67 lines
2.3 KiB
Vue
67 lines
2.3 KiB
Vue
<template>
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<MapTiles ref="mapTiles" @tileMap:create="tileMap = $event" />
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<PlacedMapObjects ref="mapObjects" v-if="tileMap" :tileMap="tileMap as Phaser.Tilemaps.Tilemap" />
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<MapEventTiles ref="eventTiles" v-if="tileMap" :tileMap="tileMap as Phaser.Tilemaps.Tilemap" />
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</template>
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<script setup lang="ts">
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import MapEventTiles from '@/components/gameMaster/mapEditor/mapPartials/MapEventTiles.vue'
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import MapTiles from '@/components/gameMaster/mapEditor/mapPartials/MapTiles.vue'
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import PlacedMapObjects from '@/components/gameMaster/mapEditor/mapPartials/PlacedMapObjects.vue'
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import { useMapEditorComposable } from '@/composables/useMapEditorComposable'
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import { useScene } from 'phavuer'
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import { onMounted, onUnmounted, shallowRef, useTemplateRef } from 'vue'
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const tileMap = shallowRef<Phaser.Tilemaps.Tilemap>()
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const mapEditor = useMapEditorComposable()
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const scene = useScene()
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const mapTiles = useTemplateRef('mapTiles')
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const mapObjects = useTemplateRef('mapObjects')
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const eventTiles = useTemplateRef('eventTiles')
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function handlePointerDown(pointer: Phaser.Input.Pointer) {
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if (!mapTiles.value || !mapObjects.value || !eventTiles.value) return
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// Check if left mouse button is pressed
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if (!pointer.isDown) return
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// Check if shift is not pressed, this means we are moving the camera
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if (pointer.event.shiftKey) return
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// Check if draw mode is tile
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switch (mapEditor.drawMode.value) {
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case 'tile':
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mapTiles.value.handlePointer(pointer)
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case 'object':
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mapObjects.value.handlePointer(pointer)
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case 'teleport':
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eventTiles.value.handlePointer(pointer)
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}
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}
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function handlePointerMove(pointer: Phaser.Input.Pointer) {
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if (mapEditor.inputMode.value === 'hold') {
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handlePointerDown(pointer)
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}
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}
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function handlePointerUp(pointer: Phaser.Input.Pointer) {
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}
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onMounted(() => {
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scene.input.on(Phaser.Input.Events.POINTER_DOWN, handlePointerDown)
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scene.input.on(Phaser.Input.Events.POINTER_MOVE, handlePointerMove)
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scene.input.on(Phaser.Input.Events.POINTER_UP, handlePointerUp)
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})
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onUnmounted(() => {
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scene.input.off(Phaser.Input.Events.POINTER_DOWN, handlePointerDown)
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scene.input.off(Phaser.Input.Events.POINTER_MOVE, handlePointerMove)
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scene.input.off(Phaser.Input.Events.POINTER_UP, handlePointerUp)
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mapEditor.reset()
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})
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</script>
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