import config from '@/config' import Tilemap = Phaser.Tilemaps.Tilemap import TilemapLayer = Phaser.Tilemaps.TilemapLayer import Tileset = Phaser.Tilemaps.Tileset import Tile = Phaser.Tilemaps.Tile import { useGameStore } from '@/stores/gameStore' import { useAssetManager } from '@/utilities/assets' export function getTile(layer: TilemapLayer | Tilemap, x: number, y: number): Tile | undefined { const tile = layer.getTileAtWorldXY(x, y) if (!tile) return undefined return tile } export function tileToWorldXY(layer: TilemapLayer | Tilemap, pos_x: number, pos_y: number) { const worldPoint = layer.tileToWorldXY(pos_x, pos_y) if (!worldPoint) return { positionX: 0, positionY: 0 } const positionX = worldPoint.x + config.tile_size.y const positionY = worldPoint.y return { positionX, positionY } } export function tileToWorldX(layer: TilemapLayer | Tilemap, pos_x: number, pos_y: number): number { const worldPoint = layer.tileToWorldXY(pos_x, pos_y) if (!worldPoint) return 0 return worldPoint.x + config.tile_size.x / 2 } export function tileToWorldY(layer: TilemapLayer | Tilemap, pos_x: number, pos_y: number): number { const worldPoint = layer.tileToWorldXY(pos_x, pos_y) if (!worldPoint) return 0 return worldPoint.y + config.tile_size.y * 1.5 } /** * Can also be used to replace tiles * @param zone * @param layer * @param x * @param y * @param tileName */ export function placeTile(zone: Tilemap, layer: TilemapLayer, x: number, y: number, tileName: string) { let tileImg = zone.getTileset(tileName) as Tileset if (!tileImg) { tileImg = zone.getTileset('blank_tile') as Tileset } layer.putTileAt(tileImg.firstgid, x, y) } export function deleteTile(layer: TilemapLayer, x: number, y: number) { layer.removeTileAt(x, y) } export function setAllTiles(zone: Tilemap, layer: TilemapLayer, tiles: string[][]) { tiles.forEach((row: string[], y: number) => { row.forEach((tile: string, x: number) => { placeTile(zone, layer, x, y, tile) }) }) } export function createTileArray(width: number, height: number, tile: string = 'blank_tile') { return Array.from({ length: height }, () => Array.from({ length: width }, () => tile)) } export const calculateIsometricDepth = (x: number, y: number, width: number = 0, height: number = 0, isCharacter: boolean = false) => { const baseDepth = x + y if (isCharacter) { return baseDepth // @TODO: Fix collision, this is a hack } // For objects, use their back bottom corner return baseDepth + (width + height) / (2 * config.tile_size.x) } export const sortByIsometricDepth = (items: T[]) => { return [...items].sort((a, b) => { return calculateIsometricDepth(a.positionX, a.positionY, 0, 0) - calculateIsometricDepth(b.positionX, b.positionY, 0, 0) }) } export const clearAssets = (scene: Phaser.Scene) => { scene.load.destroy() }