#81 : Prevent walk after dragging zone
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@ -61,7 +61,7 @@ gameStore.connection!.on('character:move', (data: ExtendedCharacterT) => {
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zoneStore.updateCharacter(data)
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zoneStore.updateCharacter(data)
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})
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})
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onMounted(() => {
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onBeforeMount(() => {
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gameStore.connection!.emit('zone:character:join', async (response: zoneLoadData) => {
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gameStore.connection!.emit('zone:character:join', async (response: zoneLoadData) => {
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// Fetch assets for new zone
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// Fetch assets for new zone
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await gameStore.fetchZoneAssets(response.zone.id)
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await gameStore.fetchZoneAssets(response.zone.id)
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@ -1,10 +1,12 @@
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import { type Ref } from 'vue'
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import { ref, type Ref } from 'vue'
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import { getTile, tileToWorldXY } from '@/composables/zoneComposable'
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import { getTile, tileToWorldXY } from '@/composables/zoneComposable'
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import { useGameStore } from '@/stores/gameStore'
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import { useGameStore } from '@/stores/gameStore'
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import config from '@/config'
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import config from '@/config'
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export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilemaps.TilemapLayer, waypoint: Ref<{ visible: boolean; x: number; y: number }>, camera: Phaser.Cameras.Scene2D.Camera) {
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export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilemaps.TilemapLayer, waypoint: Ref<{ visible: boolean; x: number; y: number }>, camera: Phaser.Cameras.Scene2D.Camera) {
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const gameStore = useGameStore()
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const gameStore = useGameStore()
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const lastDragTime = ref(0)
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const dragTimeout = 500 // 500ms timeout for dragging, to prevent accidental clicks
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function updateWaypoint(pointer: Phaser.Input.Pointer) {
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function updateWaypoint(pointer: Phaser.Input.Pointer) {
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const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y)
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const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y)
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@ -24,6 +26,8 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
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const { x, y, prevPosition } = pointer
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const { x, y, prevPosition } = pointer
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const { scrollX, scrollY, zoom } = camera
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const { scrollX, scrollY, zoom } = camera
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camera.setScroll(scrollX - (x - prevPosition.x) / zoom, scrollY - (y - prevPosition.y) / zoom)
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camera.setScroll(scrollX - (x - prevPosition.x) / zoom, scrollY - (y - prevPosition.y) / zoom)
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lastDragTime.value = Date.now()
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}
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}
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function handlePointerMove(pointer: Phaser.Input.Pointer) {
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function handlePointerMove(pointer: Phaser.Input.Pointer) {
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@ -32,6 +36,11 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
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}
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}
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function clickTile(pointer: Phaser.Input.Pointer) {
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function clickTile(pointer: Phaser.Input.Pointer) {
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const currentTime = Date.now()
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if (currentTime - lastDragTime.value < dragTimeout) {
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return
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}
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const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y)
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const { x: px, y: py } = camera.getWorldPoint(pointer.x, pointer.y)
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const pointerTile = getTile(px, py, layer)
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const pointerTile = getTile(px, py, layer)
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@ -63,7 +63,7 @@ const gameConfig = {
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type: Phaser.AUTO, // AUTO, CANVAS, WEBGL, HEADLESS
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type: Phaser.AUTO, // AUTO, CANVAS, WEBGL, HEADLESS
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mode: Phaser.Scale.RESIZE,
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mode: Phaser.Scale.RESIZE,
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resolution: 3,
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resolution: 3,
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pixelArt: true
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render: { pixelArt: true, antialias: false }
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}
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}
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const createGame = (game: Phaser.Game) => {
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const createGame = (game: Phaser.Game) => {
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