Worked on pathfinding, character animation & rotation, few enhancements
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@ -6,14 +6,14 @@
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<label class="mb-1.5 font-titles" for="name">Name</label>
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<input v-model="spriteName" class="input-cyan" type="text" name="name" placeholder="New sprite" />
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</div>
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<div class="w-full flex gap-2 mt-2 pb-4 relative">
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<button class="btn-cyan px-4 py-2 flex-1 sm:flex-none sm:min-w-24" type="button" @click.prevent="saveSprite">Save</button>
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<button class="btn-bordeaux px-4 py-2 flex-1 sm:flex-none sm:min-w-24" type="button" @click.prevent="removeSprite">Remove</button>
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<div class="w-[calc(100%_+_32px)] absolute left-[-15px] bottom-0 h-px bg-cyan-200"></div>
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</div>
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</div>
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<button class="btn-cyan py-2 my-4" type="button" @click.prevent="addNewImage">New action</button>
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<Accordion v-for="action in spriteActions" :key="action.id">
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<template #header>
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@ -118,19 +118,20 @@ function saveSprite() {
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const updatedSprite = {
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id: selectedSprite.value.id,
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name: spriteName.value,
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spriteActions: spriteActions.value?.map((action) => {
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return {
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action: action.action,
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sprites: action.sprites,
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origin_x: action.origin_x,
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origin_y: action.origin_y,
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isAnimated: action.isAnimated,
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isLooping: action.isLooping,
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frameSpeed: action.frameSpeed,
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frameWidth: action.frameWidth,
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frameHeight: action.frameHeight,
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}
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}) ?? []
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spriteActions:
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spriteActions.value?.map((action) => {
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return {
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action: action.action,
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sprites: action.sprites,
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origin_x: action.origin_x,
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origin_y: action.origin_y,
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isAnimated: action.isAnimated,
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isLooping: action.isLooping,
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frameSpeed: action.frameSpeed,
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frameWidth: action.frameWidth,
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frameHeight: action.frameHeight
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}
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}) ?? []
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}
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gameStore.connection?.emit('gm:sprite:update', updatedSprite, (response: boolean) => {
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@ -161,7 +162,7 @@ function addNewImage() {
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isLooping: false,
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frameSpeed: 0,
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frameWidth: 0,
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frameHeight: 0,
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frameHeight: 0
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}
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if (!spriteActions.value) {
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@ -94,4 +94,4 @@ const drop = (event: DragEvent, dropIndex: number) => {
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}
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draggedIndex.value = null
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}
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</script>
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</script>
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