client/src/components/Effects.vue
2025-01-01 04:48:57 +01:00

180 lines
5.0 KiB
Vue

<template>
<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, onMounted, ref, watch } from 'vue'
import type { WeatherState } from '@/application/types'
// Constants
const LIGHT_CONFIG = {
SUNRISE_HOUR: 6,
SUNSET_HOUR: 20,
DAY_STRENGTH: 100,
NIGHT_STRENGTH: 30
}
// Stores and refs
const gameStore = useGameStore()
const zoneStore = useZoneStore()
const sceneRef = ref<Phaser.Scene | null>(null)
const zoneEffectsReady = ref(false)
// Effect objects
const effects = {
light: ref<Phaser.GameObjects.Graphics | null>(null),
rain: ref<Phaser.GameObjects.Particles.ParticleEmitter | null>(null),
fog: ref<Phaser.GameObjects.Sprite | null>(null)
}
// Weather state
const weatherState = ref<WeatherState>({
isRainEnabled: false,
rainPercentage: 0,
isFogEnabled: false,
fogDensity: 0
})
// Scene setup
const preloadScene = (scene: Phaser.Scene) => {
scene.load.image('raindrop', 'assets/raindrop.png')
scene.load.image('fog', 'assets/fog.png')
}
const createScene = (scene: Phaser.Scene) => {
sceneRef.value = scene
initializeEffects(scene)
setupSocketListeners()
}
const initializeEffects = (scene: Phaser.Scene) => {
// Light
effects.light.value = scene.add.graphics().setDepth(1000)
// Rain
effects.rain.value = scene.add
.particles(0, 0, 'raindrop', {
x: { min: 0, max: window.innerWidth },
y: -50,
quantity: 5,
lifespan: 2000,
speedY: { min: 300, max: 500 },
scale: { start: 0.005, end: 0.005 },
alpha: { start: 0.5, end: 0 },
blendMode: 'ADD'
})
.setDepth(900)
effects.rain.value.stop()
// Fog
effects.fog.value = scene.add
.sprite(window.innerWidth / 2, window.innerHeight / 2, 'fog')
.setScale(2)
.setAlpha(0)
.setDepth(950)
}
// Effect updates
const updateScene = () => {
const timeBasedLight = calculateLightStrength(gameStore.world.date)
const zoneEffects = zoneStore.zone?.zoneEffects?.reduce(
(acc, curr) => ({
...acc,
[curr.effect]: curr.strength
}),
{}
) as { [key: string]: number }
// Only update effects once zoneEffects are loaded
if (!zoneEffectsReady.value) {
if (zoneEffects && Object.keys(zoneEffects).length) {
zoneEffectsReady.value = true
} else {
return
}
}
const finalEffects =
zoneEffects && Object.keys(zoneEffects).length
? zoneEffects
: {
light: timeBasedLight,
rain: weatherState.value.isRainEnabled ? weatherState.value.rainPercentage : 0,
fog: weatherState.value.isFogEnabled ? weatherState.value.fogDensity * 100 : 0
}
applyEffects(finalEffects)
}
const applyEffects = (effectValues: any) => {
if (effects.light.value) {
const darkness = 1 - (effectValues.light ?? 100) / 100
effects.light.value.clear().fillStyle(0x000000, darkness).fillRect(0, 0, window.innerWidth, window.innerHeight)
}
if (effects.rain.value) {
const strength = effectValues.rain ?? 0
strength > 0 ? effects.rain.value.start().setQuantity(Math.floor((strength / 100) * 10)) : effects.rain.value.stop()
}
if (effects.fog.value) {
effects.fog.value.setAlpha((effectValues.fog ?? 0) / 100)
}
}
const calculateLightStrength = (time: Date): number => {
const hour = time.getHours()
const minute = time.getMinutes()
if (hour >= LIGHT_CONFIG.SUNSET_HOUR || hour < LIGHT_CONFIG.SUNRISE_HOUR) return LIGHT_CONFIG.NIGHT_STRENGTH
if (hour > LIGHT_CONFIG.SUNRISE_HOUR && hour < LIGHT_CONFIG.SUNSET_HOUR - 2) return LIGHT_CONFIG.DAY_STRENGTH
if (hour === LIGHT_CONFIG.SUNRISE_HOUR) return LIGHT_CONFIG.NIGHT_STRENGTH + ((LIGHT_CONFIG.DAY_STRENGTH - LIGHT_CONFIG.NIGHT_STRENGTH) * minute) / 60
const totalMinutes = (hour - (LIGHT_CONFIG.SUNSET_HOUR - 2)) * 60 + minute
return LIGHT_CONFIG.DAY_STRENGTH - (LIGHT_CONFIG.DAY_STRENGTH - LIGHT_CONFIG.NIGHT_STRENGTH) * (totalMinutes / 120)
}
// Socket and window handlers
const setupSocketListeners = () => {
gameStore.connection?.emit('weather', (response: WeatherState) => {
weatherState.value = response
updateScene()
})
gameStore.connection!.on('weather', (data: WeatherState) => {
weatherState.value = data
updateScene()
})
gameStore.connection!.on('date', updateScene)
}
const handleResize = () => {
if (effects.rain.value) effects.rain.value.updateConfig({ x: { min: 0, max: window.innerWidth } })
if (effects.fog.value) effects.fog.value.setPosition(window.innerWidth / 2, window.innerHeight / 2)
}
// Lifecycle
watch(
() => zoneStore.zone,
() => {
zoneEffectsReady.value = false
updateScene()
},
{ deep: true }
)
onMounted(() => window.addEventListener('resize', handleResize))
onBeforeUnmount(() => {
window.removeEventListener('resize', handleResize)
if (sceneRef.value) sceneRef.value.scene.remove('effects')
gameStore.connection?.off('weather')
})
</script>