186 lines
6.3 KiB
Vue

<template>
<div class="h-full overflow-auto">
<div class="relative p-4 flex flex-col">
<div class="flex flex-wrap gap-2">
<div class="w-full flex flex-col">
<label class="mb-1.5 font-titles" for="name">Name</label>
<input v-model="spriteName" class="input-field" type="text" name="name" placeholder="New sprite" />
</div>
<div class="w-full flex gap-2 mt-2 pb-4 relative">
<button class="btn-cyan px-4 py-2 flex-1 sm:flex-none sm:min-w-24" type="button" @click.prevent="saveSprite">Save</button>
<button class="btn-red px-4 py-2 flex-1 sm:flex-none sm:min-w-24" type="button" @click.prevent="deleteSprite">Delete</button>
<div class="w-[calc(100%_+_32px)] absolute left-[-15px] bottom-0 h-px bg-gray-500"></div>
</div>
</div>
<button class="btn-cyan py-2 my-4" type="button" @click.prevent="addNewImage">New action</button>
<Accordion v-for="action in spriteActions" :key="action.id">
<template #header>
<div class="flex justify-between items-center">
{{ action.action }}
<button class="btn-red px-4 py-1.5 min-w-24" type="button" @click.prevent="() => spriteActions.splice(spriteActions.indexOf(action), 1)">Delete</button>
</div>
</template>
<template #content>
<form class="flex gap-2.5 flex-wrap" @submit.prevent="saveSprite">
<div class="form-field-full">
<label for="action">Action</label>
<input v-model="action.action" class="input-field" type="text" name="action" placeholder="Action" />
</div>
<div class="form-field-half">
<label for="origin-x">Origin X</label>
<input v-model.number="action.originX" class="input-field" type="number" step="any" name="origin-x" placeholder="Origin X" />
</div>
<div class="form-field-half">
<label for="origin-y">Origin Y</label>
<input v-model.number="action.originY" class="input-field" type="number" step="any" name="origin-y" placeholder="Origin Y" />
</div>
<div class="form-field-half">
<label for="is-animated">Is animated</label>
<select v-model="action.isAnimated" class="input-field" name="is-animated">
<option :value="false">No</option>
<option :value="true">Yes</option>
</select>
</div>
<div class="form-field-half" v-if="action.isAnimated">
<label for="is-looping">Is looping</label>
<select v-model="action.isLooping" class="input-field" name="is-looping">
<option :value="false">No</option>
<option :value="true">Yes</option>
</select>
</div>
<div class="form-field-full" v-if="action.isAnimated">
<label for="frame-speed">Frame speed</label>
<input v-model.number="action.frameSpeed" class="input-field" type="number" step="any" name="frame-speed" placeholder="Frame speed" />
</div>
<div class="form-field-full">
<SpriteActionsInput v-model="action.sprites" />
</div>
</form>
</template>
</Accordion>
</div>
</div>
</template>
<script setup lang="ts">
import type { Sprite, SpriteAction } from '@/types'
import { computed, onBeforeUnmount, onMounted, ref, watch } from 'vue'
import { useAssetManagerStore } from '@/stores/assetManagerStore'
import { useGameStore } from '@/stores/gameStore'
import Accordion from '@/components/utilities/Accordion.vue'
import SpriteActionsInput from '@/components/gameMaster/assetManager/partials/sprite/partials/SpriteImagesInput.vue'
import { uuidv4 } from '@/utilities'
const gameStore = useGameStore()
const assetManagerStore = useAssetManagerStore()
const selectedSprite = computed(() => assetManagerStore.selectedSprite)
const spriteName = ref('')
const spriteActions = ref<SpriteAction[]>([])
if (!selectedSprite.value) {
console.error('No sprite selected')
}
if (selectedSprite.value) {
spriteName.value = selectedSprite.value.name
spriteActions.value = selectedSprite.value.spriteActions
}
function deleteSprite() {
gameStore.connection?.emit('gm:sprite:delete', { id: selectedSprite.value?.id }, (response: boolean) => {
if (!response) {
console.error('Failed to delete sprite')
return
}
refreshSpriteList()
})
}
function refreshSpriteList(unsetSelectedSprite = true) {
gameStore.connection?.emit('gm:sprite:list', {}, (response: Sprite[]) => {
assetManagerStore.setSpriteList(response)
if (unsetSelectedSprite) {
assetManagerStore.setSelectedSprite(null)
}
})
}
function saveSprite() {
if (!selectedSprite.value) {
console.error('No sprite selected')
return
}
const updatedSprite = {
id: selectedSprite.value.id,
name: spriteName.value,
spriteActions:
spriteActions.value?.map((action) => {
return {
action: action.action,
sprites: action.sprites,
originX: action.originX,
originY: action.originY,
isAnimated: action.isAnimated,
isLooping: action.isLooping,
frameSpeed: action.frameSpeed,
frameWidth: action.frameWidth,
frameHeight: action.frameHeight
}
}) ?? []
}
gameStore.connection?.emit('gm:sprite:update', updatedSprite, (response: boolean) => {
if (!response) {
console.error('Failed to save sprite')
return
}
refreshSpriteList(false)
})
}
function addNewImage() {
if (!selectedSprite.value) return
const newImage: SpriteAction = {
id: uuidv4(), // Temporary ID, should be replaced by server-generated ID
spriteId: selectedSprite.value.id,
sprite: selectedSprite.value,
action: 'new_action',
sprites: [],
originX: 0,
originY: 0,
isAnimated: false,
isLooping: false,
frameSpeed: 0,
frameWidth: 0,
frameHeight: 0
}
if (!spriteActions.value) {
spriteActions.value = []
}
spriteActions.value.push(newImage)
}
watch(selectedSprite, (sprite: Sprite | null) => {
if (!sprite) return
spriteName.value = sprite.name
spriteActions.value = sprite.spriteActions
})
onMounted(() => {
if (!selectedSprite.value) return
})
onBeforeUnmount(() => {
assetManagerStore.setSelectedSprite(null)
})
</script>