client/src/components/sprites/Character.vue

135 lines
4.3 KiB
Vue

<template>
<Container v-if="props.character" :x="currentX" :y="currentY">
<!-- Start chat bubble -->
<!-- <RoundRectangle :origin-x="0.5" :origin-y="7.5" :fillColor="0xffffff" :width="194" :height="21" :radius="5" />-->
<!-- <Text @create="createText" :text="`This is a chat message 🤯👋`" :origin-x="0.5" :origin-y="10.9" :style="{ fontSize: 13, fontFamily: 'Arial', color: '#000' }" />-->
<!-- End chat bubble -->
<Text @create="createText" :text="props.character.name" :origin-x="0.5" :origin-y="9" />
<RoundRectangle :origin-x="0.5" :origin-y="18.5" :fillColor="0xffffff" :width="74" :height="6" :radius="5" />
<RoundRectangle :origin-x="0.5" :origin-y="36.4" :fillColor="0x00b3b3" :width="70" :height="3" :radius="5" />
<Image v-if="!props.character.characterType" texture="character" :origin-y="1" />
<Sprite v-else :texture="charTexture" :play="props.character.isMoving ? charTexture : undefined" :origin-y="1" :flipX="props.character.rotation === 6 || props.character.rotation === 4" :flipY="false" />
</Container>
</template>
<script lang="ts" setup>
import { Container, Image, RoundRectangle, Sprite, Text } from 'phavuer'
import { type ExtendedCharacter as CharacterT } from '@/types'
import { tileToWorldX, tileToWorldY } from '@/services/zone'
import { watch, computed, ref, onMounted, onUnmounted } from 'vue'
import config from '@/config'
interface Props {
layer: Phaser.Tilemaps.TilemapLayer
character?: CharacterT
}
const props = withDefaults(defineProps<Props>(), {
character: undefined
})
const currentX = ref(0)
const currentY = ref(0)
const tween = ref<Phaser.Tweens.Tween | null>(null)
const isInitialPosition = ref(true)
const updatePosition = (x: number, y: number) => {
const targetX = tileToWorldX(props.layer, x, y)
const targetY = tileToWorldY(props.layer, x, y)
if (isInitialPosition.value) {
currentX.value = targetX
currentY.value = targetY
isInitialPosition.value = false
return
}
if (tween.value && tween.value.isPlaying()) {
tween.value.stop()
}
/**
* Calculate the distance between the current and target positions
*/
const distance = Math.sqrt(Math.pow(targetX - currentX.value, 2) + Math.pow(targetY - currentY.value, 2))
/**
* Teleport: No animation, only if the distance is greater than the tile size / 1.5
*/
// if (distance >= config.tile_size.x / 1.5) {
// // Teleport: No animation
// currentX.value = targetX
// currentY.value = targetY
// }
/**
* Normal movement: Animate
*/
if (distance <= config.tile_size.x / 1.5) {
// Normal movement: Animate
const duration = distance * 6 // Adjust this multiplier to control overall speed
tween.value = props.layer.scene.tweens.add({
targets: { x: currentX.value, y: currentY.value },
x: targetX,
y: targetY,
duration: duration,
ease: 'Linear',
onUpdate: (tween) => {
currentX.value = tween.targets[0].x ?? 0
currentY.value = tween.targets[0].y ?? 0
}
})
}
}
watch(
() => props.character,
(newChar, oldChar) => {
if (newChar) {
if (!oldChar || newChar.positionX !== oldChar.positionX || newChar.positionY !== oldChar.positionY) {
updatePosition(newChar.positionX, newChar.positionY)
}
}
},
{ immediate: true, deep: true }
)
const charTexture = computed(() => {
if (!props.character?.characterType?.sprite) {
return 'idle_right_down'
}
const rotation = props.character.rotation
const spriteId = props.character.characterType.sprite.id
const action = props.character.isMoving ? 'walk' : 'idle'
if (rotation === 0 || rotation === 6) {
if (config.development) console.log(`${spriteId}-${action}_left_down`)
return `${spriteId}-${action}_left_up`
} else if (rotation === 2 || rotation === 4) {
if (config.development) console.log(`${spriteId}-${action}_right_down`)
return `${spriteId}-${action}_right_down`
}
return `${spriteId}-${action}_left_down`
})
const createText = (text: Phaser.GameObjects.Text) => {
text.setFontSize(13)
text.setFontFamily('Arial')
}
onMounted(() => {
if (props.character) {
updatePosition(props.character.positionX, props.character.positionY)
}
})
onUnmounted(() => {
if (tween.value) {
tween.value.stop()
}
})
</script>