#137 : Listen for zoneEffects in effects component
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@ -4,26 +4,18 @@
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<script setup lang="ts">
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import { Scene } from 'phavuer'
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import { useGameStore } from '@/stores/gameStore'
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import { useZoneEditorStore } from '@/stores/zoneEditorStore'
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import { onBeforeMount, onBeforeUnmount, ref } from 'vue'
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import { useZoneStore } from '@/stores/zoneStore'
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import { onBeforeUnmount, ref, watch } from 'vue'
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const gameStore = useGameStore()
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const zoneEditorStore = useZoneEditorStore()
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// See if there's a dat
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const zoneStore = useZoneStore()
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const sceneRef = ref<Phaser.Scene | null>(null)
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// Effect-related refs
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const dayNightCycle = ref<Phaser.GameObjects.Graphics | null>(null)
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const lightEffect = ref<Phaser.GameObjects.Graphics | null>(null)
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const rainEmitter = ref<Phaser.GameObjects.Particles.ParticleEmitter | null>(null)
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const fogSprite = ref<Phaser.GameObjects.Sprite | null>(null)
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// Effect parameters
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const dayNightDuration = 300000 // 5 minutes in milliseconds
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const maxDarkness = 0.7
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const preloadScene = async (scene: Phaser.Scene) => {
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scene.load.image('raindrop', 'assets/raindrop.png')
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scene.load.image('fog', 'assets/fog.png')
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@ -31,28 +23,18 @@ const preloadScene = async (scene: Phaser.Scene) => {
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const createScene = async (scene: Phaser.Scene) => {
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sceneRef.value = scene
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createDayNightCycle(scene)
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createLightEffect(scene)
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createRainEffect(scene)
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createFogEffect(scene)
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}
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const updateScene = (scene: Phaser.Scene, time: number) => {
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updateDayNightCycle(time)
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updateFogEffect()
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const updateScene = () => {
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updateEffects()
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}
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const createDayNightCycle = (scene: Phaser.Scene) => {
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dayNightCycle.value = scene.add.graphics()
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dayNightCycle.value.setDepth(1000)
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}
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const updateDayNightCycle = (time: number) => {
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if (!dayNightCycle.value) return
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const darkness = Math.sin(((time % dayNightDuration) / dayNightDuration) * Math.PI) * maxDarkness
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dayNightCycle.value.clear()
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dayNightCycle.value.fillStyle(0x000000, darkness)
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dayNightCycle.value.fillRect(0, 0, window.innerWidth, window.innerHeight)
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const createLightEffect = (scene: Phaser.Scene) => {
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lightEffect.value = scene.add.graphics()
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lightEffect.value.setDepth(1000)
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}
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const createRainEffect = (scene: Phaser.Scene) => {
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@ -67,13 +49,7 @@ const createRainEffect = (scene: Phaser.Scene) => {
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blendMode: 'ADD'
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})
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rainEmitter.value.setDepth(900)
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toggleRain(true) // Start with rain off
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}
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const toggleRain = (isRaining: boolean) => {
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if (rainEmitter.value) {
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rainEmitter.value.setVisible(isRaining)
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}
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rainEmitter.value.stop()
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}
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const createFogEffect = (scene: Phaser.Scene) => {
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@ -83,26 +59,48 @@ const createFogEffect = (scene: Phaser.Scene) => {
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fogSprite.value.setDepth(950)
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}
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const updateFogEffect = () => {
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if (fogSprite.value) {
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// Example: Oscillate fog opacity
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const fogOpacity = ((Math.sin(Date.now() / 5000) + 1) / 2) * 0.3
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fogSprite.value.setAlpha(fogOpacity)
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const updateEffects = () => {
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const effects = zoneStore.zone?.zoneEffects || []
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effects.forEach(effect => {
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switch (effect.effect) {
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case 'light':
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updateLightEffect(effect.strength)
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break
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case 'rain':
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updateRainEffect(effect.strength)
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break
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case 'fog':
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updateFogEffect(effect.strength)
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break
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}
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})
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}
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const updateLightEffect = (strength: number) => {
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if (!lightEffect.value) return
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const darkness = 1 - (strength / 100)
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lightEffect.value.clear()
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lightEffect.value.fillStyle(0x000000, darkness)
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lightEffect.value.fillRect(0, 0, window.innerWidth, window.innerHeight)
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}
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const updateRainEffect = (strength: number) => {
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if (!rainEmitter.value) return
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if (strength > 0) {
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rainEmitter.value.start()
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rainEmitter.value.setQuantity(Math.floor((strength / 100) * 10))
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} else {
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rainEmitter.value.stop()
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}
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}
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// Expose methods to control effects
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const controlEffects = {
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toggleRain,
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setFogDensity: (density: number) => {
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if (fogSprite.value) {
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fogSprite.value.setAlpha(density)
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}
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}
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const updateFogEffect = (strength: number) => {
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if (!fogSprite.value) return
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fogSprite.value.setAlpha(strength / 100)
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}
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// Make control methods available to parent components
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defineExpose(controlEffects)
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watch(() => zoneStore.zone?.zoneEffects, updateEffects, { deep: true })
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onBeforeUnmount(() => {
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if (sceneRef.value) sceneRef.value.scene.remove('effects')
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