client/src/composables/zoneComposable.ts
2024-09-20 20:34:16 +02:00

80 lines
2.8 KiB
TypeScript

import config from '@/config'
import Tilemap = Phaser.Tilemaps.Tilemap
import TilemapLayer = Phaser.Tilemaps.TilemapLayer
import Tileset = Phaser.Tilemaps.Tileset
import { useGameStore } from '@/stores/game'
export function getTile(x: number, y: number, layer: Phaser.Tilemaps.TilemapLayer): Phaser.Tilemaps.Tile | undefined {
const tile: Phaser.Tilemaps.Tile = layer.getTileAtWorldXY(x, y)
if (!tile) return undefined
return tile
}
export function tileToWorldXY(layer: Phaser.Tilemaps.TilemapLayer, pos_x: number, pos_y: number) {
const worldPoint = layer.tileToWorldXY(pos_x, pos_y)
const positionX = worldPoint.x + config.tile_size.y
const positionY = worldPoint.y
return { positionX, positionY }
}
export function tileToWorldX(layer: Phaser.Tilemaps.TilemapLayer, pos_x: number, pos_y: number): number {
const worldPoint = layer.tileToWorldXY(pos_x, pos_y)
return worldPoint.x + config.tile_size.x / 2
}
export function tileToWorldY(layer: TilemapLayer, pos_x: number, pos_y: number): number {
const worldPoint = layer.tileToWorldXY(pos_x, pos_y)
return worldPoint.y + config.tile_size.y * 1.5
}
export function placeTile(zone: Tilemap, layer: TilemapLayer, x: number, y: number, tileName: string) {
const tileImg = zone.getTileset(tileName) as Tileset
if (!tileImg) return
layer.putTileAt(tileImg.firstgid, x, y)
}
export function setAllTiles(zone: Tilemap, layer: TilemapLayer, tiles: string[][]) {
tiles.forEach((row, y) => {
row.forEach((tile, x) => {
placeTile(zone, layer, x, y, 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 = <T extends { positionX: number; positionY: number }>(items: T[]) => {
return [...items].sort((a, b) => {
return calculateIsometricDepth(a.positionX, a.positionY, 0, 0) - calculateIsometricDepth(b.positionX, b.positionY, 0, 0)
})
}
export const loadAssets = (scene: Phaser.Scene): Promise<void> => {
return new Promise((resolve) => {
const gameStore = useGameStore()
gameStore.assets.forEach((asset) => {
if (scene.load.textureManager.exists(asset.key)) return
if (asset.group === 'sprite_animations') {
scene.load.spritesheet(asset.key, config.server_endpoint + asset.url, { frameWidth: asset.frameWidth ?? 0, frameHeight: asset.frameHeight ?? 0 })
} else {
scene.load.image(asset.key, config.server_endpoint + asset.url)
}
})
scene.load.start()
scene.load.on(Phaser.Loader.Events.COMPLETE, () => {
resolve()
})
})
}