client/src/components/World.vue

159 lines
6.1 KiB
Vue

<template>
<TilemapLayerC :tilemap="zoneTilemap" :tileset="exampleTilesArray" :layerIndex="0" :cull-padding-x="10" :cull-padding-y="10" />
<Controls :layer="tiles" />
<Container :depth="2">
<Image
v-for="object in zoneObjects"
:depth="object.depth"
:key="object.object.id"
:x="tileToWorldX(zoneTilemap, object.position_x, object.position_y)"
:y="tileToWorldY(zoneTilemap, object.position_x, object.position_y)"
:texture="object.object.id"
:originY="Number(object.object.origin_x)"
:originX="Number(object.object.origin_y)"
/>
<Character :layer="zoneTilemap" v-for="character in zoneStore.characters" :key="character.id" :character="character" />
</Container>
<Container :depth="3">
<Image v-for="zoneEventTile in zoneEventTiles" :key="zoneEventTile.id" :x="tileToWorldX(zoneTilemap, zoneEventTile.position_x, zoneEventTile.position_y)" :y="tileToWorldY(zoneTilemap, zoneEventTile.position_x, zoneEventTile.position_y)" :texture="zoneEventTile.type" />
</Container>
</template>
<script setup lang="ts">
import config from '@/config'
import { Container, Image, TilemapLayer as TilemapLayerC, useScene } from 'phavuer'
import { onBeforeMount, onBeforeUnmount, ref, toRaw, watch } from 'vue'
import Controls from '@/components/utilities/Controls.vue'
import { useGameStore } from '@/stores/game'
import { placeTile, setAllTiles, tileToWorldX, tileToWorldY } from '@/services/zone'
import { useAssetStore } from '@/stores/assets'
import type { Zone, ZoneEventTile, ZoneObject, Character as CharacterT } from '@/types'
import Tileset = Phaser.Tilemaps.Tileset
import TilemapLayer = Phaser.Tilemaps.TilemapLayer
import { useZoneStore } from '@/stores/zone'
import Character from '@/components/sprites/Character.vue'
const scene = useScene()
const gameStore = useGameStore()
const assetStore = useAssetStore()
const zoneStore = useZoneStore()
const zoneData = new Phaser.Tilemaps.MapData({
width: gameStore.character?.zone?.width ?? 10,
height: gameStore.character?.zone?.height ?? 10,
tileWidth: config.tile_size.x,
tileHeight: config.tile_size.y,
orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
format: Phaser.Tilemaps.Formats.ARRAY_2D
})
/**
* These variables are used to store the tileset images and the tilemap
* The tilesetImages are used to store the tileset images
* The zoneTilemap is used to store the tilemap
* The zoneTiles are used to store the tile data
* The zoneObjects are used to store the object data
*/
const tilesetImages: Tileset[] = []
const zoneTilemap = new Phaser.Tilemaps.Tilemap(scene, zoneData)
let zoneTiles = [] as string[][]
const zoneObjects = ref<ZoneObject[]>([])
const zoneEventTiles = ref<ZoneEventTile[]>([])
/**
* Walk through object and add them to the zone as tilesetImages
*/
let tileCount = 1
toRaw(assetStore.assets).forEach((asset) => {
if (asset.group !== 'tiles') return
tilesetImages.push(zoneTilemap.addTilesetImage(asset.key, asset.key, config.tile_size.x, config.tile_size.y, 0, 0, tileCount++) as Tileset)
})
tilesetImages.push(zoneTilemap.addTilesetImage('blank_tile', 'blank_tile', config.tile_size.x, config.tile_size.y, 0, 0, 0) as Tileset)
const tiles = zoneTilemap.createBlankLayer('tiles', tilesetImages, 0, config.tile_size.y) as TilemapLayer
const exampleTilesArray = Array.from({ length: gameStore.character?.zone?.width ?? 0 }, () => Array.from({ length: gameStore.character?.zone?.height ?? 0 }, () => 'blank_tile'))
// Listen for player join events
gameStore.connection?.on('zone:character:join', (data: CharacterT) => {
console.log('character:zone:join', data)
zoneStore.addCharacter(data)
})
// Listen for user:disconnect
gameStore.connection?.on('zone:character:leave', (data: CharacterT) => {
zoneStore.removeCharacter(data)
})
gameStore.connection?.on('character:moved', (data: CharacterT) => {
console.log('character:moved', data)
zoneStore.updateCharacter(data)
})
onBeforeMount(() => {
exampleTilesArray.forEach((row, y) => row.forEach((tile, x) => placeTile(zoneTilemap, tiles, x, y, 'blank_tile')))
zoneTiles = exampleTilesArray
if (gameStore.character?.zone ?? gameStore.character?.zone?.tiles) {
setAllTiles(zoneTilemap, tiles, gameStore.character?.zone?.tiles ?? [])
zoneTiles = gameStore.character?.zone?.tiles ?? []
// Determine the current zone dimensions
const currentZoneWidth = gameStore.character?.zone?.width ?? 0
const currentZoneHeight = gameStore.character?.zone?.height ?? 0
// Ensure zoneTiles matches the current zone dimensions, filling new spaces with 'blank_tile'
for (let y = 0; y < currentZoneHeight; y++) {
zoneTiles[y] = zoneTiles[y] || [] // Ensure the row exists
for (let x = 0; x < currentZoneWidth; x++) {
zoneTiles[y][x] = zoneTiles[y][x] || 'blank_tile' // Fill missing tiles with 'blank_tile'
}
}
// Update the tilemap with any new 'blank_tile' entries
zoneTiles.forEach((row, y) => {
row.forEach((tileId, x) => {
placeTile(zoneTilemap, tiles, x, y, tileId)
})
})
}
zoneObjects.value = gameStore.character?.zone?.zoneObjects ?? []
// Original
type TResponse = {
zone: Zone
characters: CharacterT[]
}
gameStore.connection?.emit('character:zone:request', { zoneId: gameStore.character?.zoneId }, (response: TResponse) => {
console.log(response)
zoneStore.setZone(response.zone)
zoneStore.setCharacters(response.characters)
setAllTiles(zoneTilemap, tiles, response.zone.tiles)
zoneObjects.value = response.zone.zoneObjects
})
})
onBeforeUnmount(() => {
zoneEventTiles.value = []
zoneObjects.value = []
tiles.destroy()
zoneTilemap.removeAllLayers()
zoneTilemap.destroy()
zoneStore.reset()
gameStore.connection?.emit('character:zone:leave')
gameStore.connection?.off('character:zone:load')
gameStore.connection?.off('zone:character:join')
gameStore.connection?.off('user:disconnect')
gameStore.connection?.off('character:moved')
})
// center camera
const centerY = (zoneTilemap.height * zoneTilemap.tileHeight) / 2
const centerX = (zoneTilemap.width * zoneTilemap.tileWidth) / 2
scene.cameras.main.centerOn(centerX, centerY)
</script>