Fixes for dynamic zone asset loading
This commit is contained in:
@ -1,5 +1,5 @@
|
||||
<template>
|
||||
<div v-if="assetsLoaded" class="flex justify-center items-center h-dvh relative">
|
||||
<div class="flex justify-center items-center h-dvh relative">
|
||||
<GmTools v-if="isLoaded && gameStore.character?.role === 'gm'" />
|
||||
<GmPanel v-if="isLoaded && gameStore.character?.role === 'gm'" />
|
||||
<Inventory />
|
||||
@ -37,7 +37,7 @@
|
||||
<script setup lang="ts">
|
||||
import config from '@/config'
|
||||
import 'phaser'
|
||||
import { watch, ref, onBeforeUnmount, onMounted } from 'vue'
|
||||
import { watch, ref, onBeforeUnmount } from 'vue'
|
||||
import { Game, Scene } from 'phavuer'
|
||||
import { useGameStore } from '@/stores/game'
|
||||
import { useZoneEditorStore } from '@/stores/zoneEditor'
|
||||
@ -50,28 +50,17 @@ import GmTools from '@/components/gameMaster/GmTools.vue'
|
||||
import ZoneEditor from '@/components/gameMaster/zoneEditor/ZoneEditor.vue'
|
||||
import GmPanel from '@/components/gameMaster/GmPanel.vue'
|
||||
import Inventory from '@/components/gui/UserPanel.vue'
|
||||
import AwaitLoaderPlugin from 'phaser3-rex-plugins/plugins/awaitloader-plugin.js'
|
||||
|
||||
const gameStore = useGameStore()
|
||||
const zoneEditorStore = useZoneEditorStore()
|
||||
const assetStore = useAssetStore()
|
||||
const isLoaded = ref(false)
|
||||
const assetsLoaded = ref(false)
|
||||
|
||||
const gameConfig = {
|
||||
name: 'New Quest',
|
||||
width: window.innerWidth,
|
||||
height: window.innerHeight,
|
||||
type: Phaser.AUTO, // AUTO, CANVAS, WEBGL, HEADLESS
|
||||
plugins: {
|
||||
global: [
|
||||
{
|
||||
key: 'rexAwaitLoader',
|
||||
plugin: AwaitLoaderPlugin,
|
||||
start: true
|
||||
}
|
||||
]
|
||||
},
|
||||
render: {
|
||||
pixelArt: true,
|
||||
antialias: true,
|
||||
@ -143,6 +132,9 @@ const preloadScene = (scene: Phaser.Scene) => {
|
||||
}
|
||||
|
||||
const createScene = (scene: Phaser.Scene) => {
|
||||
/**
|
||||
* Create sprite animations
|
||||
*/
|
||||
assetStore.assets.forEach((asset) => {
|
||||
if (asset.group !== 'sprite_animations') return
|
||||
scene.anims.create({
|
||||
@ -157,30 +149,25 @@ const createScene = (scene: Phaser.Scene) => {
|
||||
/**
|
||||
* Watch for changes in assets and reload them
|
||||
*/
|
||||
watch(() => assetStore.assets, (newAssets) => {
|
||||
console.log('new assets', newAssets)
|
||||
newAssets.forEach(() => {
|
||||
loadAssets(scene)
|
||||
}, { deep: true })
|
||||
|
||||
scene.load.start()
|
||||
watch(() => assetStore.assets, async () => {
|
||||
loadAssets(scene)
|
||||
})
|
||||
}
|
||||
|
||||
const loadAssets = (scene: Phaser.Scene) => {
|
||||
assetStore.assets.forEach((asset) => {
|
||||
console.log('asset', asset)
|
||||
if (asset.group === 'sprite_animations') {
|
||||
scene.load.spritesheet(asset.key, config.server_endpoint + asset.url, { frameWidth: asset.frameWidth ?? 0, frameHeight: asset.frameHeight ?? 0 })
|
||||
} else {
|
||||
scene.load.image(asset.key, config.server_endpoint + asset.url)
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
onMounted(async () => {
|
||||
await assetStore.fetchAssetsByZoneId(gameStore.character!.zoneId)
|
||||
assetsLoaded.value = true
|
||||
})
|
||||
// scene.load.once(Phaser.Loader.Events.COMPLETE, () => {})
|
||||
|
||||
scene.load.start()
|
||||
}
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
gameStore.disconnectSocket()
|
||||
|
Reference in New Issue
Block a user