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@ -38,11 +38,7 @@ loadTexture(scene, {
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updatedAt: props.zoneObject.object.updatedAt,
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frameWidth: props.zoneObject.object.frameWidth,
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frameHeight: props.zoneObject.object.frameHeight
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} as AssetDataT)
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.then((loaded) => {
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isTextureLoaded.value = loaded
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})
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.catch((error) => {
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console.error('Error loading texture:', error)
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})
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</script>
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} as AssetDataT).catch((error) => {
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console.error('Error loading texture:', error)
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})
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</script>
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@ -37,7 +37,6 @@ const props = defineProps<{
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character: ExtendedCharacter
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}>()
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const isTextureLoaded = ref(false)
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const charChatContainer = refObj<Phaser.GameObjects.Container>()
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const charContainer = refObj<Phaser.GameObjects.Container>()
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const charSprite = refObj<Phaser.GameObjects.Sprite>()
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@ -183,13 +182,14 @@ watch(
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watch(() => props.character.isMoving, updateSprite)
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watch(() => props.character.rotation, updateSprite)
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loadSpriteTextures(scene, props.character.characterType?.sprite as SpriteT).then((loaded) => {
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isTextureLoaded.value = loaded
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charSprite.value!.setTexture(charTexture.value)
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charSprite.value!.setFlipX(isFlippedX.value)
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}).catch((error) => {
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console.error('Error loading texture:', error)
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})
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loadSpriteTextures(scene, props.character.characterType?.sprite as SpriteT)
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.then(() => {
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charSprite.value!.setTexture(charTexture.value)
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charSprite.value!.setFlipX(isFlippedX.value)
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})
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.catch((error) => {
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console.error('Error loading texture:', error)
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})
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onMounted(() => {
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charChatContainer.value!.setName(`${props.character!.name}_chatContainer`)
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@ -1,21 +1,22 @@
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<template>
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<Image v-if="isTextureLoaded" v-bind="imageProps" />
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<Image v-if="gameStore.getLoadedAsset(props.zoneObject.object.id)" v-bind="imageProps" />
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</template>
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<script setup lang="ts">
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import { ref, computed } from 'vue'
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import { computed, onMounted } from 'vue'
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import { Image, useScene } from 'phavuer'
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import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
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import { loadTexture } from '@/composables/gameComposable'
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import type { AssetDataT, ZoneObject } from '@/types'
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import { useGameStore } from '@/stores/gameStore'
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const props = defineProps<{
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tilemap: Phaser.Tilemaps.Tilemap
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zoneObject: ZoneObject
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}>()
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const gameStore = useGameStore()
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const scene = useScene()
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const isTextureLoaded = ref(false)
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const imageProps = computed(() => ({
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depth: calculateIsometricDepth(props.zoneObject.positionX, props.zoneObject.positionY, props.zoneObject.object.frameWidth, props.zoneObject.object.frameHeight),
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@ -34,11 +35,7 @@ loadTexture(scene, {
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updatedAt: props.zoneObject.object.updatedAt,
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frameWidth: props.zoneObject.object.frameWidth,
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frameHeight: props.zoneObject.object.frameHeight
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} as AssetDataT)
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.then((loaded) => {
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isTextureLoaded.value = loaded
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})
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.catch((error) => {
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console.error('Error loading texture:', error)
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})
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} as AssetDataT).catch((error) => {
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console.error('Error loading texture:', error)
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})
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</script>
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@ -3,42 +3,62 @@ import { useGameStore } from '@/stores/gameStore'
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import { AssetStorage } from '@/storage/assetStorage'
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import config from '@/config'
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const textureLoadingPromises = new Map<string, Promise<boolean>>()
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export async function loadTexture(scene: Phaser.Scene, assetData: AssetDataT): Promise<boolean> {
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const gameStore = useGameStore()
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const assetStorage = new AssetStorage()
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// Check if the texture is already loaded in Phaser
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if (scene.textures.exists(assetData.key)) {
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return true
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if (gameStore.game.loadedAssets.find((asset) => asset.key === assetData.key)) {
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return Promise.resolve(true)
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}
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// Check if the asset is already cached
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let asset = await assetStorage.get(assetData.key)
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// If asset is not found, download it
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if (!asset) {
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await assetStorage.download(assetData)
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asset = await assetStorage.get(assetData.key)
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// If there's already a loading promise for this texture, return it
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if (textureLoadingPromises.has(assetData.key)) {
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return await textureLoadingPromises.get(assetData.key)!
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}
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// If asset is found, add it to the scene
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if (asset) {
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return new Promise<boolean>((resolve) => {
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scene.textures.addBase64(asset.key, asset.data)
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scene.textures.once(`addtexture-${asset.key}`, () => {
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gameStore.game.loadedAssets.push(asset)
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resolve(true)
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// Create new loading promise
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const loadingPromise = (async () => {
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// Check if the asset is already cached
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let asset = await assetStorage.get(assetData.key)
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// If asset is not found, download it
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if (!asset) {
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await assetStorage.download(assetData)
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asset = await assetStorage.get(assetData.key)
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}
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// If asset is found, add it to the scene
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if (asset) {
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return new Promise<boolean>((resolve) => {
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// Remove existing texture if it exists
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if (scene.textures.exists(asset.key)) {
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scene.textures.remove(asset.key)
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}
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scene.textures.addBase64(asset.key, asset.data)
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scene.textures.once(`addtexture-${asset.key}`, () => {
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gameStore.game.loadedAssets.push(assetData)
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textureLoadingPromises.delete(assetData.key) // Clean up the promise
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resolve(true)
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})
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})
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})
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}
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}
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return false
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textureLoadingPromises.delete(assetData.key) // Clean up the promise
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return Promise.resolve(false)
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})()
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// Store the loading promise
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textureLoadingPromises.set(assetData.key, loadingPromise)
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return loadingPromise
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}
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export async function loadSpriteTextures(scene: Phaser.Scene, sprite: Sprite) {
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const sprite_actions = await fetch(config.server_endpoint + '/assets/list_sprite_actions/' + sprite?.id).then((response) => response.json())
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for await (const sprite_action of sprite_actions) {
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await loadTexture(scene, {
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key: sprite_action.key,
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data: sprite_action.data,
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@ -62,5 +82,5 @@ export async function loadSpriteTextures(scene: Phaser.Scene, sprite: Sprite) {
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repeat: -1
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})
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}
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return true
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}
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return Promise.resolve(true)
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}
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