#81 : Prevent walk after dragging zone

This commit is contained in:
2024-09-28 19:19:00 +02:00
parent a92675e4c0
commit cffab00974
3 changed files with 12 additions and 3 deletions

View File

@ -1,10 +1,12 @@
import { type Ref } from 'vue'
import { ref, type Ref } from 'vue'
import { getTile, tileToWorldXY } from '@/composables/zoneComposable'
import { useGameStore } from '@/stores/gameStore'
import config from '@/config'
export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilemaps.TilemapLayer, waypoint: Ref<{ visible: boolean; x: number; y: number }>, camera: Phaser.Cameras.Scene2D.Camera) {
const gameStore = useGameStore()
const lastDragTime = ref(0)
const dragTimeout = 500 // 500ms timeout for dragging, to prevent accidental clicks
function updateWaypoint(pointer: Phaser.Input.Pointer) {
const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y)
@ -24,6 +26,8 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
const { x, y, prevPosition } = pointer
const { scrollX, scrollY, zoom } = camera
camera.setScroll(scrollX - (x - prevPosition.x) / zoom, scrollY - (y - prevPosition.y) / zoom)
lastDragTime.value = Date.now()
}
function handlePointerMove(pointer: Phaser.Input.Pointer) {
@ -32,6 +36,11 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
}
function clickTile(pointer: Phaser.Input.Pointer) {
const currentTime = Date.now()
if (currentTime - lastDragTime.value < dragTimeout) {
return
}
const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y)
const pointerTile = getTile(px, py, layer)