Merge remote-tracking branch 'origin/feature/cache'

This commit is contained in:
2025-01-10 23:23:00 +01:00
40 changed files with 876 additions and 1737 deletions

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@ -1,8 +1,8 @@
<template>
<ChatBubble :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />
<Healthbar :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />
<Container ref="charContainer" :depth="isometricDepth" :x="currentX" :y="currentY">
<CharacterHair :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />
<ChatBubble :mapCharacter="props.mapCharacter" :currentX="currentPositionX" :currentY="currentPositionY" />
<Healthbar :mapCharacter="props.mapCharacter" :currentX="currentPositionX" :currentY="currentPositionY" />
<Container ref="charContainer" :depth="isometricDepth" :x="currentPositionX" :y="currentPositionY">
<!-- <CharacterHair :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />-->
<!-- <CharacterChest :mapCharacter="props.mapCharacter" :currentX="currentX" :currentY="currentY" />-->
<Sprite ref="charSprite" :origin-y="1" :flipX="isFlippedX" />
</Container>
@ -16,6 +16,7 @@ import ChatBubble from '@/components/game/character/partials/ChatBubble.vue'
import Healthbar from '@/components/game/character/partials/Healthbar.vue'
import { loadSpriteTextures } from '@/composables/gameComposable'
import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/mapComposable'
import { CharacterTypeStorage } from '@/storage/storages'
import { useGameStore } from '@/stores/gameStore'
import { useMapStore } from '@/stores/mapStore'
import { Container, refObj, Sprite, useScene } from 'phavuer'
@ -36,28 +37,29 @@ const props = defineProps<{
const charContainer = refObj<Phaser.GameObjects.Container>()
const charSprite = refObj<Phaser.GameObjects.Sprite>()
const charSpriteId = ref('')
const gameStore = useGameStore()
const mapStore = useMapStore()
const scene = useScene()
const currentX = ref(0)
const currentY = ref(0)
const currentPositionX = ref(0)
const currentPositionY = ref(0)
const isometricDepth = ref(1)
const isInitialPosition = ref(true)
const tween = ref<Phaser.Tweens.Tween | null>(null)
const updateIsometricDepth = (x: number, y: number) => {
isometricDepth.value = calculateIsometricDepth(x, y, 28, 94, true)
const updateIsometricDepth = (positionX: number, positionY: number) => {
isometricDepth.value = calculateIsometricDepth(positionX, positionY, 28, 94, true)
}
const updatePosition = (x: number, y: number, direction: Direction) => {
const targetX = tileToWorldX(props.tilemap, x, y)
const targetY = tileToWorldY(props.tilemap, x, y)
const updatePosition = (positionX: number, positionY: number, direction: Direction) => {
const newPositionX = tileToWorldX(props.tilemap, positionX, positionY)
const newPositionY = tileToWorldY(props.tilemap, positionX, positionY)
if (isInitialPosition.value) {
currentX.value = targetX
currentY.value = targetY
currentPositionX.value = newPositionX
currentPositionY.value = newPositionY
isInitialPosition.value = false
return
}
@ -66,52 +68,53 @@ const updatePosition = (x: number, y: number, direction: Direction) => {
tween.value.stop()
}
const distance = Math.sqrt(Math.pow(targetX - currentX.value, 2) + Math.pow(targetY - currentY.value, 2))
const distance = Math.sqrt(Math.pow(newPositionX - currentPositionX.value, 2) + Math.pow(newPositionY - currentPositionY.value, 2))
if (distance >= config.tile_size.x / 1.1) {
currentX.value = targetX
currentY.value = targetY
if (distance >= config.tile_size.width / 1.1) {
currentPositionX.value = newPositionX
currentPositionY.value = newPositionY
return
}
const duration = distance * 5.7
tween.value = props.tilemap.scene.tweens.add({
targets: { x: currentX.value, y: currentY.value },
x: targetX,
y: targetY,
targets: { x: currentPositionX.value, y: currentPositionY.value },
x: newPositionX,
y: newPositionY,
duration,
ease: 'Linear',
onStart: () => {
if (direction === Direction.POSITIVE) {
updateIsometricDepth(x, y)
updateIsometricDepth(positionX, positionY)
}
},
onUpdate: (tween) => {
currentX.value = tween.targets[0].x
currentY.value = tween.targets[0].y
// @ts-ignore
currentPositionX.value = tween.targets[0].x
// @ts-ignore
currentPositionY.value = tween.targets[0].y
},
onComplete: () => {
if (direction === Direction.NEGATIVE) {
updateIsometricDepth(x, y)
updateIsometricDepth(positionX, positionY)
}
}
})
}
const calcDirection = (oldX: number, oldY: number, newX: number, newY: number): Direction => {
if (newY < oldY || newX < oldX) return Direction.NEGATIVE
if (newX > oldX || newY > oldY) return Direction.POSITIVE
const calcDirection = (oldPositionX: number, oldPositionY: number, newPositionX: number, newPositionY: number): Direction => {
if (newPositionY < oldPositionY || newPositionX < oldPositionX) return Direction.NEGATIVE
if (newPositionX > oldPositionX || newPositionY > oldPositionY) return Direction.POSITIVE
return Direction.UNCHANGED
}
const isFlippedX = computed(() => [6, 4].includes(props.mapCharacter.character.rotation ?? 0))
const charTexture = computed(() => {
const { rotation, characterType } = props.mapCharacter.character
const spriteId = characterType?.sprite ?? 'idle_right_down'
const spriteId = charSpriteId.value ?? 'idle_right_down'
const action = props.mapCharacter.isMoving ? 'walk' : 'idle'
const direction = [0, 6].includes(rotation) ? 'left_up' : 'right_down'
const direction = [0, 6].includes(props.mapCharacter.character.rotation) ? 'left_up' : 'right_down'
return `${spriteId}-${action}_${direction}`
})
@ -119,47 +122,48 @@ const charTexture = computed(() => {
const updateSprite = () => {
if (props.mapCharacter.isMoving) {
charSprite.value!.anims.play(charTexture.value, true)
return
} else {
charSprite.value!.anims.stop()
charSprite.value!.setFrame(0)
charSprite.value!.setTexture(charTexture.value)
}
charSprite.value!.anims.stop()
charSprite.value!.setFrame(0)
charSprite.value!.setTexture(charTexture.value)
}
watch(
() => ({
x: props.mapCharacter.character.positionX,
y: props.mapCharacter.character.positionY,
positionX: props.mapCharacter.character.positionX,
positionY: props.mapCharacter.character.positionY,
isMoving: props.mapCharacter.isMoving,
rotation: props.mapCharacter.character.rotation
}),
(newValues, oldValues) => {
if (!newValues) return
if (!oldValues || newValues.x !== oldValues.x || newValues.y !== oldValues.y) {
const direction = !oldValues ? Direction.POSITIVE : calcDirection(oldValues.x, oldValues.y, newValues.x, newValues.y)
updatePosition(newValues.x, newValues.y, direction)
if (!oldValues || newValues.positionX !== oldValues.positionX || newValues.positionY !== oldValues.positionY) {
const direction = !oldValues ? Direction.POSITIVE : calcDirection(oldValues.positionX, oldValues.positionY, newValues.positionX, newValues.positionY)
updatePosition(newValues.positionX, newValues.positionY, direction)
}
// Handle animation updates
if (newValues.isMoving !== oldValues?.isMoving || newValues.rotation !== oldValues?.rotation) {
updateSprite()
}
},
{ deep: true }
}
)
watch(() => props.mapCharacter, updateSprite)
loadSpriteTextures(scene, props.mapCharacter.character.characterType?.sprite as string)
.then(() => {
charSprite.value!.setTexture(charTexture.value)
charSprite.value!.setFlipX(isFlippedX.value)
})
.catch((error) => {
console.error('Error loading texture:', error)
})
const characterTypeStorage = new CharacterTypeStorage()
characterTypeStorage.getSpriteId(props.mapCharacter.character.characterType!).then((spriteId) => {
console.log(spriteId)
charSpriteId.value = spriteId
loadSpriteTextures(scene, spriteId)
.then(() => {
charSprite.value!.setTexture(charTexture.value)
charSprite.value!.setFlipX(isFlippedX.value)
})
.catch((error) => {
console.error('Error loading texture:', error)
})
})
onMounted(() => {
charContainer.value!.setName(props.mapCharacter.character!.name)
@ -168,8 +172,7 @@ onMounted(() => {
mapStore.setCharacterLoaded(true)
// #146 : Set camera position to character, need to be improved still
// scene.cameras.main.startFollow(charContainer.value as Phaser.GameObjects.Container)
// scene.cameras.main.stopFollow()
scene.cameras.main.startFollow(charContainer.value as Phaser.GameObjects.Container)
}
updatePosition(props.mapCharacter.character.positionX, props.mapCharacter.character.positionY, props.mapCharacter.character.rotation)

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@ -1,21 +1,18 @@
<template>
<MapTiles :key="mapStore.map?.id ?? 0" @tileMap:create="tileMap = $event" />
<MapObjects v-if="tileMap" :tilemap="tileMap as Phaser.Tilemaps.Tilemap" />
<MapTiles :key="mapStore.mapId" @tileMap:create="tileMap = $event" />
<!-- <MapObjects v-if="tileMap" :tilemap="tileMap as Phaser.Tilemaps.Tilemap" />-->
<Characters v-if="tileMap" :tilemap="tileMap as Phaser.Tilemaps.Tilemap" />
</template>
<script setup lang="ts">
import type { MapCharacter, mapLoadData, UUID } from '@/application/types'
import Characters from '@/components/game/map/Characters.vue'
import MapObjects from '@/components/game/map/PlacedMapObjects.vue'
import MapTiles from '@/components/game/map/MapTiles.vue'
import { loadMapTilesIntoScene } from '@/composables/mapComposable'
import MapObjects from '@/components/game/map/PlacedMapObjects.vue'
import { useGameStore } from '@/stores/gameStore'
import { useMapStore } from '@/stores/mapStore'
import { useScene } from 'phavuer'
import { onUnmounted, ref, shallowRef } from 'vue'
import { onUnmounted, shallowRef } from 'vue'
const scene = useScene()
const gameStore = useGameStore()
const mapStore = useMapStore()
@ -31,8 +28,7 @@ onUnmounted(() => {
// Event listeners
gameStore.connection?.on('map:character:teleport', async (data: mapLoadData) => {
await loadMapTilesIntoScene(data.map.id, scene)
mapStore.setMap(data.map)
mapStore.setMapId(data.mapId)
mapStore.setCharacters(data.characters)
})

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@ -1,69 +1,75 @@
<template>
<Controls :layer="tileLayer" :depth="0" />
<Controls v-if="tileLayer" :layer="tileLayer" :depth="0" />
</template>
<script setup lang="ts">
import config from '@/application/config'
import type { UUID } from '@/application/types'
import { unduplicateArray } from '@/application/utilities'
import Controls from '@/components/utilities/Controls.vue'
import { FlattenMapArray, setLayerTiles } from '@/composables/mapComposable'
import { FlattenMapArray, loadMapTilesIntoScene, setLayerTiles } from '@/composables/mapComposable'
import { MapStorage } from '@/storage/storages'
import { useMapStore } from '@/stores/mapStore'
import { useScene } from 'phavuer'
import { onBeforeUnmount } from 'vue'
import { onBeforeUnmount, onMounted, shallowRef } from 'vue'
import Tileset = Phaser.Tilemaps.Tileset
const emit = defineEmits(['tileMap:create'])
const scene = useScene()
const mapStore = useMapStore()
const tileMap = createTileMap()
const tileLayer = createTileLayer()
const mapStorage = new MapStorage()
/**
* A Tilemap is a container for Tilemap data.
* This isn't a display object, rather, it holds data about the map and allows you to add tilesets and tilemap layers to it.
* A map can have one or more tilemap layers, which are the display objects that actually render the tiles.
*/
function createTileMap() {
const mapData = new Phaser.Tilemaps.MapData({
width: mapStore.map?.width,
height: mapStore.map?.height,
tileWidth: config.tile_size.x,
tileHeight: config.tile_size.y,
const tileMap = shallowRef<Phaser.Tilemaps.Tilemap>()
const tileLayer = shallowRef<Phaser.Tilemaps.TilemapLayer>()
function createTileMap(mapData: any) {
const mapConfig = new Phaser.Tilemaps.MapData({
width: mapData?.width,
height: mapData?.height,
tileWidth: config.tile_size.width,
tileHeight: config.tile_size.height,
orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
format: Phaser.Tilemaps.Formats.ARRAY_2D
})
const newTileMap = new Phaser.Tilemaps.Tilemap(scene, mapData)
const newTileMap = new Phaser.Tilemaps.Tilemap(scene, mapConfig)
emit('tileMap:create', newTileMap)
return newTileMap
}
/**
* A Tileset is a combination of a single image containing the tiles and a container for data about each tile.
*/
function createTileLayer() {
const tilesArray = unduplicateArray(FlattenMapArray(mapStore.map?.tiles ?? []))
function createTileLayer(currentTileMap: Phaser.Tilemaps.Tilemap, mapData: any) {
const tilesArray = unduplicateArray(FlattenMapArray(mapData?.tiles ?? []))
const tilesetImages = Array.from(tilesArray).map((tile: any, index: number) => {
return tileMap.addTilesetImage(tile, tile, config.tile_size.x, config.tile_size.y, 1, 2, index + 1, { x: 0, y: -config.tile_size.y })
}) as any
const tilesetImages = tilesArray.map((tile: any, index: number) => {
return currentTileMap.addTilesetImage(tile, tile, config.tile_size.width, config.tile_size.height, 1, 2, index + 1, { x: 0, y: -config.tile_size.height })
})
// Add blank tile
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 }))
const layer = tileMap.createBlankLayer('tiles', tilesetImages, 0, config.tile_size.y) as Phaser.Tilemaps.TilemapLayer
tilesetImages.push(currentTileMap.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.width, config.tile_size.height, 1, 2, 0, { x: 0, y: -config.tile_size.height }))
const layer = currentTileMap.createBlankLayer('tiles', tilesetImages as Tileset[], 0, config.tile_size.height) as Phaser.Tilemaps.TilemapLayer
layer.setDepth(0)
layer.setCullPadding(2, 2)
return layer
}
setLayerTiles(tileMap, tileLayer, mapStore.map?.tiles)
onMounted(() => {
loadMapTilesIntoScene(mapStore.mapId as UUID, scene)
.then(() => mapStorage.get(mapStore.mapId))
.then((mapData) => {
tileMap.value = createTileMap(mapData)
tileLayer.value = createTileLayer(tileMap.value, mapData)
setLayerTiles(tileMap.value, tileLayer.value, mapData?.tiles)
})
.catch((error) => console.error('Failed to initialize map:', error))
})
onBeforeUnmount(() => {
tileMap.destroyLayer('tiles')
tileMap.removeAllLayers()
tileMap.destroy()
if (!tileMap.value) return
tileMap.value.destroyLayer('tiles')
tileMap.value.removeAllLayers()
tileMap.value.destroy()
})
</script>

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@ -1,9 +1,9 @@
<template>
<Image v-if="gameStore.getLoadedAsset(props.placedMapObject.mapObject.id)" v-bind="imageProps" />
<Image v-if="gameStore.isAssetLoaded(props.placedMapObject.mapObject)" v-bind="imageProps" />
</template>
<script setup lang="ts">
import type { AssetDataT, PlacedMapObject } from '@/application/types'
import type { PlacedMapObject, TextureData } from '@/application/types'
import { loadTexture } from '@/composables/gameComposable'
import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/mapComposable'
import { useGameStore } from '@/stores/gameStore'
@ -30,12 +30,12 @@ const imageProps = computed(() => ({
loadTexture(scene, {
key: props.placedMapObject.mapObject.id,
data: '/assets/map_objects/' + props.placedMapObject.mapObject.id + '.png',
data: '/textures/map_objects/' + props.placedMapObject.mapObject.id + '.png',
group: 'map_objects',
updatedAt: props.placedMapObject.mapObject.updatedAt,
frameWidth: props.placedMapObject.mapObject.frameWidth,
frameHeight: props.placedMapObject.mapObject.frameHeight
} as AssetDataT).catch((error) => {
} as TextureData).catch((error) => {
console.error('Error loading texture:', error)
})
</script>

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@ -1,7 +1,7 @@
<template>
<div class="h-full overflow-auto">
<div class="relative p-2.5 flex flex-col items-center justify-center h-72 rounded-md default-border bg-gray">
<img class="max-h-56" :src="`${config.server_endpoint}/assets/map_objects/${selectedMapObject?.id}.png`" :alt="'Object ' + selectedMapObject?.id" />
<img class="max-h-56" :src="`${config.server_endpoint}/textures/map_objects/${selectedMapObject?.id}.png`" :alt="'Object ' + selectedMapObject?.id" />
</div>
<div class="mt-5 block">
<form class="flex gap-2.5 flex-wrap" @submit.prevent="saveObject">

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@ -13,7 +13,7 @@
<a v-for="{ data: mapObject } in list" :key="mapObject.id" class="relative p-2.5 cursor-pointer block rounded hover:bg-cyan group" :class="{ 'bg-cyan': assetManagerStore.selectedMapObject?.id === mapObject.id }" @click="assetManagerStore.setSelectedMapObject(mapObject as MapObject)">
<div class="flex items-center gap-2.5">
<div class="h-7 w-16 max-w-16 flex justify-center">
<img class="h-7" :src="`${config.server_endpoint}/assets/map_objects/${mapObject.id}.png`" alt="Object" />
<img class="h-7" :src="`${config.server_endpoint}/textures/map_objects/${mapObject.id}.png`" alt="Object" />
</div>
<span :class="{ 'text-white': assetManagerStore.selectedMapObject?.id === mapObject.id }">{{ mapObject.name }}</span>
</div>

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@ -1,7 +1,7 @@
<template>
<div class="h-full overflow-auto">
<div class="relative p-2.5 flex flex-col items-center justify-center h-72 rounded-md default-border bg-gray">
<img class="max-h-72" :src="`${config.server_endpoint}/assets/tiles/${selectedTile?.id}.png`" :alt="'Tile ' + selectedTile?.id" />
<img class="max-h-72" :src="`${config.server_endpoint}/textures/tiles/${selectedTile?.id}.png`" :alt="'Tile ' + selectedTile?.id" />
</div>
<div class="mt-5 block">
<form class="flex gap-2.5 flex-wrap" @submit.prevent="saveTile">

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@ -13,7 +13,7 @@
<a v-for="{ data: tile } in list" :key="tile.id" class="relative p-2.5 cursor-pointer block rounded hover:bg-cyan group" :class="{ 'bg-cyan': assetManagerStore.selectedTile?.id === tile.id }" @click="assetManagerStore.setSelectedTile(tile)">
<div class="flex items-center gap-2.5">
<div class="h-7 w-16 max-w-16 flex justify-center">
<img class="h-7" :src="`${config.server_endpoint}/assets/tiles/${tile.id}.png`" alt="Tile" />
<img class="h-7" :src="`${config.server_endpoint}/textures/tiles/${tile.id}.png`" alt="Tile" />
</div>
<span class="group-hover:text-white" :class="{ 'text-white': assetManagerStore.selectedTile?.id === tile.id }">{{ tile.name }}</span>
</div>

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@ -16,11 +16,11 @@
<script setup lang="ts">
import { type Map } from '@/application/types'
import MapEventTiles from '@/components/gameMaster/mapEditor/mapPartials/MapEventTiles.vue'
import MapObjects from '@/components/gameMaster/mapEditor/mapPartials/PlacedMapObjects.vue'
import MapTiles from '@/components/gameMaster/mapEditor/mapPartials/MapTiles.vue'
import MapObjects from '@/components/gameMaster/mapEditor/mapPartials/PlacedMapObjects.vue'
import MapList from '@/components/gameMaster/mapEditor/partials/MapList.vue'
import MapSettings from '@/components/gameMaster/mapEditor/partials/MapSettings.vue'
import ObjectList from '@/components/gameMaster/mapEditor/partials/MapObjectList.vue'
import MapSettings from '@/components/gameMaster/mapEditor/partials/MapSettings.vue'
import TeleportModal from '@/components/gameMaster/mapEditor/partials/TeleportModal.vue'
import TileList from '@/components/gameMaster/mapEditor/partials/TileList.vue'
// Components

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@ -4,7 +4,7 @@
<script setup lang="ts">
import config from '@/application/config'
import type { AssetDataT } from '@/application/types'
import type { TextureData } from '@/application/types'
import Controls from '@/components/utilities/Controls.vue'
import { createTileArray, getTile, placeTile, setLayerTiles } from '@/composables/mapComposable'
import { useGameStore } from '@/stores/gameStore'
@ -29,8 +29,8 @@ function createTileMap() {
const mapData = new Phaser.Tilemaps.MapData({
width: mapEditorStore.map?.width,
height: mapEditorStore.map?.height,
tileWidth: config.tile_size.x,
tileHeight: config.tile_size.y,
tileWidth: config.tile_size.width,
tileHeight: config.tile_size.height,
orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
format: Phaser.Tilemaps.Formats.ARRAY_2D
})
@ -47,13 +47,13 @@ function createTileMap() {
function createTileLayer() {
const tilesArray = gameStore.getLoadedAssetsByGroup('tiles')
const tilesetImages = Array.from(tilesArray).map((tile: AssetDataT, index: number) => {
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 })
const tilesetImages = Array.from(tilesArray).map((tile: TextureData, index: number) => {
return tileMap.addTilesetImage(tile.key, tile.key, config.tile_size.width, config.tile_size.height, 1, 2, index + 1, { x: 0, y: -config.tile_size.height })
}) as any
// Add blank tile
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 }))
const layer = tileMap.createBlankLayer('tiles', tilesetImages, 0, config.tile_size.y) as Phaser.Tilemaps.TilemapLayer
tilesetImages.push(tileMap.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.width, config.tile_size.height, 1, 2, 0, { x: 0, y: -config.tile_size.height }))
const layer = tileMap.createBlankLayer('tiles', tilesetImages, 0, config.tile_size.height) as Phaser.Tilemaps.TilemapLayer
layer.setDepth(0)
layer.setCullPadding(2, 2)

View File

@ -3,7 +3,7 @@
</template>
<script setup lang="ts">
import type { AssetDataT, PlacedMapObject } from '@/application/types'
import type { PlacedMapObject, TextureData } from '@/application/types'
import { loadTexture } from '@/composables/gameComposable'
import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/mapComposable'
import { useGameStore } from '@/stores/gameStore'
@ -34,12 +34,12 @@ const imageProps = computed(() => ({
loadTexture(scene, {
key: props.placedMapObject.mapObject.id,
data: '/assets/map_objects/' + props.placedMapObject.mapObject.id + '.png',
data: '/textures/map_objects/' + props.placedMapObject.mapObject.id + '.png',
group: 'map_objects',
updatedAt: props.placedMapObject.mapObject.updatedAt,
frameWidth: props.placedMapObject.mapObject.frameWidth,
frameHeight: props.placedMapObject.mapObject.frameHeight
} as AssetDataT).catch((error) => {
} as TextureData).catch((error) => {
console.error('Error loading texture:', error)
})
</script>

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@ -6,12 +6,12 @@
<script setup lang="ts">
import type { MapObject, PlacedMapObject as PlacedMapObjectT } from '@/application/types'
import { uuidv4 } from '@/application/utilities'
import PlacedMapObject from '@/components/gameMaster/mapEditor/mapPartials/PlacedMapObject.vue'
import SelectedPlacedMapObjectComponent from '@/components/gameMaster/mapEditor/partials/SelectedPlacedMapObject.vue'
import { getTile } from '@/composables/mapComposable'
import { useMapEditorStore } from '@/stores/mapEditorStore'
import { useScene } from 'phavuer'
import { onMounted, onUnmounted, ref, watch } from 'vue'
import PlacedMapObject from '@/components/gameMaster/mapEditor/mapPartials/PlacedMapObject.vue'
import SelectedPlacedMapObjectComponent from '@/components/gameMaster/mapEditor/partials/SelectedPlacedMapObject.vue'
const scene = useScene()
const mapEditorStore = useMapEditorStore()
@ -240,7 +240,7 @@ watch(
})
}
}
},
}
// { deep: true }
)
</script>

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@ -23,7 +23,7 @@
<div v-for="(mapObject, index) in filteredMapObjects" :key="index" class="max-w-1/4 inline-block">
<img
class="border-2 border-solid max-w-full"
:src="`${config.server_endpoint}/assets/map_objects/${mapObject.id}.png`"
:src="`${config.server_endpoint}/textures/map_objects/${mapObject.id}.png`"
alt="Object"
@click="mapEditorStore.setSelectedMapObject(mapObject)"
:class="{

View File

@ -24,7 +24,7 @@
<div v-for="group in groupedTiles" :key="group.parent.id" class="flex flex-col items-center justify-center relative">
<img
class="max-w-full max-h-full border-2 border-solid cursor-pointer transition-all duration-300"
:src="`${config.server_endpoint}/assets/tiles/${group.parent.id}.png`"
:src="`${config.server_endpoint}/textures/tiles/${group.parent.id}.png`"
:alt="group.parent.name"
@click="openGroup(group)"
@load="() => processTile(group.parent)"
@ -50,7 +50,7 @@
<div class="flex flex-col items-center justify-center">
<img
class="max-w-full max-h-full border-2 border-solid cursor-pointer transition-all duration-300"
:src="`${config.server_endpoint}/assets/tiles/${selectedGroup.parent.id}.png`"
:src="`${config.server_endpoint}/textures/tiles/${selectedGroup.parent.id}.png`"
:alt="selectedGroup.parent.name"
@click="selectTile(selectedGroup.parent.id)"
:class="{
@ -63,7 +63,7 @@
<div v-for="childTile in selectedGroup.children" :key="childTile.id" class="flex flex-col items-center justify-center">
<img
class="max-w-full max-h-full border-2 border-solid cursor-pointer transition-all duration-300"
:src="`${config.server_endpoint}/assets/tiles/${childTile.id}.png`"
:src="`${config.server_endpoint}/textures/tiles/${childTile.id}.png`"
:alt="childTile.name"
@click="selectTile(childTile.id)"
:class="{
@ -169,7 +169,7 @@ function processTile(tile: Tile) {
tileColorData.value.set(tile.id, getDominantColor(imageData))
tileEdgeData.value.set(tile.id, getEdgeComplexity(imageData))
}
img.src = `${config.server_endpoint}/assets/tiles/${tile.id}.png`
img.src = `${config.server_endpoint}/textures/tiles/${tile.id}.png`
}
function getDominantColor(imageData: ImageData) {

View File

@ -34,27 +34,23 @@
<button class="ml-6 w-4 h-8 p-0">
<img src="/assets/icons/triangle-icon.svg" class="w-3 h-3.5 m-auto" alt="Arrow left" />
</button>
<img class="w-24 object-contain mb-3.5" alt="Player avatar" :src="config.server_endpoint + '/avatar/s/' + characters.find((c) => c.id === selectedCharacterId)?.characterType?.id + '/' + (selectedHairId ?? 'default')" />
<img class="w-24 object-contain mb-3.5" alt="Player avatar" :src="config.server_endpoint + '/avatar/s/' + characters.find((c) => c.id === selectedCharacterId)?.characterType + '/' + (selectedHairId ?? 'default')" />
<button class="mr-6 w-4 h-8 p-0">
<img src="/assets/icons/triangle-icon.svg" class="w-3 h-3.5 -scale-x-100" alt="Arrow right" />
</button>
</div>
<!-- <div class="flex justify-between w-[190px]">-->
<!-- &lt;!&ndash; TODO: replace with color swatches &ndash;&gt;-->
<!-- <button v-for="n in 9" class="w-4 h-4 rounded-sm bg-white"></button>-->
<!-- </div>-->
</div>
<!-- TODO: update gender on (selected) character -->
<div class="flex justify-between w-[190px]">
<button class="btn-empty flex gap-2" :class="{ selected: characters.find((c) => c.id == selectedCharacterId)?.characterType?.gender === 'MALE' }">
<img src="/assets/icons/male-icon.svg" class="w-4 h-4 m-auto" alt="Male symbol" />
<span class="text-white">Male</span>
</button>
<button class="btn-empty flex gap-2" :class="{ selected: characters.find((c) => c.id == selectedCharacterId)?.characterType?.gender === 'FEMALE' }">
<img src="/assets/icons/male-icon.svg" class="w-4 h-4 m-auto" alt="Male symbol" />
<span class="text-white">Female</span>
</button>
</div>
<!-- <div class="flex justify-between w-[190px]">-->
<!-- <button class="btn-empty flex gap-2" :class="{ selected: characters.find((c) => c.id == selectedCharacterId)?.characterType?.gender === 'MALE' }">-->
<!-- <img src="/assets/icons/male-icon.svg" class="w-4 h-4 m-auto" alt="Male symbol" />-->
<!-- <span class="text-white">Male</span>-->
<!-- </button>-->
<!-- <button class="btn-empty flex gap-2" :class="{ selected: characters.find((c) => c.id == selectedCharacterId)?.characterType?.gender === 'FEMALE' }">-->
<!-- <img src="/assets/icons/male-icon.svg" class="w-4 h-4 m-auto" alt="Male symbol" />-->
<!-- <span class="text-white">Female</span>-->
<!-- </button>-->
<!-- </div>-->
</div>
</div>
</div>
@ -74,7 +70,7 @@
v-for="hair in characterHairs"
class="relative flex justify-center items-center bg-gray default-border w-[18px] h-[18px] p-2 rounded-sm hover:bg-gray-500 hover:border-gray-400 focus-visible:outline-none focus-visible:border-gray-300 focus-visible:bg-gray-500 has-[:checked]:bg-cyan has-[:checked]:border-transparent"
>
<img class="h-4 object-contain" :src="config.server_endpoint + '/assets/sprites/' + hair.sprite.id + '/front.png'" alt="Hair sprite" />
<img class="h-4 object-contain" :src="config.server_endpoint + '/textures/sprites/' + hair.sprite + '/front.png'" alt="Hair sprite" />
<input type="radio" name="hair" :value="hair.id" v-model="selectedHairId" class="h-full w-full absolute left-0 top-0 m-0 z-10 hover:cursor-pointer focus-visible:outline-offset-0 focus-visible:outline-white" />
</div>
</div>
@ -128,8 +124,9 @@
import config from '@/application/config'
import { type CharacterHair, type Character as CharacterT, type Map } from '@/application/types'
import Modal from '@/components/utilities/Modal.vue'
import { CharacterHairStorage } from '@/storage/storages'
import { useGameStore } from '@/stores/gameStore'
import { onBeforeUnmount, ref, watch } from 'vue'
import { onBeforeUnmount, onMounted, ref, watch } from 'vue'
const gameStore = useGameStore()
const isLoading = ref<boolean>(true)
@ -148,12 +145,6 @@ setTimeout(() => {
gameStore.connection?.on('character:list', (data: any) => {
characters.value = data
isLoading.value = false
// Fetch hairs
// @TODO: This is hacky, we should have a better way to do this
gameStore.connection?.emit('character:hair:list', {}, (data: CharacterHair[]) => {
characterHairs.value = data
})
})
// Select character logics
@ -184,7 +175,12 @@ function createCharacter() {
// Watch changes for selected character and update hairs
watch(selectedCharacterId, (characterId) => {
if (!characterId) return
selectedHairId.value = characters.value.find((c) => c.id == characterId)?.characterHairId ?? null
// selectedHairId.value = characters.value.find((c) => c.id == characterId)?.characterHairId ?? null
})
onMounted(async () => {
const characterHairStorage = new CharacterHairStorage()
characterHairs.value = await characterHairStorage.getAll()
})
onBeforeUnmount(() => {

View File

@ -33,6 +33,7 @@ import Menu from '@/components/gui/Menu.vue'
import { useGameStore } from '@/stores/gameStore'
import AwaitLoaderPlugin from 'phaser3-rex-plugins/plugins/awaitloader-plugin'
import { Game, Scene } from 'phavuer'
import { onBeforeUnmount } from 'vue'
const gameStore = useGameStore()
@ -80,4 +81,6 @@ function preloadScene(scene: Phaser.Scene) {
}
function createScene(scene: Phaser.Scene) {}
onBeforeUnmount(() => {})
</script>

View File

@ -1,25 +1,60 @@
<template>
<div class="flex flex-col justify-center items-center h-dvh relative">
<button @click="continueBtnClick" class="w-32 h-12 rounded-full bg-gray-500 flex items-center justify-between px-4 hover:bg-gray-600 transition-colors">
<span class="text-white text-lg flex-1 text-center">Play</span>
<svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5 text-white" fill="none" viewBox="0 0 24 24" stroke="currentColor">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M9 5l7 7-7 7" />
</svg>
</button>
<div class="flex flex-col justify-center items-center h-dvh relative col">
<svg width="40" height="40" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg">
<circle cx="4" cy="12" r="3" fill="white">
<animate id="spinner_qFRN" begin="0;spinner_OcgL.end+0.25s" attributeName="cy" calcMode="spline" dur="0.6s" values="12;6;12" keySplines=".33,.66,.66,1;.33,0,.66,.33" />
</circle>
<circle cx="12" cy="12" r="3" fill="white">
<animate begin="spinner_qFRN.begin+0.1s" attributeName="cy" calcMode="spline" dur="0.6s" values="12;6;12" keySplines=".33,.66,.66,1;.33,0,.66,.33" />
</circle>
<circle cx="20" cy="12" r="3" fill="white">
<animate id="spinner_OcgL" begin="spinner_qFRN.begin+0.2s" attributeName="cy" calcMode="spline" dur="0.6s" values="12;6;12" keySplines=".33,.66,.66,1;.33,0,.66,.33" />
</circle>
</svg>
</div>
</template>
<script setup lang="ts" async>
import config from '@/application/config'
import type { HttpResponse, MapObject } from '@/application/types'
import type { BaseStorage } from '@/storage/baseStorage'
import { CharacterHairStorage, CharacterTypeStorage, MapObjectStorage, MapStorage, SpriteStorage, TileStorage } from '@/storage/storages'
// import type { Map } from '@/application/types'
import { useGameStore } from '@/stores/gameStore'
import { ref } from 'vue'
const gameStore = useGameStore()
function continueBtnClick() {
// Play music
const audio = new Audio('/assets/music/login.mp3')
audio.play()
const totalItems = ref(0)
const currentItem = ref(0)
// Set isLoaded to true
gameStore.game.isLoaded = true
async function downloadAndStore<T extends { id: string }>(endpoint: string, storage: BaseStorage<T>) {
const request = await fetch(`${config.server_endpoint}/cache/${endpoint}`)
const response = (await request.json()) as HttpResponse<T[]>
if (!response.success) {
console.error(`Failed to download ${endpoint}:`, response.message)
return
}
const items = response.data ?? []
for (const item of items) {
await storage.add(item)
}
}
const tileStorage = new TileStorage()
const mapStorage = new MapStorage()
const mapObjectStorage = new MapObjectStorage()
Promise.all([
downloadAndStore('tiles', tileStorage),
downloadAndStore('maps', mapStorage),
downloadAndStore('map_objects', mapObjectStorage),
downloadAndStore('sprites', new SpriteStorage()),
downloadAndStore('character_types', new CharacterTypeStorage()),
downloadAndStore('character_hair', new CharacterHairStorage())
]).then(() => {
gameStore.game.isLoaded = true
})
</script>

View File

@ -11,7 +11,7 @@
<script setup lang="ts">
import config from '@/application/config'
import 'phaser'
import type { AssetDataT } from '@/application/types'
import type { TextureData } from '@/application/types'
import MapEditor from '@/components/gameMaster/mapEditor/MapEditor.vue'
import { loadTexture } from '@/composables/gameComposable'
import { useGameStore } from '@/stores/gameStore'
@ -72,7 +72,7 @@ const preloadScene = async (scene: Phaser.Scene) => {
* Then load them into the scene.
*/
scene.load.rexAwait(async function (successCallback: any) {
const tiles: { data: AssetDataT[] } = await fetch(config.server_endpoint + '/assets/list_tiles').then((response) => response.json())
const tiles: { data: TextureData[] } = await fetch(config.server_endpoint + '/assets/list_tiles').then((response) => response.json())
for await (const tile of tiles?.data ?? []) {
await loadTexture(scene, tile)

View File

@ -0,0 +1,46 @@
<template></template>
<script setup lang="ts">
import { CharacterHairStorage, CharacterTypeStorage, MapObjectStorage, MapStorage, SpriteStorage, TileStorage } from '@/storage/storages'
import { TextureStorage } from '@/storage/textureStorage'
import { onMounted, onUnmounted } from 'vue'
const mapStorage = new MapStorage()
const tileStorage = new TileStorage()
const mapObjectStorage = new MapObjectStorage()
const spriteStorage = new SpriteStorage()
const characterTypeStorage = new CharacterTypeStorage()
const characterHairStorage = new CharacterHairStorage()
const textureStorage = new TextureStorage()
let currentString = ''
async function handleKeyPress(event: KeyboardEvent) {
// Ignore if typing in input/textarea
if (document.activeElement?.tagName.toUpperCase() === 'INPUT' || document.activeElement?.tagName.toUpperCase() === 'TEXTAREA') {
return
}
currentString += event.key
// Do something when string matches
if (currentString.includes('reset')) {
await mapStorage.destroy()
await tileStorage.destroy()
await mapObjectStorage.destroy()
await spriteStorage.destroy()
await characterTypeStorage.destroy()
await characterHairStorage.destroy()
await textureStorage.destroy()
currentString = '' // Reset
}
// Reset string after a certain amount of time
setTimeout(() => {
currentString = ''
}, 60000)
}
onMounted(() => window.addEventListener('keydown', handleKeyPress))
onUnmounted(() => window.removeEventListener('keydown', handleKeyPress))
</script>