Refactored Character.vue as preparation for attack anims.

This commit is contained in:
Dennis Postma 2025-02-01 15:10:52 +01:00
parent d7f60d7bfc
commit e4b9bb4d61
4 changed files with 157 additions and 131 deletions

5
src/application/enums.ts Normal file
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@ -0,0 +1,5 @@
export enum Direction {
POSITIVE,
NEGATIVE,
UNCHANGED
}

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@ -1,134 +1,43 @@
<template>
<ChatBubble :mapCharacter="props.mapCharacter" :currentX="currentPositionX" :currentY="currentPositionY" />
<Healthbar :mapCharacter="props.mapCharacter" :currentX="currentPositionX" :currentY="currentPositionY" />
<HealthBar :mapCharacter="props.mapCharacter" :currentX="currentPositionX" :currentY="currentPositionY" />
<CharacterHair :mapCharacter="props.mapCharacter" :currentX="currentPositionX" :currentY="currentPositionY" />
<Sprite ref="charSprite" :depth="isometricDepth" :x="currentPositionX" :y="currentPositionY" :origin-y="1" :flipX="isFlippedX" />
</template>
<script lang="ts" setup>
import config from '@/application/config'
import { type MapCharacter } from '@/application/types'
import CharacterHair from '@/components/game/character/partials/CharacterHair.vue'
import ChatBubble from '@/components/game/character/partials/ChatBubble.vue'
import Healthbar from '@/components/game/character/partials/Healthbar.vue'
import { loadSpriteTextures } from '@/composables/gameComposable'
import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/mapComposable'
import { CharacterTypeStorage } from '@/storage/storages'
import HealthBar from '@/components/game/character/partials/HealthBar.vue'
import { useCharacterSprite } from '@/composables/useCharacterSpriteComposable'
import { useGameStore } from '@/stores/gameStore'
import { useMapStore } from '@/stores/mapStore'
import { refObj, Sprite, useScene } from 'phavuer'
import { computed, onMounted, onUnmounted, ref, watch } from 'vue'
enum Direction {
POSITIVE,
NEGATIVE,
UNCHANGED
}
import { Sprite, useScene } from 'phavuer'
import { onMounted, onUnmounted, watch } from 'vue'
import { Direction } from '@/application/enums'
const props = defineProps<{
tilemap: Phaser.Tilemaps.Tilemap
mapCharacter: MapCharacter
}>()
const charSprite = refObj<Phaser.GameObjects.Sprite>()
const charSpriteId = ref('')
const gameStore = useGameStore()
const mapStore = useMapStore()
const scene = useScene()
const currentPositionX = ref(0)
const currentPositionY = ref(0)
const isometricDepth = ref(1)
const isInitialPosition = ref(true)
const tween = ref<Phaser.Tweens.Tween | null>(null)
const updateIsometricDepth = (positionX: number, positionY: number) => {
isometricDepth.value = calculateIsometricDepth(positionX, positionY, 28, 94, true)
}
const updatePosition = (positionX: number, positionY: number, direction: Direction) => {
const newPositionX = tileToWorldX(props.tilemap, positionX, positionY)
const newPositionY = tileToWorldY(props.tilemap, positionX, positionY)
if (isInitialPosition.value) {
currentPositionX.value = newPositionX
currentPositionY.value = newPositionY
isInitialPosition.value = false
return
}
if (tween.value?.isPlaying()) {
tween.value.stop()
}
const distance = Math.sqrt(Math.pow(newPositionX - currentPositionX.value, 2) + Math.pow(newPositionY - currentPositionY.value, 2))
if (distance >= config.tile_size.width / 1.1) {
currentPositionX.value = newPositionX
currentPositionY.value = newPositionY
return
}
const duration = distance * 5.7
tween.value = props.tilemap.scene.tweens.add({
targets: { x: currentPositionX.value, y: currentPositionY.value },
x: newPositionX,
y: newPositionY,
duration,
ease: 'Linear',
onStart: () => {
if (direction === Direction.POSITIVE) {
updateIsometricDepth(positionX, positionY)
}
},
onUpdate: (tween) => {
// @ts-ignore
currentPositionX.value = tween.targets[0].x
// @ts-ignore
currentPositionY.value = tween.targets[0].y
},
onComplete: () => {
if (direction === Direction.NEGATIVE) {
updateIsometricDepth(positionX, positionY)
}
}
})
}
const calcDirection = (oldPositionX: number, oldPositionY: number, newPositionX: number, newPositionY: number): Direction => {
if (newPositionY < oldPositionY || newPositionX < oldPositionX) return Direction.NEGATIVE
if (newPositionX > oldPositionX || newPositionY > oldPositionY) return Direction.POSITIVE
return Direction.UNCHANGED
}
const isFlippedX = computed(() => [6, 4].includes(props.mapCharacter.character.rotation ?? 0))
const currentDirection = computed(() => {
return [0, 6].includes(props.mapCharacter.character.rotation ?? 0) ? 'left_up' : 'right_down'
})
const currentAction = computed(() => {
return props.mapCharacter.isMoving ? 'walk' : 'idle'
})
const charTexture = computed(() => {
const spriteId = charSpriteId.value ?? 'idle_right_down'
return `${spriteId}-${currentAction.value}_${currentDirection.value}`
})
const updateSprite = () => {
if (!charSprite.value) return
if (props.mapCharacter.isMoving) {
charSprite.value.anims.play(charTexture.value, true)
} else {
charSprite.value.anims.stop()
charSprite.value.setFrame(0)
charSprite.value.setTexture(charTexture.value)
}
}
const {
charSprite,
currentPositionX,
currentPositionY,
isometricDepth,
isFlippedX,
updatePosition,
calcDirection,
updateSprite,
initializeSprite,
cleanup
} = useCharacterSprite(scene, props.tilemap, props.mapCharacter)
const handlePositionUpdate = (newValues: any, oldValues: any) => {
if (!newValues) return
@ -155,34 +64,15 @@ watch(
)
onMounted(async () => {
let character = props.mapCharacter.character
await initializeSprite()
const characterTypeStorage = new CharacterTypeStorage()
const spriteId = await characterTypeStorage.getSpriteId(character.characterType!)
if (!spriteId) return
charSpriteId.value = spriteId
await loadSpriteTextures(scene, spriteId)
if (charSprite.value) {
charSprite.value.setTexture(charTexture.value)
charSprite.value.setFlipX(isFlippedX.value)
charSprite.value.setName(props.mapCharacter.character.name)
}
if (character.id === gameStore.character!.id) {
if (props.mapCharacter.character.id === gameStore.character!.id) {
mapStore.setCharacterLoaded(true)
// #146 : Set camera position to character, need to be improved still
scene.cameras.main.startFollow(charSprite.value as Phaser.GameObjects.Sprite)
}
updatePosition(character.positionX, character.positionY, character.rotation)
})
onUnmounted(() => {
tween.value?.stop()
cleanup()
})
</script>

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