Moved zone editor partials into folder
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src/components/gameMaster/zoneEditor/zonePartials/ZoneTiles.vue
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src/components/gameMaster/zoneEditor/zonePartials/ZoneTiles.vue
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<template>
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<Controls :layer="tileLayer" :depth="0" />
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</template>
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<script setup lang="ts">
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import config from '@/config'
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import { useScene } from 'phavuer'
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import { useZoneEditorStore } from '@/stores/zoneEditorStore'
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import { onMounted, onUnmounted } from 'vue'
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import { createTileArray, getTile, placeTile, setLayerTiles } from '@/composables/zoneComposable'
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import Controls from '@/components/utilities/Controls.vue'
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import { useGameStore } from '@/stores/gameStore'
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import type { AssetDataT } from '@/types'
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const emit = defineEmits(['tileMap:create'])
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const scene = useScene()
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const gameStore = useGameStore()
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const zoneEditorStore = useZoneEditorStore()
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const tileMap = createTileMap()
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const tileLayer = createTileLayer()
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/**
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* A Tilemap is a container for Tilemap data.
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* This isn't a display object, rather, it holds data about the map and allows you to add tilesets and tilemap layers to it.
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* A map can have one or more tilemap layers, which are the display objects that actually render the tiles.
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*/
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function createTileMap() {
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const zoneData = new Phaser.Tilemaps.MapData({
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width: zoneEditorStore.zone?.width,
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height: zoneEditorStore.zone?.height,
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tileWidth: config.tile_size.x,
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tileHeight: config.tile_size.y,
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orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
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format: Phaser.Tilemaps.Formats.ARRAY_2D
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})
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const newTileMap = new Phaser.Tilemaps.Tilemap(scene, zoneData)
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emit('tileMap:create', newTileMap)
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return newTileMap
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}
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/**
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* A Tileset is a combination of a single image containing the tiles and a container for data about each tile.
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*/
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function createTileLayer() {
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const tilesArray = gameStore.getLoadedAssetsByGroup('tiles')
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const tilesetImages = Array.from(tilesArray).map((tile: AssetDataT, index: number) => {
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return tileMap.addTilesetImage(tile.key, tile.key, config.tile_size.x, config.tile_size.y, 1, 2, index + 1, { x: 0, y: -config.tile_size.y })
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}) as any
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// Add blank tile
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tilesetImages.push(tileMap.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.x, config.tile_size.y, 1, 2, 0, { x: 0, y: -config.tile_size.y }))
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const layer = tileMap.createBlankLayer('tiles', tilesetImages, 0, config.tile_size.y) as Phaser.Tilemaps.TilemapLayer
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layer.setDepth(0)
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layer.setCullPadding(2, 2)
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return layer
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}
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function pencil(pointer: Phaser.Input.Pointer) {
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// Check if zone is set
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if (!zoneEditorStore.zone) return
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// Check if tool is pencil
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if (zoneEditorStore.tool !== 'pencil') return
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// Check if draw mode is tile
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if (zoneEditorStore.drawMode !== 'tile') return
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// Check if there is a selected tile
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if (!zoneEditorStore.selectedTile) return
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// Check if left mouse button is pressed
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if (!pointer.isDown) return
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// Check if shift is not pressed, this means we are moving the camera
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if (pointer.event.shiftKey) return
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// Check if there is a tile
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const tile = getTile(tileLayer, pointer.worldX, pointer.worldY)
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if (!tile) return
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// Place tile
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placeTile(tileMap, tileLayer, tile.x, tile.y, zoneEditorStore.selectedTile)
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// Adjust zoneEditorStore.zone.tiles
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zoneEditorStore.zone.tiles[tile.y][tile.x] = zoneEditorStore.selectedTile
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}
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function eraser(pointer: Phaser.Input.Pointer) {
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// Check if zone is set
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if (!zoneEditorStore.zone) return
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// Check if tool is pencil
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if (zoneEditorStore.tool !== 'eraser') return
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// Check if draw mode is tile
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if (zoneEditorStore.eraserMode !== 'tile') return
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// Check if left mouse button is pressed
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if (!pointer.isDown) return
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// Check if shift is not pressed, this means we are moving the camera
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if (pointer.event.shiftKey) return
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// Check if alt is pressed
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if (pointer.event.altKey) return
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// Check if there is a tile
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const tile = getTile(tileLayer, pointer.worldX, pointer.worldY)
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if (!tile) return
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// Place tile
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placeTile(tileMap, tileLayer, tile.x, tile.y, 'blank_tile')
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// Adjust zoneEditorStore.zone.tiles
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zoneEditorStore.zone.tiles[tile.y][tile.x] = 'blank_tile'
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}
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function paint(pointer: Phaser.Input.Pointer) {
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// Check if zone is set
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if (!zoneEditorStore.zone) return
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// Check if tool is pencil
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if (zoneEditorStore.tool !== 'paint') return
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// Check if there is a selected tile
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if (!zoneEditorStore.selectedTile) return
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// Check if left mouse button is pressed
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if (!pointer.isDown) return
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// Check if shift is not pressed, this means we are moving the camera
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if (pointer.event.shiftKey) return
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// Check if alt is pressed
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if (pointer.event.altKey) return
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// Set new tileArray with selected tile
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setLayerTiles(tileMap, tileLayer, createTileArray(tileMap.width, tileMap.height, zoneEditorStore.selectedTile))
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// Adjust zoneEditorStore.zone.tiles
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zoneEditorStore.zone.tiles = createTileArray(tileMap.width, tileMap.height, zoneEditorStore.selectedTile)
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}
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// When alt is pressed, and the pointer is down, select the tile that the pointer is over
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function tilePicker(pointer: Phaser.Input.Pointer) {
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// Check if zone is set
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if (!zoneEditorStore.zone) return
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// Check if tool is pencil
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if (zoneEditorStore.tool !== 'pencil') return
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// Check if draw mode is tile
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if (zoneEditorStore.drawMode !== 'tile') return
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// Check if left mouse button is pressed
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if (!pointer.isDown) return
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// Check if shift is not pressed, this means we are moving the camera
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if (pointer.event.shiftKey) return
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// Check if alt is pressed
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if (!pointer.event.altKey) return
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// Check if there is a tile
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const tile = getTile(tileLayer, pointer.worldX, pointer.worldY)
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if (!tile) return
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// Select the tile
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zoneEditorStore.setSelectedTile(zoneEditorStore.zone.tiles[tile.y][tile.x])
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}
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onMounted(() => {
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if (!zoneEditorStore.zone?.tiles) {
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return
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}
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setLayerTiles(tileMap, tileLayer, zoneEditorStore.zone.tiles)
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, pencil)
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, eraser)
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scene.input.on(Phaser.Input.Events.POINTER_DOWN, paint)
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scene.input.on(Phaser.Input.Events.POINTER_DOWN, tilePicker)
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})
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onUnmounted(() => {
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, pencil)
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, eraser)
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scene.input.off(Phaser.Input.Events.POINTER_DOWN, paint)
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scene.input.off(Phaser.Input.Events.POINTER_DOWN, tilePicker)
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tileMap.destroyLayer('tiles')
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tileMap.removeAllLayers()
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tileMap.destroy()
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})
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</script>
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