Added pregress bar for reloading
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@@ -1,6 +1,7 @@
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import Phaser from "phaser";
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import type { CombatantActor, Item } from "../../core/types";
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import { ItemSpriteFactory } from "../../rendering/ItemSpriteFactory";
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import { GAME_CONFIG } from "../../core/config/GameConfig";
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export class QuickSlotComponent {
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private scene: Phaser.Scene;
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@@ -10,6 +11,7 @@ export class QuickSlotComponent {
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private assignedIds: string[] = ["health_potion", "pistol", "throwing_dagger", ...new Array(7).fill("")];
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private draggedSlotIndex: number | null = null;
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private dragIcon: Phaser.GameObjects.Sprite | null = null;
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private reloadSliderContainer!: Phaser.GameObjects.Container;
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constructor(scene: Phaser.Scene) {
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this.scene = scene;
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@@ -181,6 +183,13 @@ export class QuickSlotComponent {
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this.scene.input.keyboard?.on("keydown-EIGHT", () => this.activateSlot(7));
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this.scene.input.keyboard?.on("keydown-NINE", () => this.activateSlot(8));
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this.scene.input.keyboard?.on("keydown-ZERO", () => this.activateSlot(9));
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// Global Slider Container
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this.reloadSliderContainer = this.scene.add.container(
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totalWidth / 2,
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-40
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);
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this.container.add(this.reloadSliderContainer);
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}
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update(player: CombatantActor, activeItemId?: string | null) {
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@@ -251,16 +260,13 @@ export class QuickSlotComponent {
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slot.add(display);
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}
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// Reloading overlay
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// Reloading overlay logic removed from individual slots -> Replacing with active lock symbol
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if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.reloadingTurnsLeft > 0) {
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const reloadText = this.scene.add.text(slotSize / 2, slotSize / 2, "RELOADING", {
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fontSize: "8px",
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color: "#ff0000",
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fontStyle: "bold",
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backgroundColor: "#000000aa",
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padding: { x: 2, y: 1 }
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}).setOrigin(0.5, 0.5);
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slot.add(reloadText);
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// Transparent grey overlay
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const overlay = this.scene.add.graphics();
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overlay.fillStyle(0x000000, 0.5);
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overlay.fillRect(0, 0, slotSize, slotSize);
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slot.add(overlay);
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}
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}
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} else {
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@@ -273,6 +279,120 @@ export class QuickSlotComponent {
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bgGraphics.strokeRect(0, 0, slotSize, slotSize);
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}
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}
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// -----------------------------------------------------------------------
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// Global Reload Slider Logic
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// -----------------------------------------------------------------------
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this.reloadSliderContainer.removeAll(true);
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// Find ANY reloading item in the inventory (that needs the UI)
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// Usually the active one, or just the first one found since turn-based RL doesn't do parallel reloading much
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const reloadingItem = player.inventory.items.find(
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it => it.type === "Weapon" && it.weaponType === "ranged" && it.reloadingTurnsLeft > 0
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) as any; // Cast for easier access to RangedWeaponItem props
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if (reloadingItem) {
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const maxTurns = GAME_CONFIG.player.reloadDuration;
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const progress = 1 - (reloadingItem.reloadingTurnsLeft / maxTurns);
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const sliderWidth = 260; // Half of ~520px
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const sliderHeight = 14;
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const grooveColor = 0x1a1a1a;
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const trackColor = 0x4a4a4a; // Stone Grey
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const handleColor = 0x888888; // Lighter Stone
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// 1. Draw Track Base (Stone Slab)
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const g = this.scene.add.graphics();
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// Stone Border / Bevel
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g.lineStyle(4, 0x666666); // Light edge (Top/Left)
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g.beginPath();
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g.moveTo(-sliderWidth / 2, sliderHeight / 2);
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g.lineTo(-sliderWidth / 2, -sliderHeight / 2);
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g.lineTo(sliderWidth / 2, -sliderHeight / 2);
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g.strokePath();
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g.lineStyle(4, 0x222222); // Dark edge (Bottom/Right)
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g.beginPath();
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g.moveTo(sliderWidth / 2, -sliderHeight / 2);
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g.lineTo(sliderWidth / 2, sliderHeight / 2);
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g.lineTo(-sliderWidth / 2, sliderHeight / 2);
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g.strokePath();
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// Main Track Body
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g.fillStyle(trackColor);
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g.fillRect(-sliderWidth / 2, -sliderHeight / 2, sliderWidth, sliderHeight);
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// Groove (Chiseled out)
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g.fillStyle(grooveColor);
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g.fillRect(-sliderWidth / 2 + 4, -2, sliderWidth - 8, 4);
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// Tick marks (Etched into stone)
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g.lineStyle(2, 0x222222, 0.5);
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// Draw ticks based on actual turns
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for (let k = 0; k <= maxTurns; k++) {
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const tx = (-sliderWidth / 2 + 4) + (k * ((sliderWidth - 8) / maxTurns));
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g.moveTo(tx, -sliderHeight / 2);
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g.lineTo(tx, -4); // Stop at groove
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g.moveTo(tx, 4); // Start after groove
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g.lineTo(tx, sliderHeight / 2);
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}
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g.strokePath();
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this.reloadSliderContainer.add(g);
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// 2. Draw Handle / Knob (Stone Block)
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const safeProgress = Math.max(0, Math.min(1, progress));
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const knobWidth = 20;
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const knobHeight = 28;
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const travelLength = (sliderWidth - 8) - knobWidth; // Subtract padding/groove end
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const startX = (-sliderWidth / 2 + 4) + knobWidth / 2;
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const knobX = startX + (safeProgress * travelLength);
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const knob = this.scene.add.graphics();
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// Knob Body
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knob.fillStyle(handleColor);
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knob.fillRect(knobX - knobWidth / 2, -knobHeight / 2, knobWidth, knobHeight);
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// Stone texture (noise/dots) - simplified as darker specks
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knob.fillStyle(0x555555, 0.4);
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knob.fillRect(knobX - knobWidth / 2 + 2, -knobHeight / 2 + 2, 4, 4);
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knob.fillRect(knobX + knobWidth / 2 - 6, knobHeight / 2 - 6, 4, 4);
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// 3D Bevel for Block
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knob.lineStyle(2, 0xaaaaaa); // Highlight
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knob.beginPath();
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knob.moveTo(knobX - knobWidth / 2, knobHeight / 2);
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knob.lineTo(knobX - knobWidth / 2, -knobHeight / 2);
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knob.lineTo(knobX + knobWidth / 2, -knobHeight / 2);
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knob.strokePath();
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knob.lineStyle(2, 0x333333); // Shadow
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knob.beginPath();
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knob.moveTo(knobX + knobWidth / 2, -knobHeight / 2);
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knob.lineTo(knobX + knobWidth / 2, knobHeight / 2);
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knob.lineTo(knobX - knobWidth / 2, knobHeight / 2);
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knob.strokePath();
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// Center indent line
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knob.lineStyle(2, 0x444444);
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knob.moveTo(knobX, -knobHeight / 2 + 6);
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knob.lineTo(knobX, knobHeight / 2 - 6);
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knob.strokePath();
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this.reloadSliderContainer.add(knob);
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const label = this.scene.add.text(0, sliderHeight + 4, "RELOADING", {
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fontSize: "12px",
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color: "#888888",
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fontFamily: "monospace",
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fontStyle: "bold",
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shadow: { offsetX: 1, offsetY: 1, color: "#000000", blur: 0, stroke: true, fill: true }
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}).setOrigin(0.5, 0);
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this.reloadSliderContainer.add(label);
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}
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}
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private activateSlot(index: number) {
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