Add quick slot and consumables (health and mana potions)
This commit is contained in:
29
src/core/config/Items.ts
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29
src/core/config/Items.ts
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@@ -0,0 +1,29 @@
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import type { Item } from "../types";
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export const ITEMS: Record<string, Item> = {
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"health_potion": {
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id: "health_potion",
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name: "Health Potion",
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type: "Consumable",
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icon: "potion_red",
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stats: {} // Special logic for usage
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},
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"iron_sword": {
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id: "iron_sword",
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name: "Iron Sword",
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type: "Weapon",
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icon: "sword_iron",
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stats: {
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attack: 2
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}
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},
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"leather_armor": {
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id: "leather_armor",
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name: "Leather Armor",
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type: "BodyArmour",
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icon: "armor_leather",
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stats: {
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defense: 2
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}
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}
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};
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@@ -72,7 +72,8 @@ export type ItemType =
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| "Amulet"
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| "Ring"
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| "Belt"
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| "Currency";
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| "Currency"
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| "Consumable";
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export type Item = {
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id: string;
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@@ -2,6 +2,7 @@ import { type World, type EntityId, type RunState, type Tile, type Actor, type V
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import { TileType } from "../../core/terrain";
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import { idx } from "./world-logic";
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import { GAME_CONFIG } from "../../core/config/GameConfig";
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import { ITEMS } from "../../core/config/Items";
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import { seededRandom } from "../../core/math";
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import * as ROT from "rot-js";
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@@ -46,7 +47,14 @@ export function generateWorld(floor: number, runState: RunState): { world: World
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pos: { x: playerX, y: playerY },
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speed: GAME_CONFIG.player.speed,
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stats: { ...runState.stats },
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inventory: { gold: runState.inventory.gold, items: [...runState.inventory.items] },
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inventory: {
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gold: runState.inventory.gold,
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items: [
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...runState.inventory.items,
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// Add starting items for testing if empty
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...(runState.inventory.items.length === 0 ? [ITEMS["health_potion"], ITEMS["health_potion"], ITEMS["iron_sword"]] : [])
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]
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},
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energy: 0
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});
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@@ -150,6 +150,54 @@ export class GameScene extends Phaser.Scene {
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this.commitPlayerAction({ type: "wait" });
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});
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this.events.on("player-search", () => {
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if (!this.awaitingPlayer) return;
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if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
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console.log("Player searching...");
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// Search takes a turn (functionally same as wait for now, but semantically distinct)
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this.commitPlayerAction({ type: "wait" });
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});
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this.events.on("use-item", (data: { itemId: string }) => {
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if (!this.awaitingPlayer) return;
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// Don't block item usage if inventory is open, as we might use it from there or hotbar.
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// But if we use it from inventory, we might want to close inventory or update it.
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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if (!player || !player.inventory) return;
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if (data.itemId === "health_potion") {
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// Heal logic
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const healAmount = 5;
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if (player.stats.hp < player.stats.maxHp) {
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player.stats.hp = Math.min(player.stats.hp + healAmount, player.stats.maxHp);
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// Visuals handled by diff in stats usually? No, we need explicit heal event or simple floating text
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// commitPlayerAction triggers simulation which might generate events.
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// But healing from item is instant effect before turn passes?
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// Or we treat it as an action.
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// Let's remove item first
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const idx = player.inventory.items.findIndex(it => it.id === "health_potion");
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if (idx !== -1) {
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player.inventory.items.splice(idx, 1);
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// Show visual
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this.dungeonRenderer.showHeal(player.pos.x, player.pos.y, healAmount);
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// Pass turn
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this.commitPlayerAction({ type: "wait" });
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this.emitUIUpdate();
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}
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} else {
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console.log("Already at full health");
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}
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} else {
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console.log("Used item:", data.itemId);
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}
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});
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// Zoom Control
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@@ -6,6 +6,7 @@ import { InventoryOverlay } from "./components/InventoryOverlay";
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import { CharacterOverlay } from "./components/CharacterOverlay";
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import { DeathOverlay } from "./components/DeathOverlay";
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import { PersistentButtonsComponent } from "./components/PersistentButtonsComponent";
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import { QuickSlotComponent } from "./components/QuickSlotComponent";
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export default class GameUI extends Phaser.Scene {
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private hud: HudComponent;
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@@ -14,6 +15,7 @@ export default class GameUI extends Phaser.Scene {
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private character: CharacterOverlay;
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private death: DeathOverlay;
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private persistentButtons: PersistentButtonsComponent;
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private quickSlots: QuickSlotComponent;
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constructor() {
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super({ key: "GameUI" });
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@@ -23,6 +25,7 @@ export default class GameUI extends Phaser.Scene {
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this.character = new CharacterOverlay(this);
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this.death = new DeathOverlay(this);
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this.persistentButtons = new PersistentButtonsComponent(this);
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this.quickSlots = new QuickSlotComponent(this);
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}
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@@ -33,6 +36,7 @@ export default class GameUI extends Phaser.Scene {
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this.character.create();
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this.death.create();
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this.persistentButtons.create();
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this.quickSlots.create();
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const gameScene = this.scene.get("GameScene");
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@@ -96,5 +100,6 @@ export default class GameUI extends Phaser.Scene {
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this.hud.update(player.stats, floorIndex);
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this.inventory.update(player);
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this.character.update(player);
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this.quickSlots.update(player);
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}
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}
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@@ -81,7 +81,47 @@ export class InventoryOverlay extends OverlayComponent {
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}
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}
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update(_player: CombatantActor) {
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// Future: update items in slots
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update(player: CombatantActor) {
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if (!player.inventory) return;
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// Clear existing items from slots
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this.backpackSlots.forEach(slot => {
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if (slot.list.length > 1) { // 0 is bg
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// Remove all children after bg
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slot.removeBetween(1, undefined, true);
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}
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});
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// Populate items
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player.inventory.items.forEach((item, index) => {
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if (index >= this.backpackSlots.length) return;
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const slot = this.backpackSlots[index];
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let color = "#ffffff";
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let label = item.name.substring(0, 2).toUpperCase();
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if (item.type === "Consumable") {
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color = "#ff5555";
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} else if (item.type === "Weapon") {
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color = "#aaaaaa";
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} else if (item.type === "BodyArmour") {
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color = "#aa5500";
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}
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const txt = this.scene.add.text(0, 0, label, {
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fontSize: "10px",
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color: color,
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fontStyle: "bold"
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}).setOrigin(0.5);
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slot.add(txt);
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// Add simple tooltip on hover (console log for now) or click
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slot.setInteractive(new Phaser.Geom.Rectangle(-20, -20, 40, 40), Phaser.Geom.Rectangle.Contains);
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slot.on("pointerdown", () => {
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console.log("Clicked item:", item);
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});
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});
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}
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}
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@@ -59,6 +59,16 @@ export class PersistentButtonsComponent {
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.setOrigin(1, 1)
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.setInteractive({ useHandCursor: true });
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const searchBtn = this.scene.add.text(-40, 0, "🔍", { // Offset to the left of wait button
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fontSize: "24px",
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color: "#ffffff",
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backgroundColor: "#1a1a1a",
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padding: { x: 10, y: 6 },
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fontStyle: "bold"
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})
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.setOrigin(1, 1)
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.setInteractive({ useHandCursor: true });
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waitBtn.on("pointerover", () => waitBtn.setBackgroundColor("#333333"));
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waitBtn.on("pointerout", () => waitBtn.setBackgroundColor("#1a1a1a"));
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waitBtn.on("pointerdown", () => {
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@@ -68,6 +78,18 @@ export class PersistentButtonsComponent {
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});
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waitBtn.on("pointerup", () => waitBtn.setBackgroundColor("#333333"));
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searchBtn.on("pointerover", () => searchBtn.setBackgroundColor("#333333"));
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searchBtn.on("pointerout", () => searchBtn.setBackgroundColor("#1a1a1a"));
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searchBtn.on("pointerdown", () => {
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searchBtn.setBackgroundColor("#444444");
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// Implementing search visual logic later, for now just log
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console.log("Searching...");
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const gameScene = this.scene.scene.get("GameScene");
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gameScene.events.emit("player-search");
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});
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searchBtn.on("pointerup", () => searchBtn.setBackgroundColor("#333333"));
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rightContainer.add(waitBtn);
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rightContainer.add(searchBtn);
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}
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}
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124
src/ui/components/QuickSlotComponent.ts
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124
src/ui/components/QuickSlotComponent.ts
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@@ -0,0 +1,124 @@
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import Phaser from "phaser";
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import type { CombatantActor, Item } from "../../core/types";
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export class QuickSlotComponent {
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private scene: Phaser.Scene;
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private container!: Phaser.GameObjects.Container;
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private slots: Phaser.GameObjects.Container[] = [];
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private itemMap: (Item | null)[] = [null, null, null, null]; // 4 slots
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private assignedIds: string[] = ["health_potion", "", "", ""]; // Default slot 1 to HP pot
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constructor(scene: Phaser.Scene) {
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this.scene = scene;
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}
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create() {
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const { width, height } = this.scene.scale;
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// Position bottom center-ish
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this.container = this.scene.add.container(width / 2 - 100, height - 50);
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this.container.setScrollFactor(0).setDepth(1500);
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for (let i = 0; i < 4; i++) {
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const x = i * 50;
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const g = this.scene.add.graphics();
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// Slot bg
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g.fillStyle(0x1a1a1a, 0.8);
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g.fillRect(0, 0, 40, 40);
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g.lineStyle(1, 0x555555);
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g.strokeRect(0, 0, 40, 40);
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// Hotkey label
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const key = this.scene.add.text(2, 2, `${i + 1}`, {
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fontSize: "10px",
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color: "#aaaaaa"
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});
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const slotContainer = this.scene.add.container(x, 0, [g, key]);
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this.slots.push(slotContainer);
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this.container.add(slotContainer);
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// Input
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const hitArea = new Phaser.Geom.Rectangle(0, 0, 40, 40);
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slotContainer.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
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slotContainer.on("pointerdown", () => {
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this.activateSlot(i);
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});
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}
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// Keyboard inputs
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this.scene.input.keyboard?.on("keydown-ONE", () => this.activateSlot(0));
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this.scene.input.keyboard?.on("keydown-TWO", () => this.activateSlot(1));
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this.scene.input.keyboard?.on("keydown-THREE", () => this.activateSlot(2));
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this.scene.input.keyboard?.on("keydown-FOUR", () => this.activateSlot(3));
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}
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update(player: CombatantActor) {
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if (!player.inventory) return;
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// Update slots based on inventory availability
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for (let i = 0; i < 4; i++) {
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const desiredId = this.assignedIds[i];
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const slot = this.slots[i];
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// Clear previous item icon if any (children > 2, since 0=bg, 1=text)
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// Clear previous item icon if any (children > 2, since 0=bg, 1=text)
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if (slot.list.length > 2) {
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slot.removeBetween(2, undefined, true);
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}
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if (desiredId) {
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const foundItem = player.inventory.items.find(it => it.id === desiredId);
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this.itemMap[i] = foundItem || null;
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if (foundItem) {
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// Determine color based on item ID for now since we don't have real assets loaded for everything yet
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let color = 0xffffff;
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let label = "?";
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if (foundItem.id === "health_potion") {
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color = 0xff3333;
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label = "HP";
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}
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// Draw simple icon representation
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const icon = this.scene.add.text(20, 20, label, {
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fontSize: "14px",
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color: "#ffffff",
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fontStyle: "bold"
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}).setOrigin(0.5);
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// Add bg circle for color
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const circle = this.scene.add.graphics();
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circle.fillStyle(color, 1);
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circle.fillCircle(20, 20, 10);
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// Move text to front
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slot.add(circle);
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slot.add(icon);
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// Add count if stackable (future)
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const count = player.inventory.items.filter(it => it.id === desiredId).length;
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const countText = this.scene.add.text(38, 38, `${count}`, {
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fontSize: "10px",
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color: "#ffffff"
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}).setOrigin(1, 1);
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slot.add(countText);
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}
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} else {
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this.itemMap[i] = null;
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}
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}
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}
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private activateSlot(index: number) {
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const item = this.itemMap[index];
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if (item) {
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console.log(`Activating slot ${index + 1}: ${item.name}`);
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// Emit event to GameScene to handle item usage
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const gameScene = this.scene.scene.get("GameScene");
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gameScene.events.emit("use-item", { itemId: item.id });
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} else {
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console.log(`Slot ${index + 1} is empty`);
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}
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}
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}
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