Fixed depth sorting inside zone and zoneEditor

This commit is contained in:
Dennis Postma 2024-09-15 18:22:54 +02:00
parent 4be606778c
commit e8a0b0f13d
4 changed files with 72 additions and 9 deletions

View File

@ -11,7 +11,12 @@
<Controls :layer="tiles as TilemapLayer" />
<Container :depth="2">
<Image v-for="object in sortedZoneObjects" :key="object.id" v-bind="getObjectImageProps(object)" @pointerup="() => setSelectedZoneObject(object)" />
<Image
v-for="object in zoneObjects"
:depth="calculateIsometricDepth(object.positionX, object.positionY, 0)"
:key="object.id" v-bind="getObjectImageProps(object)"
@pointerup="() => setSelectedZoneObject(object)"
/>
</Container>
<Container :depth="3">
@ -29,7 +34,15 @@ import { storeToRefs } from 'pinia'
import { useGameStore } from '@/stores/game'
import { useZoneEditorStore } from '@/stores/zoneEditor'
import { useAssetStore } from '@/stores/assets'
import { placeTile, setAllTiles, sortByDepth, tileToWorldX, tileToWorldY } from '@/services/zone'
import {
calculateIsometricDepth,
placeTile,
setAllTiles,
sortByDepth,
sortByIsometricDepth,
tileToWorldX,
tileToWorldY
} from '@/services/zone'
import { ZoneEventTileType, type ZoneObject, type ZoneEventTile, type Zone } from '@/types'
import { uuidv4 } from '@/utilities'
import config from '@/config'
@ -51,7 +64,7 @@ const gameStore = useGameStore()
const zoneEditorStore = useZoneEditorStore()
const assetStore = useAssetStore()
const { objectList, zone, selectedTile, selectedObject, selectedZoneObject, eraserMode, drawMode, objectDepth } = storeToRefs(zoneEditorStore)
const { objectList, zone, selectedTile, selectedObject, selectedZoneObject, eraserMode, drawMode } = storeToRefs(zoneEditorStore)
const zoneTilemap = ref(createTilemap())
const tiles = ref(createTileLayer())
@ -59,7 +72,6 @@ const zoneObjects = ref<ZoneObject[]>([])
const zoneEventTiles = ref<ZoneEventTile[]>([])
const tileArray = ref(createTileArray())
const sortedZoneObjects = computed(() => sortByDepth(zoneObjects.value, zoneTilemap.value.width))
const shouldShowTeleportModal = computed(() => zoneEditorStore.tool === 'pencil' && drawMode.value === 'teleport')
function createTilemap() {
@ -136,7 +148,7 @@ function addZoneObject(tile: Phaser.Tilemaps.Tile) {
zone: zone.value!,
objectId: selectedObject.value!.id,
object: selectedObject.value!,
depth: objectDepth.value,
depth: 0,
positionX: tile.x,
positionY: tile.y
}
@ -245,7 +257,7 @@ onBeforeMount(() => {
}
zoneEventTiles.value = zone.value?.zoneEventTiles ?? []
zoneObjects.value = zone.value?.zoneObjects ?? []
zoneObjects.value = sortByIsometricDepth(zone.value?.zoneObjects ?? [], zoneTilemap.value.width)
// Center camera
const centerY = (zoneTilemap.value.height * zoneTilemap.value.tileHeight) / 2

View File

@ -1,10 +1,17 @@
<template>
<Character v-for="item in zoneStore.characters" :key="item.id" :layer="tilemap" :character="item" :depth="1" />
<Character
v-for="item in zoneStore.characters"
:key="item.id"
:layer="tilemap"
:character="item"
:depth="calculateIsometricDepth(item.positionX, item.positionY, 0)"
/>
</template>
<script setup lang="ts">
import Character from '@/components/sprites/Character.vue'
import { useZoneStore } from '@/stores/zone'
import { calculateIsometricDepth } from '@/services/zone'
const zoneStore = useZoneStore()

View File

@ -1,3 +1,31 @@
<template></template>
<template>
<Image
v-for="object in zoneStore.zone?.zoneObjects"
:depth="calculateIsometricDepth(object.positionX, object.positionY, 0)"
:key="object.id" v-bind="getObjectImageProps(object)"
/>
</template>
<script setup lang="ts"></script>
<script setup lang="ts">
import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/services/zone'
import { Image } from 'phavuer'
import { useZoneStore } from '@/stores/zone'
import type { ZoneObject } from '@/types'
import { storeToRefs } from 'pinia'
const zoneStore = useZoneStore()
const props = defineProps<{
tilemap: Phaser.Tilemaps.Tilemap
}>()
const getObjectImageProps = (object: ZoneObject) => {
return {
x: tileToWorldX(props.tilemap as any, object.positionX, object.positionY),
y: tileToWorldY(props.tilemap as any, object.positionX, object.positionY),
texture: object.object.id,
originY: Number(object.object.originX),
originX: Number(object.object.originY)
}
}
</script>

View File

@ -97,6 +97,22 @@ export const updateZoneTiles = (zoneTilemap: Tilemap, tiles: Phaser.Tilemaps.Til
return []
}
export const calculateIsometricDepth = (x: number, y: number, height: number = 0) => {
// Adjust these values as needed for your specific isometric projection
const isoX = x - y;
const isoY = (x + y) / 2;
return isoY - height * 0.1; // Subtract height to make taller objects appear behind shorter ones
}
export const sortByIsometricDepth = <T extends { positionX: number; positionY: number; object?: { height?: number } }>(items: T[]) => {
return [...items].sort((a, b) => {
const aHeight = a.object?.height || 0;
const bHeight = b.object?.height || 0;
return calculateIsometricDepth(a.positionX, a.positionY, aHeight) - calculateIsometricDepth(b.positionX, b.positionY, bHeight);
});
}
// Redundant, but left here for reference
export const calculateDepth = (x: number, y: number, mapWidth: number) => {
return y * mapWidth + x
}