Compare commits

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22 Commits

Author SHA1 Message Date
ed6f592606 WIP character select 2024-11-06 23:05:37 +01:00
46ebfaec01 npm update 2024-11-05 23:18:10 +01:00
1384f50406 npm run format 2024-11-05 23:16:47 +01:00
d71f4e7b59 #192: Update light and other effects based on server date / weather state 2024-11-05 23:07:05 +01:00
58929290ab #184: Listen for weather updates from client 2024-11-05 22:46:21 +01:00
63146106c0 Moved clock pos. 2024-11-05 22:02:46 +01:00
7c5602f204 #197: Added background image loader 2024-11-05 22:01:28 +01:00
e711e124ce Map editor tiles improvement 2024-11-05 21:31:28 +01:00
e1b39c42ec Several map editor improvements 2024-11-05 21:28:12 +01:00
d81c889426 Removed GM tools, added event listener for shift + G to open GM panel 2024-11-05 20:53:39 +01:00
afb0edacf6 #184: Added clock component 2024-11-05 20:42:52 +01:00
6d7d568746 Moved login partial components 2024-11-05 20:36:00 +01:00
8df5b6eb76 #239: Add loading indicator to password reset submit button for better UX 2024-11-05 20:21:52 +01:00
270d12821a Renamed component, inform user when password reset mail has been sent, added comment for #238 2024-11-05 01:02:27 +01:00
9c244e980c Cleaned component 2024-11-05 00:35:26 +01:00
25ba54c8ac Moved ResetPassword component to correct dir 2024-11-05 00:33:28 +01:00
9c4bef864b Updated default value 2024-11-05 00:01:36 +01:00
bdc566e30f #236: Fixed clear button in map editor 2024-11-04 23:44:34 +01:00
a653b61b51 Moved zone editor partials into folder 2024-11-04 23:36:19 +01:00
7b61f71fa9 #231 : Remove logic that prevents modals from being dragged outside of the view & refactor modal TS 2024-11-04 23:34:41 +01:00
42539cc73d Fix for paint tool 2024-11-04 21:06:40 +01:00
864369860c Typo fixes, started working on bug fix, npm update 2024-11-04 21:04:44 +01:00
27 changed files with 686 additions and 446 deletions

317
package-lock.json generated
View File

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<template>
<Notifications />
<GmTools v-if="gameStore.character?.role === 'gm'" />
<BackgroundImageLoader />
<GmPanel v-if="gameStore.character?.role === 'gm'" />
<component :is="currentScreen" />
</template>
@ -9,7 +9,7 @@
import { useGameStore } from '@/stores/gameStore'
import { useZoneEditorStore } from '@/stores/zoneEditorStore'
import Notifications from '@/components/utilities/Notifications.vue'
import GmTools from '@/components/gameMaster/GmTools.vue'
import BackgroundImageLoader from '@/components/utilities/BackgroundImageLoader.vue'
import GmPanel from '@/components/gameMaster/GmPanel.vue'
import Login from '@/components/screens/Login.vue'
import Characters from '@/components/screens/Characters.vue'
@ -44,4 +44,16 @@ addEventListener('click', (event) => {
const audio = new Audio('/assets/music/click-btn.mp3')
audio.play()
})
// Watch for "G" key press and toggle the gm panel
addEventListener('keydown', (event) => {
if (gameStore.character?.role !== 'gm') return // Only allow toggling the gm panel if the character is a gm
// Check if no input is active
if (event.repeat || event.isComposing || event.defaultPrevented) return
if (event.key === 'G') {
gameStore.toggleGmPanel()
}
})
</script>

View File

@ -125,6 +125,12 @@ button {
}
}
.character {
&.active {
@apply pr-px border-r-0;
}
}
.text-pixel {
@apply text-white font-ui drop-shadow-pixel-black;
}

View File

@ -1,21 +1,41 @@
<template>
<Scene name="effects" @preload="preloadScene" @create="createScene" @update="updateScene"> </Scene>
<Scene name="effects" @preload="preloadScene" @create="createScene" @update="updateScene" />
</template>
<script setup lang="ts">
import { Scene } from 'phavuer'
import { useZoneStore } from '@/stores/zoneStore'
import { useGameStore } from '@/stores/gameStore'
import { onBeforeUnmount, ref, watch } from 'vue'
import type { WeatherState } from '@/types'
// Constants
const SUNRISE_HOUR = 6
const SUNSET_HOUR = 20
const DAY_STRENGTH = 100
const NIGHT_STRENGTH = 30
// Stores
const gameStore = useGameStore()
const zoneStore = useZoneStore()
// Scene ref
const sceneRef = ref<Phaser.Scene | null>(null)
// Effect-related refs
// Effect refs
const lightEffect = ref<Phaser.GameObjects.Graphics | null>(null)
const rainEmitter = ref<Phaser.GameObjects.Particles.ParticleEmitter | null>(null)
const fogSprite = ref<Phaser.GameObjects.Sprite | null>(null)
// State refs
const weatherState = ref<WeatherState>({
isRainEnabled: false,
rainPercentage: 0,
isFogEnabled: false,
fogDensity: 0
})
// Scene lifecycle methods
const preloadScene = async (scene: Phaser.Scene) => {
scene.load.image('raindrop', 'assets/raindrop.png')
scene.load.image('fog', 'assets/fog.png')
@ -23,15 +43,21 @@ const preloadScene = async (scene: Phaser.Scene) => {
const createScene = async (scene: Phaser.Scene) => {
sceneRef.value = scene
createLightEffect(scene)
createRainEffect(scene)
createFogEffect(scene)
setupEffects(scene)
setupSocketListeners()
}
const updateScene = () => {
updateEffects()
}
// Effect setup
const setupEffects = (scene: Phaser.Scene) => {
createLightEffect(scene)
createRainEffect(scene)
createFogEffect(scene)
}
const createLightEffect = (scene: Phaser.Scene) => {
lightEffect.value = scene.add.graphics()
lightEffect.value.setDepth(1000)
@ -59,14 +85,55 @@ const createFogEffect = (scene: Phaser.Scene) => {
fogSprite.value.setDepth(950)
}
// Lighting calculations
const calculateLightStrength = (time: Date): number => {
const hour = time.getHours()
const minute = time.getMinutes()
let strength = DAY_STRENGTH
// Night time (10 PM - 6 AM)
if (hour >= SUNSET_HOUR || hour < SUNRISE_HOUR) {
strength = NIGHT_STRENGTH
}
// Full daylight (7 AM - 7 PM)
else if (hour > SUNRISE_HOUR && hour < SUNSET_HOUR - 2) {
strength = DAY_STRENGTH
}
// Sunrise transition (6 AM - 7 AM)
else if (hour === SUNRISE_HOUR) {
strength = NIGHT_STRENGTH + ((DAY_STRENGTH - NIGHT_STRENGTH) * minute) / 60
}
// Sunset transition (8 PM - 10 PM)
else if (hour >= SUNSET_HOUR - 2 && hour < SUNSET_HOUR) {
const totalMinutes = (hour - (SUNSET_HOUR - 2)) * 60 + minute
const transitionProgress = totalMinutes / 120 // 2 hours = 120 minutes
strength = DAY_STRENGTH - (DAY_STRENGTH - NIGHT_STRENGTH) * transitionProgress
}
return strength
}
// Effect updates
const updateEffects = () => {
const effects = zoneStore.zone?.zoneEffects || []
if (effects.length > 0) {
updateZoneEffects(effects)
} else {
// Make sure we're getting the current time
const lightStrength = calculateLightStrength(gameStore.world.date)
updateLightEffect(lightStrength)
updateWeatherEffects()
}
}
const updateZoneEffects = (effects: any[]) => {
// Always update light based on time when zone effects are present
updateLightEffect(calculateLightStrength(gameStore.world.date))
effects.forEach((effect) => {
switch (effect.effect) {
case 'light':
updateLightEffect(effect.strength)
break
case 'rain':
updateRainEffect(effect.strength)
break
@ -77,6 +144,11 @@ const updateEffects = () => {
})
}
const updateWeatherEffects = () => {
updateRainEffect(weatherState.value.isRainEnabled ? weatherState.value.rainPercentage : 0)
updateFogEffect(weatherState.value.isFogEnabled ? weatherState.value.fogDensity * 100 : 0)
}
const updateLightEffect = (strength: number) => {
if (!lightEffect.value) return
const darkness = 1 - strength / 100
@ -100,11 +172,34 @@ const updateFogEffect = (strength: number) => {
fogSprite.value.setAlpha(strength / 100)
}
// Socket handlers
const setupSocketListeners = () => {
// Initial weather state
gameStore.connection?.emit('weather', (response: WeatherState) => {
if (zoneStore.zone?.zoneEffects) return
weatherState.value = response
updateEffects()
})
// Weather updates
gameStore.connection?.on('weather', (data: WeatherState) => {
weatherState.value = data
updateEffects()
})
// Time updates
gameStore.connection?.on('date', () => {
if (zoneStore.zone?.zoneEffects) return
updateEffects()
})
}
// Watchers
watch(() => zoneStore.zone?.zoneEffects, updateEffects, { deep: true })
// Cleanup
onBeforeUnmount(() => {
if (sceneRef.value) sceneRef.value.scene.remove('effects')
gameStore.connection?.off('weather')
})
// @TODO : Fix resize issue
</script>

View File

@ -6,6 +6,7 @@
<button @mousedown.stop class="btn-cyan py-1.5 px-4 min-w-24">Users</button>
<button @mousedown.stop class="btn-cyan py-1.5 px-4 min-w-24">Chats</button>
<button @mousedown.stop class="btn-cyan active py-1.5 px-4 min-w-24">Asset manager</button>
<button class="btn-cyan py-1.5 px-4 min-w-24" type="button" @click="() => zoneEditorStore.toggleActive()">Zone manager</button>
</div>
</template>
<template #modalBody>
@ -21,8 +22,10 @@ import { ref } from 'vue'
import Modal from '@/components/utilities/Modal.vue'
import AssetManager from '@/components/gameMaster/assetManager/AssetManager.vue'
import { useGameStore } from '@/stores/gameStore'
import { useZoneEditorStore } from '@/stores/zoneEditorStore'
const gameStore = useGameStore()
const zoneEditorStore = useZoneEditorStore()
let toggle = ref('asset-manager')
</script>

View File

@ -1,44 +0,0 @@
<template>
<Modal :isModalOpen="true" :closable="false" :is-resizable="false" :modal-width="modalWidth" :modal-height="modalHeight" :modal-position-x="posXY.x" :modal-position-y="posXY.y">
<template #modalHeader>
<h3 class="m-0 font-medium shrink-0 text-white">GM tools</h3>
</template>
<template #modalBody>
<div class="content flex flex-col gap-2.5 m-4 h-20">
<button class="btn-cyan py-1.5 px-4 w-full" type="button" @click="gameStore.toggleGmPanel()">Toggle GM panel</button>
<button class="btn-cyan py-1.5 px-4 w-full" type="button" @click="() => zoneEditorStore.toggleActive()">Zone manager</button>
</div>
</template>
</Modal>
</template>
<script setup lang="ts">
import Modal from '@/components/utilities/Modal.vue'
import { useZoneEditorStore } from '@/stores/zoneEditorStore'
import { useGameStore } from '@/stores/gameStore'
import { onMounted, ref } from 'vue'
const zoneEditorStore = useZoneEditorStore()
const gameStore = useGameStore()
const modalWidth = ref(200)
const modalHeight = ref(170)
let posXY = ref({ x: 0, y: 0 })
onMounted(() => {
window.addEventListener('resize', () => {
posXY.value = customPositionGmPanel(modalWidth.value)
})
})
const customPositionGmPanel = (modalWidth: number) => {
const padding = 25
const width = window.innerWidth
const x = width - (modalWidth + 4) - 25
const y = padding
return { x, y }
}
posXY.value = customPositionGmPanel(modalWidth.value)
</script>

View File

@ -1,9 +1,9 @@
<template>
<ZoneTiles @tilemap:create="tileMap = $event" />
<ZoneTiles @tileMap:create="tileMap = $event" />
<ZoneObjects v-if="tileMap" :tilemap="tileMap as Phaser.Tilemaps.Tilemap" />
<ZoneEventTiles v-if="tileMap" :tilemap="tileMap as Phaser.Tilemaps.Tilemap" />
<Toolbar @save="save" />
<Toolbar @save="save" @clear="clear" />
<ZoneList />
<TileList />
@ -18,7 +18,6 @@ import { onUnmounted, ref } from 'vue'
import { useGameStore } from '@/stores/gameStore'
import { useZoneEditorStore } from '@/stores/zoneEditorStore'
import { type Zone } from '@/types'
// Components
import Toolbar from '@/components/gameMaster/zoneEditor/partials/Toolbar.vue'
import TileList from '@/components/gameMaster/zoneEditor/partials/TileList.vue'
@ -26,14 +25,25 @@ import ObjectList from '@/components/gameMaster/zoneEditor/partials/ObjectList.v
import ZoneSettings from '@/components/gameMaster/zoneEditor/partials/ZoneSettings.vue'
import ZoneList from '@/components/gameMaster/zoneEditor/partials/ZoneList.vue'
import TeleportModal from '@/components/gameMaster/zoneEditor/partials/TeleportModal.vue'
import ZoneTiles from '@/components/gameMaster/zoneEditor/ZoneTiles.vue'
import ZoneObjects from '@/components/gameMaster/zoneEditor/ZoneObjects.vue'
import ZoneEventTiles from '@/components/gameMaster/zoneEditor/ZoneEventTiles.vue'
import ZoneTiles from '@/components/gameMaster/zoneEditor/zonePartials/ZoneTiles.vue'
import ZoneObjects from '@/components/gameMaster/zoneEditor/zonePartials/ZoneObjects.vue'
import ZoneEventTiles from '@/components/gameMaster/zoneEditor/zonePartials/ZoneEventTiles.vue'
const gameStore = useGameStore()
const zoneEditorStore = useZoneEditorStore()
console.log(zoneEditorStore.zone)
const tileMap = ref(null as Phaser.Tilemaps.Tilemap | null)
function clear() {
if (!zoneEditorStore.zone) return
// Clear objects, event tiles and tiles
zoneEditorStore.zone.zoneObjects = []
zoneEditorStore.zone.zoneEventTiles = []
zoneEditorStore.triggerClearTiles()
}
function save() {
if (!zoneEditorStore.zone) return
@ -54,6 +64,7 @@ function save() {
}
gameStore.connection?.emit('gm:zone_editor:zone:update', data, (response: Zone) => {
console.log(response.updatedAt)
zoneEditorStore.setZone(response)
})
}

View File

@ -223,7 +223,7 @@ function selectTile(tile: string) {
}
function isActiveTile(tile: Tile): boolean {
return zoneEditorStore.selectedTile?.id === tile.id
return zoneEditorStore.selectedTile === tile.id
}
onMounted(async () => {

View File

@ -1,31 +1,31 @@
<template>
<Controls :layer="tiles" :depth="0" />
<Controls :layer="tileLayer" :depth="0" />
</template>
<script setup lang="ts">
import config from '@/config'
import { useScene } from 'phavuer'
import { useZoneEditorStore } from '@/stores/zoneEditorStore'
import { onMounted, onUnmounted } from 'vue'
import { onMounted, onUnmounted, watch } from 'vue'
import { createTileArray, getTile, placeTile, setLayerTiles } from '@/composables/zoneComposable'
import Controls from '@/components/utilities/Controls.vue'
import { useGameStore } from '@/stores/gameStore'
import type { AssetDataT } from '@/types'
const emit = defineEmits(['tilemap:create'])
const emit = defineEmits(['tileMap:create'])
const scene = useScene()
const gameStore = useGameStore()
const zoneEditorStore = useZoneEditorStore()
const zoneTilemap = createTilemap()
const tiles = createTileLayer()
const tileMap = createTileMap()
const tileLayer = createTileLayer()
/**
* A Tilemap is a container for Tilemap data.
* This isn't a display object, rather, it holds data about the map and allows you to add tilesets and tilemap layers to it.
* A map can have one or more tilemap layers, which are the display objects that actually render the tiles.
*/
function createTilemap() {
function createTileMap() {
const zoneData = new Phaser.Tilemaps.MapData({
width: zoneEditorStore.zone?.width,
height: zoneEditorStore.zone?.height,
@ -34,9 +34,11 @@ function createTilemap() {
orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
format: Phaser.Tilemaps.Formats.ARRAY_2D
})
const tilemap = new Phaser.Tilemaps.Tilemap(scene, zoneData)
emit('tilemap:create', tilemap)
return tilemap
const newTileMap = new Phaser.Tilemaps.Tilemap(scene, zoneData)
emit('tileMap:create', newTileMap)
return newTileMap
}
/**
@ -46,12 +48,12 @@ function createTileLayer() {
const tilesArray = gameStore.getLoadedAssetsByGroup('tiles')
const tilesetImages = Array.from(tilesArray).map((tile: AssetDataT, index: number) => {
return zoneTilemap.addTilesetImage(tile.key, tile.key, config.tile_size.x, config.tile_size.y, 1, 2, index + 1, { x: 0, y: -config.tile_size.y })
return tileMap.addTilesetImage(tile.key, tile.key, config.tile_size.x, config.tile_size.y, 1, 2, index + 1, { x: 0, y: -config.tile_size.y })
}) as any
// Add blank tile
tilesetImages.push(zoneTilemap.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.x, config.tile_size.y, 1, 2, 0, { x: 0, y: -config.tile_size.y }))
const layer = zoneTilemap.createBlankLayer('tiles', tilesetImages, 0, config.tile_size.y) as Phaser.Tilemaps.TilemapLayer
tilesetImages.push(tileMap.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.x, config.tile_size.y, 1, 2, 0, { x: 0, y: -config.tile_size.y }))
const layer = tileMap.createBlankLayer('tiles', tilesetImages, 0, config.tile_size.y) as Phaser.Tilemaps.TilemapLayer
layer.setDepth(0)
layer.setCullPadding(2, 2)
@ -79,11 +81,11 @@ function pencil(pointer: Phaser.Input.Pointer) {
if (pointer.event.shiftKey) return
// Check if there is a tile
const tile = getTile(tiles, pointer.worldX, pointer.worldY)
const tile = getTile(tileLayer, pointer.worldX, pointer.worldY)
if (!tile) return
// Place tile
placeTile(zoneTilemap, tiles, tile.x, tile.y, zoneEditorStore.selectedTile)
placeTile(tileMap, tileLayer, tile.x, tile.y, zoneEditorStore.selectedTile)
// Adjust zoneEditorStore.zone.tiles
zoneEditorStore.zone.tiles[tile.y][tile.x] = zoneEditorStore.selectedTile
@ -109,11 +111,11 @@ function eraser(pointer: Phaser.Input.Pointer) {
if (pointer.event.altKey) return
// Check if there is a tile
const tile = getTile(tiles, pointer.worldX, pointer.worldY)
const tile = getTile(tileLayer, pointer.worldX, pointer.worldY)
if (!tile) return
// Place tile
placeTile(zoneTilemap, tiles, tile.x, tile.y, 'blank_tile')
placeTile(tileMap, tileLayer, tile.x, tile.y, 'blank_tile')
// Adjust zoneEditorStore.zone.tiles
zoneEditorStore.zone.tiles[tile.y][tile.x] = 'blank_tile'
@ -139,10 +141,10 @@ function paint(pointer: Phaser.Input.Pointer) {
if (pointer.event.altKey) return
// Set new tileArray with selected tile
setLayerTiles(zoneTilemap, tiles, createTileArray(zoneTilemap.width, zoneTilemap.height, zoneEditorStore.selectedTile.id))
setLayerTiles(tileMap, tileLayer, createTileArray(tileMap.width, tileMap.height, zoneEditorStore.selectedTile))
// Adjust zoneEditorStore.zone.tiles
zoneEditorStore.zone.tiles = createTileArray(zoneTilemap.width, zoneTilemap.height, zoneEditorStore.selectedTile.id)
zoneEditorStore.zone.tiles = createTileArray(tileMap.width, tileMap.height, zoneEditorStore.selectedTile)
}
// When alt is pressed, and the pointer is down, select the tile that the pointer is over
@ -166,18 +168,45 @@ function tilePicker(pointer: Phaser.Input.Pointer) {
if (!pointer.event.altKey) return
// Check if there is a tile
const tile = getTile(tiles, pointer.worldX, pointer.worldY)
const tile = getTile(tileLayer, pointer.worldX, pointer.worldY)
if (!tile) return
// Select the tile
zoneEditorStore.setSelectedTile(zoneEditorStore.zone.tiles[tile.y][tile.x])
}
watch(
() => zoneEditorStore.shouldClearTiles,
(shouldClear) => {
if (shouldClear && zoneEditorStore.zone) {
const blankTiles = createTileArray(tileMap.width, tileMap.height, 'blank_tile')
setLayerTiles(tileMap, tileLayer, blankTiles)
zoneEditorStore.zone.tiles = blankTiles
zoneEditorStore.resetClearTilesFlag()
}
}
)
onMounted(() => {
if (!zoneEditorStore.zone?.tiles) {
return
}
setLayerTiles(zoneTilemap, tiles, zoneEditorStore.zone.tiles)
// First fill the entire map with blank tiles using current zone dimensions
const blankTiles = createTileArray(zoneEditorStore.zone.width, zoneEditorStore.zone.height, 'blank_tile')
// Then overlay the zone tiles, but only within the current zone dimensions
const zoneTiles = zoneEditorStore.zone.tiles
for (let y = 0; y < zoneEditorStore.zone.height; y++) {
for (let x = 0; x < zoneEditorStore.zone.width; x++) {
// Only copy if the source tiles array has this position
if (zoneTiles[y] && zoneTiles[y][x] !== undefined) {
blankTiles[y][x] = zoneTiles[y][x]
}
}
}
setLayerTiles(tileMap, tileLayer, blankTiles)
scene.input.on(Phaser.Input.Events.POINTER_MOVE, pencil)
scene.input.on(Phaser.Input.Events.POINTER_MOVE, eraser)
@ -191,8 +220,8 @@ onUnmounted(() => {
scene.input.off(Phaser.Input.Events.POINTER_DOWN, paint)
scene.input.off(Phaser.Input.Events.POINTER_DOWN, tilePicker)
zoneTilemap.destroyLayer('tiles')
zoneTilemap.removeAllLayers()
zoneTilemap.destroy()
tileMap.destroyLayer('tiles')
tileMap.removeAllLayers()
tileMap.destroy()
})
</script>

View File

@ -0,0 +1,21 @@
<template>
<div class="absolute top-0 right-4 hidden lg:block">
<p class="text-white text-lg">{{ gameStore.world.date.toLocaleString() }}</p>
</div>
</template>
<script setup lang="ts">
import { useGameStore } from '@/stores/gameStore'
import { onUnmounted } from 'vue'
const gameStore = useGameStore()
// Listen for new date from socket
gameStore.connection?.on('date', (data: Date) => {
gameStore.world.date = new Date(data)
})
onUnmounted(() => {
gameStore.connection?.off('date')
})
</script>

View File

@ -59,6 +59,15 @@ async function newPasswordFunc() {
newPasswordError.value = response.error
return
}
/**
* @TODO: #238, this wont work if we redirect to the login page
* Find a way to just "close" this screen instead of redirecting
*/
gameStore.addNotification({
title: 'Success',
message: 'Password changed successfully'
})
window.location.href = '/'
}

View File

@ -1,5 +1,5 @@
<template>
<Modal @modal:close="() => emit('close')" :modal-width="400" :modal-height="300" :is-resizable="false">
<Modal :isModalOpen="true" :modal-width="400" :modal-height="300" :is-resizable="false" @modal:close="() => emit('close')">
<template #modalHeader>
<h3 class="m-0 font-medium shrink-0 text-white">Reset Password</h3>
</template>
@ -14,7 +14,13 @@
</div>
<div class="grid grid-flow-col justify-stretch gap-4">
<button class="btn-empty py-1.5 px-4 min-w-24 inline-block" @click.stop="() => emit('close')">Cancel</button>
<button class="btn-cyan py-1.5 px-4 min-w-24 inline-block" type="submit">Send mail</button>
<button class="btn-cyan py-1.5 px-4 min-w-24 inline-flex items-center justify-center" type="submit">
<svg v-if="isLoading" xmlns="http://www.w3.org/2000/svg" class="h-4 w-4 animate-spin mr-2" fill="none" viewBox="0 0 24 24">
<circle class="opacity-25" cx="12" cy="12" r="10" stroke="currentColor" stroke-width="4"></circle>
<path class="opacity-75" fill="currentColor" d="M4 12a8 8 0 018-8V0C5.373 0 0 5.373 0 12h4zm2 5.291A7.962 7.962 0 014 12H0c0 3.042 1.135 5.824 3 7.938l3-2.647z"></path>
</svg>
Send mail
</button>
</div>
</form>
</div>
@ -23,17 +29,17 @@
</template>
<script setup lang="ts">
import { onMounted, ref } from 'vue'
import { ref } from 'vue'
import { resetPassword } from '@/services/authentication'
import { useGameStore } from '@/stores/gameStore'
import Modal from '@/components/utilities/Modal.vue'
import { useGameStore } from '@/stores/gameStore'
const emit = defineEmits(['close'])
const gameStore = useGameStore()
const isLoading = ref(false)
const email = ref('')
const resetPasswordError = ref('')
const isPasswordResetOpen = ref(false)
async function resetPasswordFunc() {
// check if email is valid
@ -42,14 +48,24 @@ async function resetPasswordFunc() {
return
}
isLoading.value = true
// send reset password event to server
const response = await resetPassword(email.value)
if (response.success === undefined) {
resetPasswordError.value = response.error
isLoading.value = false
return
}
gameStore.addNotification({
title: 'Success',
message: 'Password reset email sent'
})
isLoading.value = false
emit('close')
}
</script>

View File

@ -1,60 +1,76 @@
<template>
<div class="bg-gray-900 relative">
<div class="absolute bg-[url('/assets/shapes/select-screen-bg-shape.svg')] bg-no-repeat bg-center w-full h-full"></div>
<div class="ui-wrapper h-dvh flex flex-col justify-center items-center gap-20 px-10 sm:px-20">
<div class="relative max-lg:h-dvh flex flex-row-reverse">
<div class="lg:bg-gradient-to-l bg-gradient-to-b from-gray-900 to-transparent w-full lg:w-1/2 h-[35dvh] lg:h-dvh absolute left-0 max-lg:bottom-0 lg:top-0 z-10"></div>
<div class="bg-[url('/assets/login/login-bg.png')] opacity-20 w-full lg:w-1/2 h-[35dvh] lg:h-dvh absolute left-0 max-lg:bottom-0 lg:top-0 bg-no-repeat bg-cover bg-center grayscale"></div>
<div class="bg-gray-900 z-20 w-full lg:w-1/2 h-[65dvh] lg:h-dvh relative"></div>
<div class="absolute top-8 right-0 py-[18px] pr-[15px] pl-32 bg-gradient-to-r from-transparent to-cyan-900 z-20">
<h2 class="text-white">CHARACTER SELECTION</h2>
</div>
<div class="ui-wrapper h-dvh w-[calc(100%_-_80px)] sm:w-[calc(100%_-_160px)] absolute flex flex-col justify-center items-center gap-14 px-10 sm:px-20 z-30">
<div class="filler"></div>
<div class="flex gap-14 w-full max-h-[650px] overflow-x-auto" v-if="!isLoading">
<!-- CHARACTER LIST -->
<div v-for="character in characters" :key="character.id" class="group first:ml-auto last:mr-auto m-4 w-[170px] h-[275px] flex flex-col shrink-0 relative shadow-character" :class="{ active: selected_character == character.id }">
<img src="/assets/ui-elements/ui-box-outer.svg" class="absolute w-full h-full" alt="UI box outer" />
<img src="/assets/ui-elements/ui-box-inner.svg" class="absolute left-2 bottom-2 w-[calc(100%_-_16px)] h-[calc(100%_-_40px)]" alt="UI box inner" />
<input class="opacity-0 h-full w-full absolute m-0 z-10" type="radio" :id="character.id" name="character" :value="character.id" v-model="selected_character" />
<label class="font-bold absolute left-1/2 top-4 max-w-32 -translate-x-1/2 -translate-y-1/2 text-center text-ellipsis overflow-hidden whitespace-nowrap drop-shadow-text" :for="character.id">{{ character.name }}</label>
<button
class="delete bg-red w-8 h-8 p-[3px] rounded-full absolute -right-4 top-0 -translate-y-1/2 z-10 border-2 border-solid border-white hover:bg-red-300"
@click="
() => {
deletingCharacter = character
}
"
>
<img draggable="false" src="/assets/icons/trashcan.svg" />
</button>
<div class="sprite-container flex flex-col items-center m-auto">
<img class="drop-shadow-20" draggable="false" src="/assets/avatar/default/0.png" />
</div>
<span class="absolute bottom-6 w-full text-center translate-y-1/2 z-10">Lvl. {{ character.level }}</span>
<div class="selected-character group-[.active]:max-w-[170px] absolute max-w-0 w-4/6 h-[3px] bg-gray-500 rounded-[3px] left-1/2 -bottom-4 -translate-x-1/2 transition-all ease-in-out duration-300"></div>
<div class="w-2/3 max-w-[860px]" v-if="!isLoading">
<div class="mb-5 flex flex-col gap-1">
<h1 class="text-white font-bold">SELECT CHARACTER TO PLAY</h1>
<p class="m-0">Maximum of 4 characters can be selected per player</p>
</div>
<div class="character new-character first:ml-auto mr-auto m-4 w-[170px] h-[275px] flex flex-col shrink-0 rounded-2xl relative bg-gray-500/50 bg-no-repeat shadow-character" v-if="characters.length < 4">
<button class="h-full w-full py-10 flex flex-col justify-between" @click="isModalOpen = true">
<div class="filler"></div>
<img class="w-24 h-24 m-auto" draggable="false" src="/assets/icons/plus-icon.svg" />
<span class="self-center text-base absolute bottom-5 w-full text-center translate-y-1/2 z-10">Create new</span>
</button>
<div class="flex w-full h-[400px] border border-solid border-gray-500 rounded-md rounded-tl-none bg-gray">
<div class="w-1/3 h-full bg-[url('/assets/ui-texture.png')] bg-no-repeat bg-cover bg-center border-0 border-r border-solid border-gray-500 rounded-bl-md relative">
<div class="absolute right-full -top-px flex gap-1 flex-col">
<div v-for="character in characters" :key="character.id" class="character relative rounded-l border border-solid border-gray-500 w-9 h-[50px] bg-[url('/assets/ui-texture.png')]" :class="{ 'active': selected_character == character.id }">
<img src="/assets/avatar/default/head.png" class="w-9 h-9 object-contain absolute top-1/2 -translate-y-1/2" alt="Player head" />
<input class="opacity-0 h-full w-full absolute m-0 z-10 hover:cursor-pointer" type="radio" :id="character.id" name="character" :value="character.id" v-model="selected_character" />
</div>
<div class="character relative rounded-l border border-solid border-gray-500 w-9 h-[50px] bg-[url('/assets/ui-texture.png')]" :class="{'active': characters.length == 0}" v-if="characters.length < 4">
<button class="p-0 h-full w-full flex flex-col justify-between" @click="isModalOpen = true">
<img class="w-6 h-6 object-contain absolute top-1/2 left-1/2 -translate-y-1/2 -translate-x-1/2" draggable="false" src="/assets/icons/plus-icon.svg" />
</button>
</div>
</div>
<div class="py-6 px-8 h-[calc(100%_-_48px)] flex flex-col items-center gap-6" v-if="selected_character">
<input class="input-field w-[158px]" type="text" name="name" :placeholder="characters.find(c => c.id == selected_character)?.name" />
<div class="flex flex-col gap-4 items-center">
<div class="flex flex-col gap-3">
<div class="bg-[url('/assets/ui-elements/ui-border-2-corners-bottom.svg')] w-[190px] h-52 bg-no-repeat bg-center flex items-center justify-center">
<img class="w-12 object-contain mb-3.5" src="/assets/avatar/default/0.png" alt="Player avatar"/>
</div>
<div class="flex justify-between w-[190px]">
<!-- TODO: replace with color swatches -->
<div v-for="n in 9" class="w-4 h-4 rounded-sm bg-white"></div>
</div>
</div>
<div class="flex justify-between w-[190px]">
<button class="btn-empty flex gap-2">
<img src="/assets/icons/male-icon.svg" class="w-4 h-4 m-auto" alt="Male symbol" />
<span class="text-white">Male</span>
</button>
<button class="btn-empty flex gap-2">
<img src="/assets/icons/male-icon.svg" class="w-4 h-4 m-auto" alt="Male symbol" />
<span class="text-white">Female</span>
</button>
</div>
</div>
</div>
</div>
<div class="w-2/3 h-full bg-[url('/assets/ui-texture.png')] bg-no-repeat bg-cover bg-center rounded-r-md"></div>
</div>
</div>
<div v-else>
<img class="w-20 invert-80" src="/assets/icons/loading-icon1.svg" />
</div>
<div class="button-wrapper flex gap-8" v-if="!isLoading">
<div class="button-wrapper flex self-center justify-end gap-4 max-w-[860px] w-full" v-if="!isLoading">
<button
class="btn-red py-2 pr-2.5 pl-8 min-w-24 relative rounded text-xl flex gap-4 items-center transition-all ease-in-out duration-200 hover:gap-5 disabled:bg-red/50 disabled:hover:bg-opacity-50 disabled:cursor-not-allowed disabled:hover:gap-[15px]"
class="btn-empty min-w-48"
@click.stop="gameStore.disconnectSocket()"
>
<img class="h-8 drop-shadow-20 rotate-180" draggable="false" src="/assets/icons/arrow.svg" alt="Logout icon" />
Back
</button>
<button
class="btn-cyan py-2 px-2.5 pl-8 min-w-24 relative rounded text-xl flex gap-4 items-center transition-all ease-in-out duration-200 hover:gap-5 disabled:bg-cyan-800 disabled:hover:bg-opacity-50 disabled:cursor-not-allowed disabled:hover:gap-[15px]"
class="btn-cyan min-w-48 disabled:bg-cyan-800 disabled:cursor-not-allowed"
:disabled="!selected_character"
@click="select_character()"
>
PLAY
<img class="h-8 drop-shadow-20" draggable="false" src="/assets/icons/arrow.svg" alt="Play icon" />
Play now
</button>
</div>
</div>

View File

@ -5,7 +5,7 @@
<Menu />
<Hud />
<Hotkeys />
<Minimap />
<Clock />
<Zone />
<Chat />
<ExpBar />
@ -30,7 +30,8 @@ import Hotkeys from '@/components/gui/Hotkeys.vue'
import Chat from '@/components/gui/Chat.vue'
import CharacterProfile from '@/components/gui/CharacterProfile.vue'
import Effects from '@/components/Effects.vue'
import Minimap from '@/components/gui/Minimap.vue'
// import Minimap from '@/components/gui/Minimap.vue'
import Clock from '@/components/gui/Clock.vue'
import AwaitLoaderPlugin from 'phaser3-rex-plugins/plugins/awaitloader-plugin'
const gameStore = useGameStore()

View File

@ -29,10 +29,10 @@
import { onMounted, ref } from 'vue'
import { useGameStore } from '@/stores/gameStore'
import { useCookies } from '@vueuse/integrations/useCookies'
import LoginForm from '@/components/screens/partials/login/LoginForm.vue'
import RegisterForm from '@/components/screens/partials/login/RegisterForm.vue'
import NewPasswordForm from '@/components/screens/partials/login/NewPasswordForm.vue'
import ResetPassword from '@/components/utilities/ResetPassword.vue'
import LoginForm from '@/components/login/LoginForm.vue'
import RegisterForm from '@/components/login/RegisterForm.vue'
import NewPasswordForm from '@/components/login/NewPasswordForm.vue'
import ResetPassword from '@/components/login/ResetPasswordModal.vue'
const isPasswordResetFormShown = ref(false)
const doesUrlHaveToken = window.location.hash.includes('#')

View File

@ -0,0 +1,23 @@
<template>
<div style="display: none">
<img v-for="(url, index) in imageUrls" :key="index" :src="url" alt="" @load="handleImageLoad(index)" @error="handleImageError(index)" />
</div>
</template>
<script setup lang="ts">
import { ref } from 'vue'
// Internal array of images to preload
const imageUrls = ref<string[]>(['/assets/ui-elements/ui-border-4-corners.svg', '/assets/ui-elements/ui-border-4-corners-light.svg', '/assets/ui-elements/ui-border-4-corners-small.svg'])
const loadedImages = ref<Set<number>>(new Set())
const handleImageLoad = (index: number) => {
loadedImages.value.add(index)
console.log(`Image ${index} loaded:`, imageUrls.value[index])
}
const handleImageError = (index: number) => {
console.log(`Image ${index} failed to load:`, imageUrls.value[index])
}
</script>

View File

@ -1,22 +1,25 @@
<template>
<Teleport to="body">
<div v-if="isModalOpenRef" class="fixed border-solid border-2 border-gray-500 z-50 flex flex-col backdrop-blur-sm shadow-lg" :style="modalStyle">
<!-- Header -->
<div @mousedown="startDrag" class="cursor-move p-2.5 flex justify-between items-center border-solid border-0 border-b border-gray-500 relative">
<div class="rounded-t absolute w-full h-full top-0 left-0 bg-[url('/assets/ui-texture.png')] bg-no-repeat bg-center bg-cover opacity-90"></div>
<div class="rounded-t absolute w-full h-full top-0 left-0 bg-[url('/assets/ui-texture.png')] bg-no-repeat bg-center bg-cover opacity-90" />
<div class="relative z-10">
<slot name="modalHeader" />
</div>
<div class="flex gap-2.5">
<button @click="toggleFullScreen" class="w-5 h-5 m-0 p-0 relative hover:scale-110 transition-transform duration-300 ease-in-out" v-if="canFullScreen">
<img :alt="isFullScreen ? 'exit full-screen' : 'full-screen'" draggable="false" :src="isFullScreen ? '/assets/icons/minimize.svg' : '/assets/icons/increase-size-option.svg'" class="w-3.5 h-3.5 invert" />
<button v-if="canFullScreen" @click="toggleFullScreen" class="w-5 h-5 m-0 p-0 relative hover:scale-110 transition-transform duration-300 ease-in-out">
<img :alt="isFullScreen ? 'exit full-screen' : 'full-screen'" :src="isFullScreen ? '/assets/icons/minimize.svg' : '/assets/icons/increase-size-option.svg'" class="w-3.5 h-3.5 invert" draggable="false" />
</button>
<button @click="close" v-if="closable" class="w-3.5 h-3.5 m-0 p-0 relative hover:rotate-180 transition-transform duration-300 ease-in-out">
<img alt="close" draggable="false" src="/assets/icons/close-button-white.svg" class="w-full h-full" />
<button v-if="closable" @click="emit('modal:close')" class="w-3.5 h-3.5 m-0 p-0 relative hover:rotate-180 transition-transform duration-300 ease-in-out">
<img alt="close" src="/assets/icons/close-button-white.svg" class="w-full h-full" draggable="false" />
</button>
</div>
</div>
<!-- Body -->
<div class="overflow-hidden grow relative">
<div class="rounded-b absolute w-full h-full top-0 left-0 bg-[url('/assets/ui-texture.png')] bg-no-repeat bg-cover bg-center opacity-90"></div>
<div class="rounded-b absolute w-full h-full top-0 left-0 bg-[url('/assets/ui-texture.png')] bg-no-repeat bg-cover bg-center opacity-90" />
<div class="relative z-10 h-full">
<slot name="modalBody" />
</div>
@ -27,219 +30,187 @@
</template>
<script setup lang="ts">
import { defineEmits, onMounted, onUnmounted, ref, watch, computed } from 'vue'
import { computed, onMounted, onUnmounted, ref, watch } from 'vue'
const props = defineProps({
isModalOpen: {
type: Boolean,
default: false
},
closable: {
type: Boolean,
default: true
},
isResizable: {
type: Boolean,
default: true
},
canFullScreen: {
type: Boolean,
default: false
},
modalPositionX: {
type: Number,
default: 0
},
modalPositionY: {
type: Number,
default: 0
},
modalWidth: {
type: Number,
default: 500
},
modalHeight: {
type: Number,
default: 280
}
interface ModalProps {
isModalOpen: boolean
closable?: boolean
isResizable?: boolean
canFullScreen?: boolean
modalPositionX?: number
modalPositionY?: number
modalWidth?: number
modalHeight?: number
}
interface Position {
x: number
y: number
width: number
height: number
}
const props = withDefaults(defineProps<ModalProps>(), {
isModalOpen: false,
closable: true,
isResizable: true,
canFullScreen: false,
modalPositionX: 0,
modalPositionY: 0,
modalWidth: 500,
modalHeight: 280
})
const isModalOpenRef = ref(props.isModalOpen)
const emit = defineEmits(['modal:close', 'character:create'])
const emit = defineEmits<{
'modal:close': []
'character:create': []
}>()
const isModalOpenRef = ref(props.isModalOpen)
const width = ref(props.modalWidth)
const height = ref(props.modalHeight)
const x = ref(0)
const y = ref(0)
const minWidth = ref(200)
const minHeight = ref(100)
const isResizing = ref(false)
const isDragging = ref(false)
const isFullScreen = ref(false)
let startX = 0
let startY = 0
let initialX = 0
let initialY = 0
let startWidth = 0
let startHeight = 0
let preFullScreenState = { x: 0, y: 0, width: 0, height: 0 }
const minDimensions = {
width: 200,
height: 100
}
let dragState = {
startX: 0,
startY: 0,
initialX: 0,
initialY: 0,
startWidth: 0,
startHeight: 0
}
let preFullScreenState: Position = { x: 0, y: 0, width: 0, height: 0 }
const modalStyle = computed(() => ({
borderRadius: isFullScreen.value ? '0' : '6px',
top: isFullScreen.value ? '0' : `${y.value}px`,
left: isFullScreen.value ? '0' : `${x.value}px`,
width: isFullScreen.value ? '100vw' : `${width.value}px`,
height: isFullScreen.value ? '100vh' : `${height.value}px`,
maxWidth: '100vw',
maxHeight: '100vh'
height: isFullScreen.value ? '100vh' : `${height.value}px`
}))
function close() {
emit('modal:close')
}
function startResize(event: MouseEvent) {
if (isFullScreen.value) return
isResizing.value = true
startWidth = width.value - event.clientX
startHeight = height.value - event.clientY
dragState.startWidth = width.value - event.clientX
dragState.startHeight = height.value - event.clientY
event.preventDefault()
}
function resizeModal(event: MouseEvent) {
if (!isResizing.value || isFullScreen.value) return
const newWidth = Math.min(startWidth + event.clientX, window.innerWidth)
const newHeight = Math.min(startHeight + event.clientY, window.innerHeight)
width.value = Math.max(newWidth, minWidth.value)
height.value = Math.max(newHeight, minHeight.value)
adjustPosition()
}
function stopResize() {
isResizing.value = false
width.value = Math.max(dragState.startWidth + event.clientX, minDimensions.width)
height.value = Math.max(dragState.startHeight + event.clientY, minDimensions.height)
}
function startDrag(event: MouseEvent) {
if (isFullScreen.value) return
isDragging.value = true
startX = event.clientX
startY = event.clientY
initialX = x.value
initialY = y.value
dragState = {
startX: event.clientX,
startY: event.clientY,
initialX: x.value,
initialY: y.value,
startWidth: width.value,
startHeight: height.value
}
event.preventDefault()
}
function drag(event: MouseEvent) {
if (!isDragging.value || isFullScreen.value) return
const dx = event.clientX - startX
const dy = event.clientY - startY
x.value = initialX + dx
y.value = initialY + dy
adjustPosition()
}
function stopDrag() {
isDragging.value = false
}
function adjustPosition() {
if (isFullScreen.value) return
x.value = Math.min(x.value, window.innerWidth - width.value)
y.value = Math.min(y.value, window.innerHeight - height.value)
}
function handleResize() {
if (isFullScreen.value) return
width.value = Math.min(width.value, window.innerWidth)
height.value = Math.min(height.value, window.innerHeight)
adjustPosition()
}
function initializePosition() {
width.value = Math.min(props.modalWidth, window.innerWidth)
height.value = Math.min(props.modalHeight, window.innerHeight)
if (props.modalPositionX !== 0 && props.modalPositionY !== 0) {
x.value = props.modalPositionX
y.value = props.modalPositionY
} else {
x.value = (window.innerWidth - width.value) / 2
y.value = (window.innerHeight - height.value) / 2
}
x.value = dragState.initialX + (event.clientX - dragState.startX)
y.value = dragState.initialY + (event.clientY - dragState.startY)
}
function toggleFullScreen() {
if (isFullScreen.value) {
// Exit full-screen
x.value = preFullScreenState.x
y.value = preFullScreenState.y
width.value = preFullScreenState.width
height.value = preFullScreenState.height
isFullScreen.value = false
Object.assign({ x, y, width, height }, preFullScreenState)
} else {
// Enter full-screen
preFullScreenState = { x: x.value, y: y.value, width: width.value, height: height.value }
isFullScreen.value = true
}
isFullScreen.value = !isFullScreen.value
}
function initializePosition() {
width.value = props.modalWidth
height.value = props.modalHeight
x.value = props.modalPositionX || (window.innerWidth - width.value) / 2
y.value = props.modalPositionY || (window.innerHeight - height.value) / 2
}
// Watchers
watch(
() => props.isModalOpen,
(value) => {
isModalOpenRef.value = value
if (value) {
initializePosition()
}
if (value) initializePosition()
}
)
watch(
() => props.modalWidth,
(value) => {
width.value = Math.min(value, window.innerWidth)
}
(value) => (width.value = value)
)
watch(
() => props.modalHeight,
(value) => {
height.value = Math.min(value, window.innerHeight)
}
(value) => (height.value = value)
)
watch(
() => props.modalPositionX,
(value) => {
x.value = value
}
(value) => (x.value = value)
)
watch(
() => props.modalPositionY,
(value) => {
y.value = value
}
(value) => (y.value = value)
)
// Lifecycle hooks
onMounted(() => {
addEventListener('mousemove', drag)
addEventListener('mouseup', stopDrag)
addEventListener('mousemove', resizeModal)
addEventListener('mouseup', stopResize)
if (props.modalPositionX !== 0 && props.modalPositionY !== 0) {
addEventListener('resize', handleResize)
const handlers: Record<string, EventListener[]> = {
mousemove: [(e: Event) => drag(e as MouseEvent), (e: Event) => resizeModal(e as MouseEvent)],
mouseup: [
() => {
isDragging.value = false
},
() => {
isResizing.value = false
}
]
}
Object.entries(handlers).forEach(([event, fns]) => {
fns.forEach((fn) => window.addEventListener(event, fn))
})
initializePosition()
})
onUnmounted(() => {
removeEventListener('mousemove', drag)
removeEventListener('mouseup', stopDrag)
removeEventListener('mousemove', resizeModal)
removeEventListener('mouseup', stopResize)
if (props.modalPositionX !== 0 && props.modalPositionY !== 0) {
removeEventListener('resize', handleResize)
const handlers: Record<string, EventListener[]> = {
mousemove: [(e: Event) => drag(e as MouseEvent), (e: Event) => resizeModal(e as MouseEvent)],
mouseup: [
() => {
isDragging.value = false
},
() => {
isResizing.value = false
}
]
}
Object.entries(handlers).forEach(([event, fns]) => {
fns.forEach((fn) => window.removeEventListener(event, fn))
})
})
</script>

View File

@ -1,5 +1,5 @@
<template>
<ZoneTiles :key="zoneStore.zone?.id ?? 0" @tilemap:create="tileMap = $event" />
<ZoneTiles :key="zoneStore.zone?.id ?? 0" @tileMap:create="tileMap = $event" />
<ZoneObjects v-if="tileMap" :tilemap="tileMap as Phaser.Tilemaps.Tilemap" />
<Characters v-if="tileMap" :tilemap="tileMap as Phaser.Tilemaps.Tilemap" />
</template>

View File

@ -1,5 +1,5 @@
<template>
<Controls :layer="tiles" :depth="0" />
<Controls :layer="tileLayer" :depth="0" />
</template>
<script setup lang="ts">
@ -11,19 +11,19 @@ import { FlattenZoneArray, setLayerTiles } from '@/composables/zoneComposable'
import Controls from '@/components/utilities/Controls.vue'
import { unduplicateArray } from '@/utilities'
const emit = defineEmits(['tilemap:create'])
const emit = defineEmits(['tileMap:create'])
const scene = useScene()
const zoneStore = useZoneStore()
const zoneTilemap = createTilemap()
const tiles = createTileLayer()
const tileMap = createTileMap()
const tileLayer = createTileLayer()
/**
* A Tilemap is a container for Tilemap data.
* This isn't a display object, rather, it holds data about the map and allows you to add tilesets and tilemap layers to it.
* A map can have one or more tilemap layers, which are the display objects that actually render the tiles.
*/
function createTilemap() {
function createTileMap() {
const zoneData = new Phaser.Tilemaps.MapData({
width: zoneStore.zone?.width,
height: zoneStore.zone?.height,
@ -32,9 +32,11 @@ function createTilemap() {
orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
format: Phaser.Tilemaps.Formats.ARRAY_2D
})
const tilemap = new Phaser.Tilemaps.Tilemap(scene, zoneData)
emit('tilemap:create', tilemap)
return tilemap
const newTileMap = new Phaser.Tilemaps.Tilemap(scene, zoneData)
emit('tileMap:create', newTileMap)
return newTileMap
}
/**
@ -44,12 +46,12 @@ function createTileLayer() {
const tilesArray = unduplicateArray(FlattenZoneArray(zoneStore.zone?.tiles ?? []))
const tilesetImages = Array.from(tilesArray).map((tile: any, index: number) => {
return zoneTilemap.addTilesetImage(tile, tile, config.tile_size.x, config.tile_size.y, 1, 2, index + 1, { x: 0, y: -config.tile_size.y })
return tileMap.addTilesetImage(tile, tile, config.tile_size.x, config.tile_size.y, 1, 2, index + 1, { x: 0, y: -config.tile_size.y })
}) as any
// Add blank tile
tilesetImages.push(zoneTilemap.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.x, config.tile_size.y, 1, 2, 0, { x: 0, y: -config.tile_size.y }))
const layer = zoneTilemap.createBlankLayer('tiles', tilesetImages, 0, config.tile_size.y) as Phaser.Tilemaps.TilemapLayer
tilesetImages.push(tileMap.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.x, config.tile_size.y, 1, 2, 0, { x: 0, y: -config.tile_size.y }))
const layer = tileMap.createBlankLayer('tiles', tilesetImages, 0, config.tile_size.y) as Phaser.Tilemaps.TilemapLayer
layer.setDepth(0)
layer.setCullPadding(2, 2)
@ -57,11 +59,11 @@ function createTileLayer() {
return layer
}
setLayerTiles(zoneTilemap, tiles, zoneStore.zone?.tiles)
setLayerTiles(tileMap, tileLayer, zoneStore.zone?.tiles)
onBeforeUnmount(() => {
zoneTilemap.destroyLayer('tiles')
zoneTilemap.removeAllLayers()
zoneTilemap.destroy()
tileMap.destroyLayer('tiles')
tileMap.removeAllLayers()
tileMap.destroy()
})
</script>

View File

@ -27,6 +27,7 @@ export const useZoneEditorStore = defineStore('zoneEditor', {
isZoneListModalShown: false,
isCreateZoneModalShown: false,
isSettingsModalShown: false,
shouldClearTiles: false,
zoneSettings: {
name: '',
width: 0,
@ -106,6 +107,13 @@ export const useZoneEditorStore = defineStore('zoneEditor', {
setTeleportSettings(teleportSettings: TeleportSettings) {
this.teleportSettings = teleportSettings
},
triggerClearTiles() {
this.shouldClearTiles = true
},
resetClearTilesFlag() {
this.shouldClearTiles = false
},
reset(resetZone = false) {
if (resetZone) this.zone = null
this.zoneList = []
@ -115,9 +123,12 @@ export const useZoneEditorStore = defineStore('zoneEditor', {
this.drawMode = 'tile'
this.selectedTile = ''
this.selectedObject = null
this.isTileListModalShown = false
this.isObjectListModalShown = false
this.isSettingsModalShown = false
this.isZoneListModalShown = false
this.isCreateZoneModalShown = false
this.shouldClearTiles = false
}
}
})

View File

@ -224,3 +224,10 @@ export type WorldSettings = {
isFogEnabled: boolean
fogDensity: number
}
export type WeatherState = {
isRainEnabled: boolean
rainPercentage: number
isFogEnabled: boolean
fogDensity: number
}