Map editor fixes (select & move), character sprites are now dynamically loaded and cached, moved repeated code into a composable, updated types
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@ -4,8 +4,7 @@ import TilemapLayer = Phaser.Tilemaps.TilemapLayer
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import Tileset = Phaser.Tilemaps.Tileset
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import Tile = Phaser.Tilemaps.Tile
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import type { AssetDataT, Zone as ZoneT } from '@/types'
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import { AssetStorage } from '@/storage/assetStorage'
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import { useGameStore } from '@/stores/gameStore'
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import { loadTexture } from '@/composables/gameComposable'
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export function getTile(layer: TilemapLayer | Tilemap, x: number, y: number): Tile | undefined {
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const tile = layer.getTileAtWorldXY(x, y)
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@ -95,36 +94,3 @@ export async function loadZoneTilesIntoScene(zone: ZoneT, scene: Phaser.Scene) {
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await loadTexture(scene, tile)
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}
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}
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export async function loadTexture(scene: Phaser.Scene, assetData: AssetDataT): Promise<boolean> {
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const gameStore = useGameStore()
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const assetStorage = new AssetStorage()
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// Check if the texture is already loaded in Phaser
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if (scene.textures.exists(assetData.key)) {
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return true
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}
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// Check if the asset is already cached
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let asset = await assetStorage.get(assetData.key)
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// If asset is not found, download it
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if (!asset) {
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await assetStorage.download(assetData)
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asset = await assetStorage.get(assetData.key)
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}
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// If asset is found, add it to the scene
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if (asset) {
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return new Promise<boolean>((resolve) => {
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console.log(asset.data)
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scene.textures.addBase64(asset.key, asset.data)
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scene.textures.once(`addtexture-${asset.key}`, () => {
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gameStore.game.loadedAssets.push(asset)
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resolve(true)
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})
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})
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}
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return false
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}
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