91 lines
2.9 KiB
Vue

<template>
<MapTiles v-if="tileMap && tileMapLayer" :tileMap :tileMapLayer />
<PlacedMapObjects v-if="tileMap && tileMapLayer" :tileMap :tileMapLayer />
<Characters v-if="tileMap && mapStore.characters" :tileMap />
</template>
<script setup lang="ts">
import type { MapCharacter, mapLoadData, UUID } from '@/application/types'
import { unduplicateArray } from '@/application/utilities'
import Characters from '@/components/game/map/Characters.vue'
import MapTiles from '@/components/game/map/MapTiles.vue'
import PlacedMapObjects from '@/components/game/map/PlacedMapObjects.vue'
import { createTileLayer, createTileMap, loadTileTexturesFromMapTileArray } from '@/services/mapService'
import { MapStorage } from '@/storage/storages'
import { useGameStore } from '@/stores/gameStore'
import { useMapStore } from '@/stores/mapStore'
import { useScene } from 'phavuer'
import { onUnmounted, shallowRef, watch } from 'vue'
const scene = useScene()
const gameStore = useGameStore()
const mapStore = useMapStore()
const mapStorage = new MapStorage()
const tileMap = shallowRef<Phaser.Tilemaps.Tilemap>()
const tileMapLayer = shallowRef<Phaser.Tilemaps.TilemapLayer>()
// Event listeners
gameStore.connection?.on('map:character:teleport', async (data: mapLoadData) => {
mapStore.setMapId(data.mapId)
mapStore.setCharacters(data.characters)
})
gameStore.connection?.on('map:character:join', async (data: MapCharacter) => {
mapStore.addCharacter(data)
})
gameStore.connection?.on('map:character:leave', (characterId: UUID) => {
mapStore.removeCharacter(characterId)
})
gameStore.connection?.on('map:character:attack', (characterId: UUID) => {
mapStore.updateCharacterProperty(characterId, 'isAttacking', true)
})
gameStore.connection?.on('map:character:move', (data: { characterId: UUID; positionX: number; positionY: number; rotation: number; isMoving: boolean }) => {
mapStore.updateCharacterPosition(data)
// @TODO: Replace with universal class, composable or store
if (data.characterId === gameStore.character?.id) {
gameStore.character!.positionX = data.positionX
gameStore.character!.positionY = data.positionY
gameStore.character!.rotation = data.rotation
}
})
async function initialize() {
if (!mapStore.mapId) return
const map = await mapStorage.get(mapStore.mapId)
if (!map) return
await loadTileTexturesFromMapTileArray(mapStore.mapId, scene)
tileMap.value = createTileMap(scene, map)
tileMapLayer.value = createTileLayer(tileMap.value, unduplicateArray(map.tiles.flat()))
}
watch(
() => mapStore.mapId,
async () => {
await initialize()
}
)
onUnmounted(() => {
if (tileMap.value) {
tileMap.value.destroyLayer('tiles')
tileMap.value.removeAllLayers()
tileMap.value.destroy()
}
mapStore.reset()
gameStore.connection?.off('map:character:teleport')
gameStore.connection?.off('map:character:join')
gameStore.connection?.off('map:character:leave')
gameStore.connection?.off('map:character:move')
})
</script>