Refractor and improve controls component
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@ -1,91 +1,100 @@
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<template>
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<Image :depth="2" texture="waypoint" :x="waypoint.x" :y="waypoint.y" :visible="waypoint.visible" />
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<Image
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:depth="2"
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texture="waypoint"
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:x="waypoint.x"
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:y="waypoint.y"
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:visible="waypoint.visible"
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/>
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</template>
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<script setup lang="ts">
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import { Image, useScene } from 'phavuer'
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import { onBeforeUnmount, ref, watch } from 'vue'
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import { storeToRefs } from 'pinia'
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import config from '@/config'
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import { getTile, tileToWorldXY } from '@/services/zone'
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import { useZoneStore } from '@/stores/zone'
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import { useZoneEditorStore } from '@/stores/zoneEditor'
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const zoneStore = useZoneStore()
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const zoneEditorStore = useZoneEditorStore()
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const scene = useScene()
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const props = defineProps({
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const props = defineProps<{
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layer: Phaser.Tilemaps.TilemapLayer
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})
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}>()
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const scene = useScene()
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const zoneEditorStore = useZoneEditorStore()
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const { tool } = storeToRefs(zoneEditorStore)
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const waypoint = ref({
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visible: false,
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x: 0,
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y: 0
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})
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function onPointerMove(pointer: Phaser.Input.Pointer) {
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const px = scene.cameras.main.worldView.x + pointer.x
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const py = scene.cameras.main.worldView.y + pointer.y
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const cam = ref(scene.cameras.main)
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const pointer_tile = getTile(px, py, props.layer) as Phaser.Tilemaps.Tile
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if (!pointer_tile) {
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function updateWaypoint(pointer: Phaser.Input.Pointer) {
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const { x: px, y: py } = scene.cameras.main.getWorldPoint(pointer.x, pointer.y)
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const pointerTile = getTile(px, py, props.layer) as Phaser.Tilemaps.Tile
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if (!pointerTile) {
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waypoint.value.visible = false
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return
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}
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waypoint.value.visible = true
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// Convert tile coordinates to world coordinates
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const worldPoint = tileToWorldXY(props.layer, pointer_tile.x, pointer_tile.y)
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waypoint.value.x = worldPoint.position_x
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waypoint.value.y = worldPoint.position_y + config.tile_size.y + 15
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const worldPoint = tileToWorldXY(props.layer, pointerTile.x, pointerTile.y)
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waypoint.value = {
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visible: true,
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x: worldPoint.position_x,
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y: worldPoint.position_y + config.tile_size.y + 15
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}
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}
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, onPointerMove)
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// Zone camera system
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function dragZone(pointer: Phaser.Input.Pointer) {
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if (!pointer.isDown) return
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cam.scrollX -= (pointer.x - pointer.prevPosition.x) / cam.zoom
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cam.scrollY -= (pointer.y - pointer.prevPosition.y) / cam.zoom
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const { x, y, prevPosition } = pointer
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cam.value.scrollX -= (x - prevPosition.x) / cam.value.zoom
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cam.value.scrollY -= (y - prevPosition.y) / cam.value.zoom
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}
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let cam = scene.cameras.main
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, dragZone)
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watch(
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() => zoneEditorStore.tool,
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() => {
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// @TODO : change to zone for when loading other maps
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if (zoneEditorStore.tool === 'move') {
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, dragZone)
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} else {
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, dragZone)
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}
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},
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{ deep: true }
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)
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// if ctrl is pressed and mouse is down , then drag the zone
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scene.input.on(Phaser.Input.Events.POINTER_DOWN, (pointer: Phaser.Input.Pointer) => {
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function handleZoom(pointer: Phaser.Input.Pointer, _: any, __: any, deltaY: number) {
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if (pointer.event.altKey) {
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scene.scale.setZoom(scene.scale.zoom - deltaY * 0.01)
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cam.value = scene.cameras.main
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}
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}
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function setupEventListeners() {
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, updateWaypoint)
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scene.input.on(Phaser.Input.Events.POINTER_WHEEL, handleZoom)
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scene.input.on(Phaser.Input.Events.POINTER_DOWN, (pointer: Phaser.Input.Pointer) => {
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if (pointer.event.altKey || tool.value === 'move') {
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, dragZone)
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}
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})
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scene.input.on(Phaser.Input.Events.POINTER_UP, () => {
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, dragZone)
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})
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}
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function cleanupEventListeners() {
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, updateWaypoint)
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, dragZone)
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scene.input.off(Phaser.Input.Events.POINTER_DOWN)
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scene.input.off(Phaser.Input.Events.POINTER_UP)
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scene.input.off(Phaser.Input.Events.POINTER_WHEEL, handleZoom)
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}
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setupEventListeners()
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watch(tool, (newTool) => {
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if (newTool === 'move') {
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, dragZone)
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} else if (zoneEditorStore.tool !== 'move') {
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} else {
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, dragZone)
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}
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})
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/**
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* Zoom in and out
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*/
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scene.input.on(Phaser.Input.Events.POINTER_WHEEL, (pointer: Phaser.Input.Pointer, gameObjects: Phaser.GameObjects.GameObject[], deltaX: number, deltaY: number) => {
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if (pointer.event.altKey) {
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scene.scale.setZoom(scene.scale.zoom - deltaY * 0.01)
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cam = scene.cameras.main
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}
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})
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// Unload funcs
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onBeforeUnmount(() => {
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, onPointerMove)
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, dragZone)
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})
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onBeforeUnmount(cleanupEventListeners)
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</script>
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