86 lines
2.9 KiB
TypeScript
86 lines
2.9 KiB
TypeScript
import config from '@/config'
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import Tilemap = Phaser.Tilemaps.Tilemap
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import TilemapLayer = Phaser.Tilemaps.TilemapLayer
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import Tileset = Phaser.Tilemaps.Tileset
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import { useGameStore } from '@/stores/gameStore'
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export function getTile(x: number, y: number, layer: Phaser.Tilemaps.TilemapLayer): Phaser.Tilemaps.Tile | undefined {
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const tile: Phaser.Tilemaps.Tile = layer.getTileAtWorldXY(x, y)
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if (!tile) return undefined
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return tile
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}
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export function tileToWorldXY(layer: Phaser.Tilemaps.TilemapLayer, pos_x: number, pos_y: number) {
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const worldPoint = layer.tileToWorldXY(pos_x, pos_y)
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const positionX = worldPoint.x + config.tile_size.y
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const positionY = worldPoint.y
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return { positionX, positionY }
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}
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export function tileToWorldX(layer: Phaser.Tilemaps.TilemapLayer, pos_x: number, pos_y: number): number {
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const worldPoint = layer.tileToWorldXY(pos_x, pos_y)
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return worldPoint.x + config.tile_size.x / 2
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}
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export function tileToWorldY(layer: TilemapLayer, pos_x: number, pos_y: number): number {
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const worldPoint = layer.tileToWorldXY(pos_x, pos_y)
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return worldPoint.y + config.tile_size.y * 1.5
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}
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export function placeTile(zone: Tilemap, layer: TilemapLayer, x: number, y: number, tileName: string) {
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const tileImg = zone.getTileset(tileName) as Tileset
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if (!tileImg) return
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layer.putTileAt(tileImg.firstgid, x, y)
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}
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export function setAllTiles(zone: Tilemap, layer: TilemapLayer, tiles: string[][]) {
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tiles.forEach((row, y) => {
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row.forEach((tile, x) => {
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placeTile(zone, layer, x, y, tile)
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})
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})
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}
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export const calculateIsometricDepth = (x: number, y: number, width: number = 0, height: number = 0, isCharacter: boolean = false) => {
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const baseDepth = x + y
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if (isCharacter) {
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return baseDepth // @TODO: Fix collision, this is a hack
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}
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// For objects, use their back bottom corner
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return baseDepth + (width + height) / (2 * config.tile_size.x)
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}
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export const sortByIsometricDepth = <T extends { positionX: number; positionY: number }>(items: T[]) => {
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return [...items].sort((a, b) => {
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return calculateIsometricDepth(a.positionX, a.positionY, 0, 0) - calculateIsometricDepth(b.positionX, b.positionY, 0, 0)
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})
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}
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export const loadAssets = (scene: Phaser.Scene): Promise<void> => {
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return new Promise((resolve) => {
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const gameStore = useGameStore()
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let addedLoad = false
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gameStore.assets.forEach((asset) => {
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if (scene.load.textureManager.exists(asset.key)) return
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addedLoad = true
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if (asset.group === 'sprite_animations') {
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scene.load.spritesheet(asset.key, config.server_endpoint + asset.url, { frameWidth: asset.frameWidth ?? 0, frameHeight: asset.frameHeight ?? 0 })
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} else {
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scene.load.image(asset.key, config.server_endpoint + asset.url)
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}
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})
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if (addedLoad) {
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scene.load.start()
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scene.load.on(Phaser.Loader.Events.COMPLETE, () => {
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resolve()
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})
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} else {
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resolve()
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}
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})
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}
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