Added pregress bar for reloading

This commit is contained in:
2026-01-28 18:06:42 +11:00
parent fc18008656
commit 5d33d0e660

View File

@@ -1,224 +1,233 @@
import Phaser from "phaser";
import type { CombatantActor, Item } from "../../core/types";
import { ItemSpriteFactory } from "../../rendering/ItemSpriteFactory";
import { GAME_CONFIG } from "../../core/config/GameConfig";
export class QuickSlotComponent {
private scene: Phaser.Scene;
private container!: Phaser.GameObjects.Container;
private slots: Phaser.GameObjects.Container[] = [];
private itemMap: (Item | null)[] = new Array(10).fill(null);
private assignedIds: string[] = ["health_potion", "pistol", "throwing_dagger", ...new Array(7).fill("")];
private draggedSlotIndex: number | null = null;
private dragIcon: Phaser.GameObjects.Sprite | null = null;
private scene: Phaser.Scene;
private container!: Phaser.GameObjects.Container;
private slots: Phaser.GameObjects.Container[] = [];
private itemMap: (Item | null)[] = new Array(10).fill(null);
private assignedIds: string[] = ["health_potion", "pistol", "throwing_dagger", ...new Array(7).fill("")];
private draggedSlotIndex: number | null = null;
private dragIcon: Phaser.GameObjects.Sprite | null = null;
private reloadSliderContainer!: Phaser.GameObjects.Container;
constructor(scene: Phaser.Scene) {
this.scene = scene;
}
create() {
const { width, height } = this.scene.scale;
const slotSize = 48;
const slotSpacing = 4;
const totalWidth = (slotSize + slotSpacing) * 10 - slotSpacing;
const actionButtonHeight = 40 + 10; // Button height + spacing
// Position above action buttons
this.container = this.scene.add.container(
width / 2 - totalWidth / 2,
height - slotSize - actionButtonHeight - 20
);
this.container.setScrollFactor(0).setDepth(1500);
for (let i = 0; i < 10; i++) {
const x = i * (slotSize + slotSpacing);
const g = this.scene.add.graphics();
// Draw slot background (dark purple/brown)
g.fillStyle(0x2a1f3d, 0.95);
g.fillRect(0, 0, slotSize, slotSize);
// Draw gold border (default state)
g.lineStyle(2, 0xD4AF37, 1);
g.strokeRect(0, 0, slotSize, slotSize);
// Hotkey label (bottom-left, gold color)
const label = i === 9 ? "0" : `${i + 1}`;
const key = this.scene.add.text(3, slotSize - 3, label, {
fontSize: "12px",
color: "#D4AF37",
fontStyle: "bold"
}).setOrigin(0, 1);
const slotContainer = this.scene.add.container(x, 0, [g, key]);
slotContainer.setData("index", i);
this.slots.push(slotContainer);
this.container.add(slotContainer);
// Input
const hitArea = new Phaser.Geom.Rectangle(0, 0, slotSize, slotSize);
slotContainer.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
this.scene.input.setDraggable(slotContainer);
slotContainer.on("pointerdown", () => {
});
slotContainer.on("pointerup", (pointer: Phaser.Input.Pointer) => {
// If we didn't drag, then activate
if (this.draggedSlotIndex === null && pointer.getDistance() < 10) {
this.activateSlot(i);
}
});
constructor(scene: Phaser.Scene) {
this.scene = scene;
}
// Drag and Drop Events
this.scene.input.on("dragstart", (pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.Container) => {
// Only handle if it's one of our slots
const index = gameObject.getData("index");
if (index === undefined || !this.slots.includes(gameObject)) return;
const item = this.itemMap[index];
if (!item) return;
this.draggedSlotIndex = index;
// Setup drag icon
if (!this.dragIcon) {
this.dragIcon = this.scene.add.sprite(0, 0, item.textureKey ?? "items", item.spriteIndex);
this.dragIcon.setDepth(2000).setScale(2.5).setAlpha(0.7);
} else {
this.dragIcon.setTexture(item.textureKey ?? "items", item.spriteIndex);
this.dragIcon.setVisible(true);
}
this.dragIcon.setPosition(pointer.x, pointer.y);
// Ghost the original slot's item
const sprite = gameObject.list.find(child => child instanceof Phaser.GameObjects.Sprite) as Phaser.GameObjects.Sprite;
if (sprite) sprite.setAlpha(0.3);
});
this.scene.input.on("drag", (pointer: Phaser.Input.Pointer) => {
if (this.dragIcon) {
this.dragIcon.setPosition(pointer.x, pointer.y);
}
});
this.scene.input.on("dragend", (pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.Container) => {
if (this.draggedSlotIndex === null || !this.slots.includes(gameObject)) return;
const startIndex = this.draggedSlotIndex;
this.draggedSlotIndex = null;
if (this.dragIcon) this.dragIcon.setVisible(false);
// Reset alpha of original sprite
const sprite = gameObject.list.find(child => child instanceof Phaser.GameObjects.Sprite) as Phaser.GameObjects.Sprite;
if (sprite) sprite.setAlpha(1.0);
// Determine if we dropped on another slot
let targetIndex: number | null = null;
create() {
const { width, height } = this.scene.scale;
const slotSize = 48;
const slotSpacing = 4;
// Calculate pointer position relative to the quick-slot container
// Since container has scrollFactor(0), its screen position is fixed
const localX = pointer.x - this.container.x;
const localY = pointer.y - this.container.y;
const totalWidth = (slotSize + slotSpacing) * 10 - slotSpacing;
const actionButtonHeight = 40 + 10; // Button height + spacing
// Check if pointer is within the vertical bounds of the slots
if (localY >= 0 && localY <= slotSize) {
// Calculate which slot index the pointer is over
const index = Math.floor(localX / (slotSize + slotSpacing));
const remainder = localX % (slotSize + slotSpacing);
// Ensure index is valid and pointer is within the slot's actual area (not spacing)
if (index >= 0 && index < 10 && remainder <= slotSize) {
targetIndex = index;
}
// Position above action buttons
this.container = this.scene.add.container(
width / 2 - totalWidth / 2,
height - slotSize - actionButtonHeight - 20
);
this.container.setScrollFactor(0).setDepth(1500);
for (let i = 0; i < 10; i++) {
const x = i * (slotSize + slotSpacing);
const g = this.scene.add.graphics();
// Draw slot background (dark purple/brown)
g.fillStyle(0x2a1f3d, 0.95);
g.fillRect(0, 0, slotSize, slotSize);
// Draw gold border (default state)
g.lineStyle(2, 0xD4AF37, 1);
g.strokeRect(0, 0, slotSize, slotSize);
// Hotkey label (bottom-left, gold color)
const label = i === 9 ? "0" : `${i + 1}`;
const key = this.scene.add.text(3, slotSize - 3, label, {
fontSize: "12px",
color: "#D4AF37",
fontStyle: "bold"
}).setOrigin(0, 1);
const slotContainer = this.scene.add.container(x, 0, [g, key]);
slotContainer.setData("index", i);
this.slots.push(slotContainer);
this.container.add(slotContainer);
// Input
const hitArea = new Phaser.Geom.Rectangle(0, 0, slotSize, slotSize);
slotContainer.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
this.scene.input.setDraggable(slotContainer);
slotContainer.on("pointerdown", () => {
});
slotContainer.on("pointerup", (pointer: Phaser.Input.Pointer) => {
// If we didn't drag, then activate
if (this.draggedSlotIndex === null && pointer.getDistance() < 10) {
this.activateSlot(i);
}
});
}
if (targetIndex !== null && targetIndex !== startIndex) {
// Swap or Move
const temp = this.assignedIds[startIndex];
this.assignedIds[startIndex] = this.assignedIds[targetIndex];
this.assignedIds[targetIndex] = temp;
console.log(`Moved/Swapped slot ${startIndex} to ${targetIndex}`);
} else if (targetIndex === null) {
// Check if dropped over inventory backpack
const gameUI = this.scene as any;
if (gameUI.inventory && gameUI.inventory.isPointerOver(pointer.x, pointer.y)) {
// Clear the quick slot (returning to backpack)
this.assignedIds[startIndex] = "";
console.log(`Cleared quick slot ${startIndex} (returned to backpack)`);
// Drag and Drop Events
this.scene.input.on("dragstart", (pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.Container) => {
// Only handle if it's one of our slots
const index = gameObject.getData("index");
if (index === undefined || !this.slots.includes(gameObject)) return;
const item = this.itemMap[index];
if (!item) return;
this.draggedSlotIndex = index;
// Setup drag icon
if (!this.dragIcon) {
this.dragIcon = this.scene.add.sprite(0, 0, item.textureKey ?? "items", item.spriteIndex);
this.dragIcon.setDepth(2000).setScale(2.5).setAlpha(0.7);
} else {
// Dropped outside - drop on ground
const item = this.itemMap[startIndex];
if (item) {
const gameScene = this.scene.scene.get("GameScene") as any;
gameScene.events.emit("drop-item", {
itemId: item.id,
pointerX: pointer.x,
pointerY: pointer.y
});
// Clear the slot
this.assignedIds[startIndex] = "";
this.dragIcon.setTexture(item.textureKey ?? "items", item.spriteIndex);
this.dragIcon.setVisible(true);
}
this.dragIcon.setPosition(pointer.x, pointer.y);
// Ghost the original slot's item
const sprite = gameObject.list.find(child => child instanceof Phaser.GameObjects.Sprite) as Phaser.GameObjects.Sprite;
if (sprite) sprite.setAlpha(0.3);
});
this.scene.input.on("drag", (pointer: Phaser.Input.Pointer) => {
if (this.dragIcon) {
this.dragIcon.setPosition(pointer.x, pointer.y);
}
});
this.scene.input.on("dragend", (pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.Container) => {
if (this.draggedSlotIndex === null || !this.slots.includes(gameObject)) return;
const startIndex = this.draggedSlotIndex;
this.draggedSlotIndex = null;
if (this.dragIcon) this.dragIcon.setVisible(false);
// Reset alpha of original sprite
const sprite = gameObject.list.find(child => child instanceof Phaser.GameObjects.Sprite) as Phaser.GameObjects.Sprite;
if (sprite) sprite.setAlpha(1.0);
// Determine if we dropped on another slot
let targetIndex: number | null = null;
const slotSize = 48;
const slotSpacing = 4;
// Calculate pointer position relative to the quick-slot container
// Since container has scrollFactor(0), its screen position is fixed
const localX = pointer.x - this.container.x;
const localY = pointer.y - this.container.y;
// Check if pointer is within the vertical bounds of the slots
if (localY >= 0 && localY <= slotSize) {
// Calculate which slot index the pointer is over
const index = Math.floor(localX / (slotSize + slotSpacing));
const remainder = localX % (slotSize + slotSpacing);
// Ensure index is valid and pointer is within the slot's actual area (not spacing)
if (index >= 0 && index < 10 && remainder <= slotSize) {
targetIndex = index;
}
}
}
// Trigger UI refresh to reflect changes on the correct event bus
const gameScene = this.scene.scene.get("GameScene");
gameScene.events.emit("request-ui-update");
});
if (targetIndex !== null && targetIndex !== startIndex) {
// Swap or Move
const temp = this.assignedIds[startIndex];
this.assignedIds[startIndex] = this.assignedIds[targetIndex];
this.assignedIds[targetIndex] = temp;
console.log(`Moved/Swapped slot ${startIndex} to ${targetIndex}`);
} else if (targetIndex === null) {
// Check if dropped over inventory backpack
const gameUI = this.scene as any;
if (gameUI.inventory && gameUI.inventory.isPointerOver(pointer.x, pointer.y)) {
// Clear the quick slot (returning to backpack)
this.assignedIds[startIndex] = "";
console.log(`Cleared quick slot ${startIndex} (returned to backpack)`);
} else {
// Dropped outside - drop on ground
const item = this.itemMap[startIndex];
if (item) {
const gameScene = this.scene.scene.get("GameScene") as any;
gameScene.events.emit("drop-item", {
itemId: item.id,
pointerX: pointer.x,
pointerY: pointer.y
});
// Keyboard inputs
this.scene.input.keyboard?.on("keydown-ONE", () => this.activateSlot(0));
this.scene.input.keyboard?.on("keydown-TWO", () => this.activateSlot(1));
this.scene.input.keyboard?.on("keydown-THREE", () => this.activateSlot(2));
this.scene.input.keyboard?.on("keydown-FOUR", () => this.activateSlot(3));
this.scene.input.keyboard?.on("keydown-FIVE", () => this.activateSlot(4));
this.scene.input.keyboard?.on("keydown-SIX", () => this.activateSlot(5));
this.scene.input.keyboard?.on("keydown-SEVEN", () => this.activateSlot(6));
this.scene.input.keyboard?.on("keydown-EIGHT", () => this.activateSlot(7));
this.scene.input.keyboard?.on("keydown-NINE", () => this.activateSlot(8));
this.scene.input.keyboard?.on("keydown-ZERO", () => this.activateSlot(9));
}
// Clear the slot
this.assignedIds[startIndex] = "";
}
}
}
update(player: CombatantActor, activeItemId?: string | null) {
if (!player.inventory) return;
// Trigger UI refresh to reflect changes on the correct event bus
const gameScene = this.scene.scene.get("GameScene");
gameScene.events.emit("request-ui-update");
});
const slotSize = 48;
// Keyboard inputs
this.scene.input.keyboard?.on("keydown-ONE", () => this.activateSlot(0));
this.scene.input.keyboard?.on("keydown-TWO", () => this.activateSlot(1));
this.scene.input.keyboard?.on("keydown-THREE", () => this.activateSlot(2));
this.scene.input.keyboard?.on("keydown-FOUR", () => this.activateSlot(3));
this.scene.input.keyboard?.on("keydown-FIVE", () => this.activateSlot(4));
this.scene.input.keyboard?.on("keydown-SIX", () => this.activateSlot(5));
this.scene.input.keyboard?.on("keydown-SEVEN", () => this.activateSlot(6));
this.scene.input.keyboard?.on("keydown-EIGHT", () => this.activateSlot(7));
this.scene.input.keyboard?.on("keydown-NINE", () => this.activateSlot(8));
this.scene.input.keyboard?.on("keydown-ZERO", () => this.activateSlot(9));
// Update slots based on inventory availability
for (let i = 0; i < 10; i++) {
const desiredId = this.assignedIds[i];
const slot = this.slots[i];
const bgGraphics = slot.list[0] as Phaser.GameObjects.Graphics;
// Clear previous item icon if any (children > 2, since 0=bg, 1=text)
if (slot.list.length > 2) {
slot.removeBetween(2, undefined, true);
}
// Global Slider Container
this.reloadSliderContainer = this.scene.add.container(
totalWidth / 2,
-40
);
this.container.add(this.reloadSliderContainer);
}
if (desiredId) {
const foundItem = player.inventory.items.find(it => it.id === desiredId);
this.itemMap[i] = foundItem || null;
const isActive = foundItem && foundItem.id === activeItemId;
update(player: CombatantActor, activeItemId?: string | null) {
if (!player.inventory) return;
// Redraw background based on active state
bgGraphics.clear();
// Dark background
bgGraphics.fillStyle(0x2a1f3d, 0.95);
bgGraphics.fillRect(0, 0, slotSize, slotSize);
// Border - subtle cyan for active, gold for normal
if (isActive) {
bgGraphics.lineStyle(2, 0x00E5FF, 1); // Cyan highlight
} else {
bgGraphics.lineStyle(2, 0xD4AF37, 1); // Gold border
}
bgGraphics.strokeRect(0, 0, slotSize, slotSize);
const slotSize = 48;
// Update slots based on inventory availability
for (let i = 0; i < 10; i++) {
const desiredId = this.assignedIds[i];
const slot = this.slots[i];
const bgGraphics = slot.list[0] as Phaser.GameObjects.Graphics;
// Clear previous item icon if any (children > 2, since 0=bg, 1=text)
if (slot.list.length > 2) {
slot.removeBetween(2, undefined, true);
}
if (desiredId) {
const foundItem = player.inventory.items.find(it => it.id === desiredId);
this.itemMap[i] = foundItem || null;
const isActive = foundItem && foundItem.id === activeItemId;
// Redraw background based on active state
bgGraphics.clear();
// Dark background
bgGraphics.fillStyle(0x2a1f3d, 0.95);
bgGraphics.fillRect(0, 0, slotSize, slotSize);
// Border - subtle cyan for active, gold for normal
if (isActive) {
bgGraphics.lineStyle(2, 0x00E5FF, 1); // Cyan highlight
} else {
bgGraphics.lineStyle(2, 0xD4AF37, 1); // Gold border
}
bgGraphics.strokeRect(0, 0, slotSize, slotSize);
if (foundItem) {
// Use ItemSpriteFactory for glow effect on variants
@@ -251,85 +260,196 @@ export class QuickSlotComponent {
slot.add(display);
}
// Reloading overlay
// Reloading overlay logic removed from individual slots -> Replacing with active lock symbol
if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.reloadingTurnsLeft > 0) {
const reloadText = this.scene.add.text(slotSize / 2, slotSize / 2, "RELOADING", {
fontSize: "8px",
color: "#ff0000",
fontStyle: "bold",
backgroundColor: "#000000aa",
padding: { x: 2, y: 1 }
}).setOrigin(0.5, 0.5);
slot.add(reloadText);
// Transparent grey overlay
const overlay = this.scene.add.graphics();
overlay.fillStyle(0x000000, 0.5);
overlay.fillRect(0, 0, slotSize, slotSize);
slot.add(overlay);
}
}
} else {
this.itemMap[i] = null;
// Reset bg
bgGraphics.clear();
bgGraphics.fillStyle(0x2a1f3d, 0.95);
bgGraphics.fillRect(0, 0, slotSize, slotSize);
bgGraphics.lineStyle(2, 0xD4AF37, 1);
bgGraphics.strokeRect(0, 0, slotSize, slotSize);
}
}
}
private activateSlot(index: number) {
const item = this.itemMap[index];
if (item) {
console.log(`Activating slot ${index + 1}: ${item.name}`);
// Emit event to GameScene to handle item usage
const gameScene = this.scene.scene.get("GameScene");
gameScene.events.emit("use-item", { itemId: item.id });
} else {
console.log(`Slot ${index + 1} is empty`);
}
}
public isPointerOver(x: number, y: number): boolean {
const slotSize = 48;
const slotSpacing = 4;
const totalWidth = (slotSize + slotSpacing) * 10 - slotSpacing;
const localX = x - this.container.x;
const localY = y - this.container.y;
return localX >= 0 && localX <= totalWidth && localY >= 0 && localY <= slotSize;
}
public getSlotIndexAt(x: number, y: number): number | null {
const slotSize = 48;
const slotSpacing = 4;
const localX = x - this.container.x;
const localY = y - this.container.y;
if (localY >= 0 && localY <= slotSize) {
const index = Math.floor(localX / (slotSize + slotSpacing));
const remainder = localX % (slotSize + slotSpacing);
if (index >= 0 && index < 10 && remainder <= slotSize) {
return index;
}
}
return null;
}
public assignItem(index: number, itemId: string) {
if (index >= 0 && index < 10) {
// Prevent duplicate assignments
const existingIndex = this.assignedIds.indexOf(itemId);
if (existingIndex !== -1 && existingIndex !== index) {
this.assignedIds[existingIndex] = "";
console.log(`Cleared duplicate assignment of ${itemId} from slot ${existingIndex}`);
} else {
this.itemMap[i] = null;
// Reset bg
bgGraphics.clear();
bgGraphics.fillStyle(0x2a1f3d, 0.95);
bgGraphics.fillRect(0, 0, slotSize, slotSize);
bgGraphics.lineStyle(2, 0xD4AF37, 1);
bgGraphics.strokeRect(0, 0, slotSize, slotSize);
}
}
this.assignedIds[index] = itemId;
// Refresh UI
const gameScene = this.scene.scene.get("GameScene");
gameScene.events.emit("request-ui-update");
// -----------------------------------------------------------------------
// Global Reload Slider Logic
// -----------------------------------------------------------------------
this.reloadSliderContainer.removeAll(true);
// Find ANY reloading item in the inventory (that needs the UI)
// Usually the active one, or just the first one found since turn-based RL doesn't do parallel reloading much
const reloadingItem = player.inventory.items.find(
it => it.type === "Weapon" && it.weaponType === "ranged" && it.reloadingTurnsLeft > 0
) as any; // Cast for easier access to RangedWeaponItem props
if (reloadingItem) {
const maxTurns = GAME_CONFIG.player.reloadDuration;
const progress = 1 - (reloadingItem.reloadingTurnsLeft / maxTurns);
const sliderWidth = 260; // Half of ~520px
const sliderHeight = 14;
const grooveColor = 0x1a1a1a;
const trackColor = 0x4a4a4a; // Stone Grey
const handleColor = 0x888888; // Lighter Stone
// 1. Draw Track Base (Stone Slab)
const g = this.scene.add.graphics();
// Stone Border / Bevel
g.lineStyle(4, 0x666666); // Light edge (Top/Left)
g.beginPath();
g.moveTo(-sliderWidth / 2, sliderHeight / 2);
g.lineTo(-sliderWidth / 2, -sliderHeight / 2);
g.lineTo(sliderWidth / 2, -sliderHeight / 2);
g.strokePath();
g.lineStyle(4, 0x222222); // Dark edge (Bottom/Right)
g.beginPath();
g.moveTo(sliderWidth / 2, -sliderHeight / 2);
g.lineTo(sliderWidth / 2, sliderHeight / 2);
g.lineTo(-sliderWidth / 2, sliderHeight / 2);
g.strokePath();
// Main Track Body
g.fillStyle(trackColor);
g.fillRect(-sliderWidth / 2, -sliderHeight / 2, sliderWidth, sliderHeight);
// Groove (Chiseled out)
g.fillStyle(grooveColor);
g.fillRect(-sliderWidth / 2 + 4, -2, sliderWidth - 8, 4);
// Tick marks (Etched into stone)
g.lineStyle(2, 0x222222, 0.5);
// Draw ticks based on actual turns
for (let k = 0; k <= maxTurns; k++) {
const tx = (-sliderWidth / 2 + 4) + (k * ((sliderWidth - 8) / maxTurns));
g.moveTo(tx, -sliderHeight / 2);
g.lineTo(tx, -4); // Stop at groove
g.moveTo(tx, 4); // Start after groove
g.lineTo(tx, sliderHeight / 2);
}
g.strokePath();
this.reloadSliderContainer.add(g);
// 2. Draw Handle / Knob (Stone Block)
const safeProgress = Math.max(0, Math.min(1, progress));
const knobWidth = 20;
const knobHeight = 28;
const travelLength = (sliderWidth - 8) - knobWidth; // Subtract padding/groove end
const startX = (-sliderWidth / 2 + 4) + knobWidth / 2;
const knobX = startX + (safeProgress * travelLength);
const knob = this.scene.add.graphics();
// Knob Body
knob.fillStyle(handleColor);
knob.fillRect(knobX - knobWidth / 2, -knobHeight / 2, knobWidth, knobHeight);
// Stone texture (noise/dots) - simplified as darker specks
knob.fillStyle(0x555555, 0.4);
knob.fillRect(knobX - knobWidth / 2 + 2, -knobHeight / 2 + 2, 4, 4);
knob.fillRect(knobX + knobWidth / 2 - 6, knobHeight / 2 - 6, 4, 4);
// 3D Bevel for Block
knob.lineStyle(2, 0xaaaaaa); // Highlight
knob.beginPath();
knob.moveTo(knobX - knobWidth / 2, knobHeight / 2);
knob.lineTo(knobX - knobWidth / 2, -knobHeight / 2);
knob.lineTo(knobX + knobWidth / 2, -knobHeight / 2);
knob.strokePath();
knob.lineStyle(2, 0x333333); // Shadow
knob.beginPath();
knob.moveTo(knobX + knobWidth / 2, -knobHeight / 2);
knob.lineTo(knobX + knobWidth / 2, knobHeight / 2);
knob.lineTo(knobX - knobWidth / 2, knobHeight / 2);
knob.strokePath();
// Center indent line
knob.lineStyle(2, 0x444444);
knob.moveTo(knobX, -knobHeight / 2 + 6);
knob.lineTo(knobX, knobHeight / 2 - 6);
knob.strokePath();
this.reloadSliderContainer.add(knob);
const label = this.scene.add.text(0, sliderHeight + 4, "RELOADING", {
fontSize: "12px",
color: "#888888",
fontFamily: "monospace",
fontStyle: "bold",
shadow: { offsetX: 1, offsetY: 1, color: "#000000", blur: 0, stroke: true, fill: true }
}).setOrigin(0.5, 0);
this.reloadSliderContainer.add(label);
}
}
private activateSlot(index: number) {
const item = this.itemMap[index];
if (item) {
console.log(`Activating slot ${index + 1}: ${item.name}`);
// Emit event to GameScene to handle item usage
const gameScene = this.scene.scene.get("GameScene");
gameScene.events.emit("use-item", { itemId: item.id });
} else {
console.log(`Slot ${index + 1} is empty`);
}
}
public isPointerOver(x: number, y: number): boolean {
const slotSize = 48;
const slotSpacing = 4;
const totalWidth = (slotSize + slotSpacing) * 10 - slotSpacing;
const localX = x - this.container.x;
const localY = y - this.container.y;
return localX >= 0 && localX <= totalWidth && localY >= 0 && localY <= slotSize;
}
public getSlotIndexAt(x: number, y: number): number | null {
const slotSize = 48;
const slotSpacing = 4;
const localX = x - this.container.x;
const localY = y - this.container.y;
if (localY >= 0 && localY <= slotSize) {
const index = Math.floor(localX / (slotSize + slotSpacing));
const remainder = localX % (slotSize + slotSpacing);
if (index >= 0 && index < 10 && remainder <= slotSize) {
return index;
}
}
return null;
}
public assignItem(index: number, itemId: string) {
if (index >= 0 && index < 10) {
// Prevent duplicate assignments
const existingIndex = this.assignedIds.indexOf(itemId);
if (existingIndex !== -1 && existingIndex !== index) {
this.assignedIds[existingIndex] = "";
console.log(`Cleared duplicate assignment of ${itemId} from slot ${existingIndex}`);
}
this.assignedIds[index] = itemId;
// Refresh UI
const gameScene = this.scene.scene.get("GameScene");
gameScene.events.emit("request-ui-update");
}
}
}
}