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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@ -1,6 +1,6 @@
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<template>
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<SelectedZoneObject v-if="selectedZoneObject" :zoneObject="selectedZoneObject" @move="moveZoneObject" @rotate="rotateZoneObject" @delete="deleteZoneObject" />
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<ZoneObject v-for="zoneObject in zoneEditorStore.zone?.zoneObjects" :tilemap="tilemap" :zoneObject @pointerup="() => (selectedZoneObject = zoneObject)" />
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<SelectedZoneObject v-if="selectedZoneObject" :zoneObject="selectedZoneObject" :movingZoneObject="movingZoneObject" @move="moveZoneObject" @rotate="rotateZoneObject" @delete="deleteZoneObject" />
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<ZoneObject v-for="zoneObject in zoneEditorStore.zone?.zoneObjects" :tilemap="tilemap" :zoneObject :selectedZoneObject :movingZoneObject @pointerup="() => (selectedZoneObject = zoneObject)" />
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</template>
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<script setup lang="ts">
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@ -5,18 +5,23 @@
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<script setup lang="ts">
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import { ref, computed } from 'vue'
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import { Image, useScene } from 'phavuer'
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import { calculateIsometricDepth, loadTexture, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
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import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
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import { loadTexture } from '@/composables/gameComposable'
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import type { AssetDataT, ZoneObject } from '@/types'
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const props = defineProps<{
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tilemap: Phaser.Tilemaps.Tilemap
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zoneObject: ZoneObject
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selectedZoneObject: ZoneObject | null
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movingZoneObject: ZoneObject | null
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}>()
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const scene = useScene()
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const isTextureLoaded = ref(false)
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const imageProps = computed(() => ({
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alpha: props.movingZoneObject?.id === props.zoneObject.id ? 0.5 : 1,
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tint: props.selectedZoneObject?.id === props.zoneObject.id ? 0x00ff00 : 0xffffff,
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depth: calculateIsometricDepth(props.zoneObject.positionX, props.zoneObject.positionY, props.zoneObject.object.frameWidth, props.zoneObject.object.frameHeight),
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x: tileToWorldX(props.tilemap, props.zoneObject.positionX, props.zoneObject.positionY),
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y: tileToWorldY(props.tilemap, props.zoneObject.positionX, props.zoneObject.positionY),
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@ -18,12 +18,13 @@
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<script lang="ts" setup>
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import config from '@/config'
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import { type ExtendedCharacter } from '@/types'
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import { type ExtendedCharacter, type Sprite as SpriteT } from '@/types'
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import { useGameStore } from '@/stores/gameStore'
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import { useZoneStore } from '@/stores/zoneStore'
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import { watch, computed, ref, onMounted, onUnmounted } from 'vue'
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import { Container, refObj, RoundRectangle, Sprite, Text, useGame, useScene } from 'phavuer'
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import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
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import { loadSpriteTextures } from '@/composables/gameComposable'
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enum Direction {
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POSITIVE,
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@ -36,6 +37,7 @@ const props = defineProps<{
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character: ExtendedCharacter
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}>()
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const isTextureLoaded = ref(false)
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const charChatContainer = refObj<Phaser.GameObjects.Container>()
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const charContainer = refObj<Phaser.GameObjects.Container>()
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const charSprite = refObj<Phaser.GameObjects.Sprite>()
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@ -181,6 +183,14 @@ watch(
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watch(() => props.character.isMoving, updateSprite)
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watch(() => props.character.rotation, updateSprite)
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loadSpriteTextures(scene, props.character.characterType?.sprite as SpriteT).then((loaded) => {
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isTextureLoaded.value = loaded
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charSprite.value!.setTexture(charTexture.value)
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charSprite.value!.setFlipX(isFlippedX.value)
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}).catch((error) => {
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console.error('Error loading texture:', error)
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})
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onMounted(() => {
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charChatContainer.value!.setName(`${props.character!.name}_chatContainer`)
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charChatContainer.value!.setVisible(false)
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@ -194,10 +204,6 @@ onMounted(() => {
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scene.cameras.main.stopFollow()
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}
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// Set sprite
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charSprite.value!.setTexture(charTexture.value)
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charSprite.value!.setFlipX(isFlippedX.value)
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updatePosition(props.character.positionX, props.character.positionY, props.character.rotation)
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})
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@ -5,7 +5,8 @@
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<script setup lang="ts">
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import { ref, computed } from 'vue'
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import { Image, useScene } from 'phavuer'
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import { calculateIsometricDepth, loadTexture, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
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import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
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import { loadTexture } from '@/composables/gameComposable'
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import type { AssetDataT, ZoneObject } from '@/types'
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const props = defineProps<{
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@ -0,0 +1,62 @@
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import type { AssetDataT, Sprite } from '@/types'
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import { useGameStore } from '@/stores/gameStore'
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import { AssetStorage } from '@/storage/assetStorage'
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import config from '@/config'
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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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export async function loadSpriteTextures(scene: Phaser.Scene, sprite: Sprite) {
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const sprite_actions = await fetch(config.server_endpoint + '/assets/list_sprite_actions/' + sprite?.id).then((response) => response.json())
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for await (const sprite_action of sprite_actions) {
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await loadTexture(scene, {
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key: sprite_action.key,
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data: sprite_action.data,
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group: sprite_action.isAnimated ? 'sprite_animations' : 'sprites',
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updatedAt: sprite_action.updatedAt,
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frameCount: sprite_action.frameCount,
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frameWidth: sprite_action.frameWidth,
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frameHeight: sprite_action.frameHeight
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} as AssetDataT)
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if (sprite_action.isAnimated) {
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scene.anims.create({
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key: sprite_action.key,
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frameRate: 7,
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frames: scene.anims.generateFrameNumbers(sprite_action.key, { start: 0, end: sprite_action.frameCount! - 1 }),
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repeat: -1
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})
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}
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}
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return true
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}
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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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@ -76,45 +76,7 @@ function preloadScene(scene: Phaser.Scene) {
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*/
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scene.load.image('blank_tile', '/assets/zone/blank_tile.png')
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scene.load.image('waypoint', '/assets/waypoint.png')
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/**
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* We're using rex-await-loader to load assets asynchronously
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* Phaser does not support this out of the box, so we're using this plugin
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*/
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// scene.load.rexAwait(async function (successCallback) {
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// await assetManager.getAssetsByGroup('tiles').then((assets) => {
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// assets.forEach((asset) => {
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// if (scene.load.textureManager.exists(asset.key)) return
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// scene.textures.addBase64(asset.key, asset.data)
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// })
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// })
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//
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// // Load objects
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// await assetManager.getAssetsByGroup('objects').then((assets) => {
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// assets.forEach((asset) => {
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// if (scene.load.textureManager.exists(asset.key)) return
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// scene.textures.addBase64(asset.key, asset.data)
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// })
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// })
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//
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// successCallback()
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// })
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}
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function createScene(scene: Phaser.Scene) {
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/**
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* Create sprite animations
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* This is done here because phaser forces us to
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*/
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// assetManager.getAssetsByGroup('sprite_animations').then((assets) => {
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// assets.forEach((asset) => {
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// scene.anims.create({
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// key: asset.key,
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// frameRate: 7,
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// frames: scene.anims.generateFrameNumbers(asset.key, { start: 0, end: asset.frameCount! - 1 }),
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// repeat: -1
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// })
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// })
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// })
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}
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function createScene(scene: Phaser.Scene) {}
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</script>
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@ -16,7 +16,7 @@ import { useGameStore } from '@/stores/gameStore'
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import { useZoneEditorStore } from '@/stores/zoneEditorStore'
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import ZoneEditor from '@/components/gameMaster/zoneEditor/ZoneEditor.vue'
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import AwaitLoaderPlugin from 'phaser3-rex-plugins/plugins/awaitloader-plugin'
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import { loadTexture } from '@/composables/zoneComposable'
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import { loadTexture } from '@/composables/gameComposable'
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import type { AssetDataT } from '@/types'
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const gameStore = useGameStore()
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@ -9,6 +9,7 @@ export type AssetDataT = {
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data: string
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group: 'tiles' | 'objects' | 'sprites' | 'sprite_animations' | 'sound' | 'music' | 'ui' | 'font' | 'other'
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updatedAt: Date
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isAnimated?: boolean
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frameCount?: number
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frameWidth?: number
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frameHeight?: number
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