Replaced modal resize icon, started writing components for character type management, spride field made optional

This commit is contained in:
Dennis Postma 2024-10-19 02:15:48 +02:00
parent 68222ab511
commit a0f0b40ed3
11 changed files with 315 additions and 16 deletions

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@ -62,7 +62,7 @@ const createFogEffect = (scene: Phaser.Scene) => {
const updateEffects = () => {
const effects = zoneStore.zone?.zoneEffects || []
effects.forEach(effect => {
effects.forEach((effect) => {
switch (effect.effect) {
case 'light':
updateLightEffect(effect.strength)
@ -79,7 +79,7 @@ const updateEffects = () => {
const updateLightEffect = (strength: number) => {
if (!lightEffect.value) return
const darkness = 1 - (strength / 100)
const darkness = 1 - strength / 100
lightEffect.value.clear()
lightEffect.value.fillStyle(0x000000, darkness)
lightEffect.value.fillRect(0, 0, window.innerWidth, window.innerHeight)
@ -105,4 +105,6 @@ watch(() => zoneStore.zone?.zoneEffects, updateEffects, { deep: true })
onBeforeUnmount(() => {
if (sceneRef.value) sceneRef.value.scene.remove('effects')
})
</script>
// @TODO : Fix resize issue
</script>

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@ -1,7 +1,6 @@
<template>
<Modal :isModalOpen="gameStore.uiSettings.isGmPanelOpen" @modal:close="() => gameStore.toggleGmPanel()" :modal-width="1000" :modal-height="650" :can-full-screen="true">
<template #modalHeader>
<h3 class="m-0 font-medium shrink-0 text-white">GM Panel</h3>
<div class="flex gap-1.5 flex-wrap">
<button @mousedown.stop class="btn-cyan py-1.5 px-4 min-w-24">General</button>
<button @mousedown.stop class="btn-cyan py-1.5 px-4 min-w-24">Users</button>

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@ -22,8 +22,16 @@
<span>NPC's</span>
<div class="absolute left-0 bottom-0 w-full h-px bg-gray-500"></div>
</a>
<a class="relative p-2.5 hover:cursor-pointer">
<span>Characters</span>
<a class="relative p-2.5 hover:cursor-pointer" :class="{ 'bg-cyan/80': selectedCategory === 'shops' }" @click="() => (selectedCategory = 'shops')">
<span>Shops</span>
<div class="absolute left-0 bottom-0 w-full h-px bg-gray-500"></div>
</a>
<a class="relative p-2.5 hover:cursor-pointer" :class="{ 'bg-cyan/80': selectedCategory === 'characterTypes' }" @click="() => (selectedCategory = 'characterTypes')">
<span>Character types</span>
<div class="absolute left-0 bottom-0 w-full h-px bg-gray-500"></div>
</a>
<a class="relative p-2.5 hover:cursor-pointer" :class="{ 'bg-cyan/80': selectedCategory === 'characterHair' }" @click="() => (selectedCategory = 'characterHair')">
<span>Character hair</span>
<div class="absolute left-0 bottom-0 w-full h-px bg-gray-500"></div>
</a>
<a class="relative p-2.5 hover:cursor-pointer">
@ -34,6 +42,10 @@
<span>Pets</span>
<div class="absolute left-0 bottom-0 w-full h-px bg-gray-500"></div>
</a>
<a class="relative p-2.5 hover:cursor-pointer">
<span>Emoticons</span>
<div class="absolute left-0 bottom-0 w-full h-px bg-gray-500"></div>
</a>
</div>
<div class="absolute w-px bg-gray-500 h-full top-0 left-1/6"></div>
@ -42,6 +54,7 @@
<TileList v-if="selectedCategory === 'tiles'" />
<ObjectList v-if="selectedCategory === 'objects'" />
<SpriteList v-if="selectedCategory === 'sprites'" />
<CharacterTypeList v-if="selectedCategory === 'characterTypes'" />
</div>
<div class="absolute w-px bg-gray-500 h-full top-0 left-1/2"></div>
@ -51,6 +64,7 @@
<TileDetails v-if="selectedCategory === 'tiles' && assetManagerStore.selectedTile" />
<ObjectDetails v-if="selectedCategory === 'objects' && assetManagerStore.selectedObject" />
<SpriteDetails v-if="selectedCategory === 'sprites' && assetManagerStore.selectedSprite" />
<CharacterTypeDetails v-if="selectedCategory === 'characterTypes' && assetManagerStore.selectedCharacterType" />
</div>
</div>
</template>
@ -64,6 +78,8 @@ import ObjectList from '@/components/gameMaster/assetManager/partials/object/Obj
import ObjectDetails from '@/components/gameMaster/assetManager/partials/object/ObjectDetails.vue'
import SpriteList from '@/components/gameMaster/assetManager/partials/sprite/SpriteList.vue'
import SpriteDetails from '@/components/gameMaster/assetManager/partials/sprite/SpriteDetails.vue'
import CharacterTypeList from '@/components/gameMaster/assetManager/partials/characterType/CharacterTypeList.vue'
import CharacterTypeDetails from '@/components/gameMaster/assetManager/partials/characterType/CharacterTypeDetails.vue'
const assetManagerStore = useAssetManagerStore()
const selectedCategory = ref('tiles')

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@ -0,0 +1,117 @@
<template>
<div class="h-full overflow-auto">
<div class="m-2.5 p-2.5 block">
<form class="flex gap-2.5 flex-wrap" @submit.prevent="saveCharacterType">
<div class="form-field-full">
<label for="name">Name</label>
<input v-model="characterName" class="input-field" type="text" name="name" placeholder="Character Type Name" />
</div>
<div class="form-field-half">
<label for="gender">Gender</label>
<select v-model="characterGender" class="input-field" name="gender">
<option v-for="gender in genderOptions" :key="gender" :value="gender">{{ gender }}</option>
</select>
</div>
<div class="form-field-half">
<label for="race">Race</label>
<select v-model="characterRace" class="input-field" name="race">
<option v-for="race in raceOptions" :key="race" :value="race">{{ race }}</option>
</select>
</div>
<div class="form-field-full">
<label for="spriteId">Sprite ID</label>
<input v-model="characterSpriteId" class="input-field" type="text" name="spriteId" placeholder="Sprite ID" />
</div>
<button class="btn-cyan px-4 py-1.5 min-w-24" type="submit">Save</button>
<button class="btn-red px-4 py-1.5 min-w-24" type="button" @click.prevent="removeCharacterType">Remove</button>
</form>
</div>
</div>
</template>
<script setup lang="ts">
import type { CharacterType, CharacterGender, CharacterRace } from '@/types'
import { computed, onBeforeUnmount, onMounted, ref, watch } from 'vue'
import { useAssetManagerStore } from '@/stores/assetManagerStore'
import { useGameStore } from '@/stores/gameStore'
const gameStore = useGameStore()
const assetManagerStore = useAssetManagerStore()
const selectedCharacterType = computed(() => assetManagerStore.selectedCharacterType)
const characterName = ref('')
const characterGender = ref<CharacterGender>('MALE' as CharacterGender.MALE)
const characterRace = ref<CharacterRace>('HUMAN' as CharacterRace.HUMAN)
const characterSpriteId = ref('')
const genderOptions: CharacterGender[] = ['MALE' as CharacterGender.MALE, 'FEMALE' as CharacterGender.FEMALE]
const raceOptions: CharacterRace[] = ['HUMAN' as CharacterRace.HUMAN, 'ELF' as CharacterRace.ELF, 'DWARF' as CharacterRace.DWARF, 'ORC' as CharacterRace.ORC, 'GOBLIN' as CharacterRace.GOBLIN]
if (!selectedCharacterType.value) {
console.error('No character type selected')
}
if (selectedCharacterType.value) {
characterName.value = selectedCharacterType.value.name
characterGender.value = selectedCharacterType.value.gender
characterRace.value = selectedCharacterType.value.race
characterSpriteId.value = selectedCharacterType.value.spriteId
}
function removeCharacterType() {
if (!selectedCharacterType.value) return
gameStore.connection?.emit('gm:characterType:remove', { id: selectedCharacterType.value.id }, (response: boolean) => {
if (!response) {
console.error('Failed to remove character type')
return
}
refreshCharacterTypeList()
})
}
function refreshCharacterTypeList(unsetSelectedCharacterType = true) {
gameStore.connection?.emit('gm:characterType:list', {}, (response: CharacterType[]) => {
assetManagerStore.setCharacterTypeList(response)
if (unsetSelectedCharacterType) {
assetManagerStore.setSelectedCharacterType(null)
}
})
}
function saveCharacterType() {
const characterTypeData = {
id: selectedCharacterType.value?.id,
name: characterName.value,
gender: characterGender.value,
race: characterRace.value,
spriteId: characterSpriteId.value
}
gameStore.connection?.emit('gm:characterType:update', characterTypeData, (response: boolean) => {
if (!response) {
console.error('Failed to save character type')
return
}
refreshCharacterTypeList(false)
})
}
watch(selectedCharacterType, (characterType: CharacterType | null) => {
if (!characterType) return
characterName.value = characterType.name
characterGender.value = characterType.gender
characterRace.value = characterType.race
characterSpriteId.value = characterType.spriteId
})
onMounted(() => {
if (!selectedCharacterType.value) return
})
onBeforeUnmount(() => {
assetManagerStore.setSelectedCharacterType(null)
})
</script>

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@ -0,0 +1,93 @@
<template>
<div class="relative p-2.5 flex items-center gap-x-2.5">
<input v-model="searchQuery" class="input-field flex-grow" placeholder="Search..." @input="handleSearch" />
<label for="create-character" class="bg-cyan/50 border border-solid border-white/25 rounded drop-shadow-20 p-2 inline-flex items-center justify-center hover:bg-cyan hover:cursor-pointer">
<button id="create-character" @click="createNewCharacterType">
<svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5" fill="none" viewBox="0 0 24 24" stroke="currentColor">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M12 4v16m8-8H4" />
</svg>
</button>
</label>
<div class="absolute left-0 bottom-0 w-full h-px bg-gray-500"></div>
</div>
<div v-bind="containerProps" class="overflow-y-auto relative" @scroll="onScroll">
<div v-bind="wrapperProps" ref="elementToScroll">
<a v-for="{ data: characterType } in list" :key="characterType.id" class="relative p-2.5 cursor-pointer block" :class="{ 'bg-cyan/80': assetManagerStore.selectedCharacterType?.id === characterType.id }" @click="assetManagerStore.setSelectedCharacterType(characterType as CharacterType)">
<div class="flex items-center gap-2.5">
<span>{{ characterType.name }}</span>
</div>
<div class="absolute left-0 bottom-0 w-full h-px bg-gray-500"></div>
</a>
</div>
<button class="left-[calc(50%_-_60px)] fixed bottom-2.5 min-w-[unset] w-12 h-12 rounded-md bg-cyan/50 p-0 hover:bg-cyan" v-show="hasScrolled" @click="toTop">
<img class="absolute invert w-8 h-8 left-1/2 top-1/2 -translate-x-1/2 -translate-y-1/2 rotate-180" src="/assets/icons/zoneEditor/chevron.svg" alt="" />
</button>
</div>
</template>
<script setup lang="ts">
import { useGameStore } from '@/stores/gameStore'
import { onMounted, ref, computed } from 'vue'
import { useAssetManagerStore } from '@/stores/assetManagerStore'
import type { CharacterType } from '@/types'
import { useVirtualList } from '@vueuse/core'
const gameStore = useGameStore()
const assetManagerStore = useAssetManagerStore()
const searchQuery = ref('')
const hasScrolled = ref(false)
const elementToScroll = ref()
const handleSearch = () => {
// Trigger a re-render of the virtual list
virtualList.value?.scrollTo(0)
}
const createNewCharacterType = () => {
gameStore.connection?.emit('gm:characterType:create', {}, (response: boolean) => {
if (!response) {
console.error('Failed to create new character type')
return
}
gameStore.connection?.emit('gm:characterType:list', {}, (response: CharacterType[]) => {
assetManagerStore.setCharacterTypeList(response)
})
})
}
const filteredCharacterTypes = computed(() => {
if (!searchQuery.value) {
return assetManagerStore.characterTypeList
}
return assetManagerStore.characterTypeList.filter((character) => character.name.toLowerCase().includes(searchQuery.value.toLowerCase()))
})
const { list, containerProps, wrapperProps, scrollTo } = useVirtualList(filteredCharacterTypes, {
itemHeight: 48
})
const virtualList = ref({ scrollTo })
const onScroll = () => {
let scrollTop = elementToScroll.value.style.marginTop.replace('px', '')
if (scrollTop > 80) {
hasScrolled.value = true
} else if (scrollTop <= 80) {
hasScrolled.value = false
}
}
function toTop() {
virtualList.value?.scrollTo(0)
}
onMounted(() => {
gameStore.connection?.emit('gm:characterType:list', {}, (response: CharacterType[]) => {
assetManagerStore.setCharacterTypeList(response)
})
})
</script>

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@ -82,9 +82,13 @@ watch(pvp, (value) => {
zoneEditorStore.setZonePvp(value)
})
watch(zoneEffects, (value) => {
zoneEditorStore.setZoneEffects(value)
}, { deep: true })
watch(
zoneEffects,
(value) => {
zoneEditorStore.setZoneEffects(value)
},
{ deep: true }
)
const addEffect = () => {
zoneEffects.value.push({
@ -99,4 +103,4 @@ const addEffect = () => {
const removeEffect = (index) => {
zoneEffects.value.splice(index, 1)
}
</script>
</script>

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@ -8,7 +8,7 @@
</div>
<div class="flex gap-2.5">
<button @click="toggleFullScreen" class="w-5 h-5 m-0 p-0 relative hover:scale-110 transition-transform duration-300 ease-in-out" v-if="canFullScreen">
<img :alt="isFullScreen ? 'exit full-screen' : 'full-screen'" draggable="false" :src="isFullScreen ? '/assets/icons/minimize.svg' : '/assets/icons/full-screen.svg'" class="w-3.5 h-3.5 invert" />
<img :alt="isFullScreen ? 'exit full-screen' : 'full-screen'" draggable="false" :src="isFullScreen ? '/assets/icons/minimize.svg' : '/assets/icons/increase-size-option.svg'" class="w-3.5 h-3.5 invert" />
</button>
<button @click="close" v-if="closable" class="w-3.5 h-3.5 m-0 p-0 relative hover:rotate-180 transition-transform duration-300 ease-in-out">
<img alt="close" draggable="false" src="/assets/icons/close-button-white.svg" class="w-full h-full" />

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@ -83,7 +83,9 @@ export const sortByIsometricDepth = <T extends { positionX: number; positionY: n
})
}
export const clearAssets = (scene: Phaser.Scene) => {}
export const clearAssets = (scene: Phaser.Scene) => {
scene.load.destroy()
}
export const loadAssets = (scene: Phaser.Scene): Promise<void> => {
return new Promise((resolve) => {

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@ -1,6 +1,6 @@
import { ref } from 'vue'
import { defineStore } from 'pinia'
import type { Tile, Object, Sprite } from '@/types'
import type { Tile, Object, Sprite, CharacterType } from '@/types'
export const useAssetManagerStore = defineStore('assetManager', () => {
const tileList = ref<Tile[]>([])
@ -12,6 +12,9 @@ export const useAssetManagerStore = defineStore('assetManager', () => {
const spriteList = ref<Sprite[]>([])
const selectedSprite = ref<Sprite | null>(null)
const characterTypeList = ref<CharacterType[]>([])
const selectedCharacterType = ref<CharacterType | null>(null)
function setTileList(tiles: Tile[]) {
tileList.value = tiles
}
@ -36,6 +39,14 @@ export const useAssetManagerStore = defineStore('assetManager', () => {
selectedSprite.value = sprite
}
function setCharacterTypeList(characterTypes: CharacterType[]) {
characterTypeList.value = characterTypes
}
function setSelectedCharacterType(characterType: CharacterType | null) {
selectedCharacterType.value = characterType
}
return {
tileList,
selectedTile,
@ -43,11 +54,15 @@ export const useAssetManagerStore = defineStore('assetManager', () => {
selectedObject,
spriteList,
selectedSprite,
characterTypeList,
selectedCharacterType,
setTileList,
setSelectedTile,
setObjectList,
setCharacterTypeList,
setSelectedObject,
setSpriteList,
setSelectedSprite
setSelectedSprite,
setSelectedCharacterType
}
})

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@ -136,8 +136,8 @@ export type CharacterType = {
gender: CharacterGender
race: CharacterRace
characters: Character[]
spriteId: string
sprite: Sprite
spriteId?: string
sprite?: Sprite
createdAt: Date
updatedAt: Date
}