Refactored Character.vue as preparation for attack anims.
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131
src/composables/useCharacterSpriteComposable.ts
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131
src/composables/useCharacterSpriteComposable.ts
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import { type MapCharacter } from '@/application/types'
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import { loadSpriteTextures } from '@/composables/gameComposable'
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import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/mapComposable'
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import { CharacterTypeStorage } from '@/storage/storages'
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import { refObj } from 'phavuer'
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import { computed, ref } from 'vue'
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import { Direction } from '@/application/enums'
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export function useCharacterSprite(scene: Phaser.Scene, tilemap: Phaser.Tilemaps.Tilemap, mapCharacter: MapCharacter) {
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const charSprite = refObj<Phaser.GameObjects.Sprite>()
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const charSpriteId = ref('')
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const currentPositionX = ref(0)
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const currentPositionY = ref(0)
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const isometricDepth = ref(1)
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const isInitialPosition = ref(true)
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const tween = ref<Phaser.Tweens.Tween | null>(null)
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const updateIsometricDepth = (positionX: number, positionY: number) => {
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isometricDepth.value = calculateIsometricDepth(positionX, positionY, 28, 94, true)
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}
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const updatePosition = (positionX: number, positionY: number, direction: Direction) => {
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const newPositionX = tileToWorldX(tilemap, positionX, positionY)
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const newPositionY = tileToWorldY(tilemap, positionX, positionY)
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if (isInitialPosition.value) {
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currentPositionX.value = newPositionX
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currentPositionY.value = newPositionY
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isInitialPosition.value = false
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return
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}
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if (tween.value?.isPlaying()) {
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tween.value.stop()
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}
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const distance = Math.sqrt(Math.pow(newPositionX - currentPositionX.value, 2) + Math.pow(newPositionY - currentPositionY.value, 2))
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const baseSpeed = 150 // pixels per second
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const duration = (distance / baseSpeed) * 1000 // Convert to milliseconds
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tween.value = tilemap.scene.tweens.add({
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targets: charSprite.value,
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x: newPositionX,
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y: newPositionY,
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duration,
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ease: 'Linear',
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onStart: () => {
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if (direction === Direction.POSITIVE) {
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updateIsometricDepth(positionX, positionY)
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}
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},
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onUpdate: () => {
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currentPositionX.value = charSprite.value?.x ?? currentPositionX.value
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currentPositionY.value = charSprite.value?.y ?? currentPositionY.value
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},
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onComplete: () => {
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if (direction === Direction.NEGATIVE) {
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updateIsometricDepth(positionX, positionY)
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}
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}
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})
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}
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const calcDirection = (oldPositionX: number, oldPositionY: number, newPositionX: number, newPositionY: number): Direction => {
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if (newPositionY < oldPositionY || newPositionX < oldPositionX) return Direction.NEGATIVE
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if (newPositionX > oldPositionX || newPositionY > oldPositionY) return Direction.POSITIVE
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return Direction.UNCHANGED
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}
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const isFlippedX = computed(() => [6, 4].includes(mapCharacter.character.rotation ?? 0))
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const currentDirection = computed(() => {
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return [0, 6].includes(mapCharacter.character.rotation ?? 0) ? 'left_up' : 'right_down'
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})
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const currentAction = computed(() => {
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return mapCharacter.isMoving ? 'walk' : 'idle'
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})
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const charTexture = computed(() => {
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const spriteId = charSpriteId.value ?? 'idle_right_down'
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return `${spriteId}-${currentAction.value}_${currentDirection.value}`
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})
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const updateSprite = () => {
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if (!charSprite.value) return
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if (mapCharacter.isMoving) {
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charSprite.value.anims.play(charTexture.value, true)
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} else {
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charSprite.value.anims.stop()
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charSprite.value.setFrame(0)
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charSprite.value.setTexture(charTexture.value)
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}
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}
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const initializeSprite = async () => {
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const characterTypeStorage = new CharacterTypeStorage()
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const spriteId = await characterTypeStorage.getSpriteId(mapCharacter.character.characterType!)
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if (!spriteId) return
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charSpriteId.value = spriteId
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await loadSpriteTextures(scene, spriteId)
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if (charSprite.value) {
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charSprite.value.setTexture(charTexture.value)
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charSprite.value.setFlipX(isFlippedX.value)
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charSprite.value.setName(mapCharacter.character.name)
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}
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updatePosition(mapCharacter.character.positionX, mapCharacter.character.positionY, mapCharacter.character.rotation)
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}
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const cleanup = () => {
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tween.value?.stop()
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}
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return {
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charSprite,
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charSpriteId,
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currentPositionX,
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currentPositionY,
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isometricDepth,
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isFlippedX,
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updatePosition,
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calcDirection,
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updateSprite,
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initializeSprite,
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cleanup
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}
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}
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