricDepth(props.zoneObject.positionX, props.zoneObject.positionY, props.zoneObject.object.frameWidth, props.zoneObject.object.frameHeight),
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x: tileToWorldX(props.tilemap, props.zoneObject.positionX, props.zoneObject.positionY),
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y: tileToWorldY(props.tilemap, props.zoneObject.positionX, props.zoneObject.positionY),
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flipX: props.zoneObject.isRotated,
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texture: props.zoneObject.object.id,
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originY: Number(props.zoneObject.object.originX),
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originX: Number(props.zoneObject.object.originY)
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}))
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const loadTexture = async () => {
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const textureId = props.zoneObject.object.id
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// Check if the texture is already loaded in Phaser
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if (scene.textures.exists(textureId)) {
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isTextureLoaded.value = true
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return
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}
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let assetData = await assetManager.getAsset(textureId)
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if (!assetData) {
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await assetManager.downloadAsset(textureId, `/assets/objects/${textureId}.png`, 'objects', props.zoneObject.object.updatedAt)
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assetData = await assetManager.getAsset(textureId)
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}
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if (assetData) {
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return new Promise<void>((resolve) => {
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scene.textures.addBase64(textureId, assetData.data)
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scene.textures.once(`addtexture-${textureId}`, () => {
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isTextureLoaded.value = true
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resolve()
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})
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})
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}
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}
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onMounted(() => {
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loadTexture().catch((error) => {
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console.error('Error loading texture:', error)
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})
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})
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</script>
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