Make minimap toggleable
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@@ -59,18 +59,41 @@ export class GameScene extends Phaser.Scene {
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// Menu Inputs
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this.input.keyboard?.on("keydown-I", () => {
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// Close minimap if it's open
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if (this.dungeonRenderer.isMinimapVisible()) {
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this.dungeonRenderer.toggleMinimap();
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}
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this.events.emit("toggle-menu");
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// Force update UI in case it opened
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this.emitUIUpdate();
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});
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this.input.keyboard?.on("keydown-ESC", () => {
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this.events.emit("close-menu");
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// Also close minimap
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if (this.dungeonRenderer.isMinimapVisible()) {
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this.dungeonRenderer.toggleMinimap();
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}
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});
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this.input.keyboard?.on("keydown-M", () => {
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// Close menu if it's open
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this.events.emit("close-menu");
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this.dungeonRenderer.toggleMinimap();
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});
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// Mouse click -> compute path (only during player turn, and not while menu is open)
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// Listen for Map button click from UI
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this.events.on("toggle-minimap", () => {
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this.dungeonRenderer.toggleMinimap();
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});
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// Listen for UI update requests
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this.events.on("request-ui-update", () => {
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this.emitUIUpdate();
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});
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// Mouse click -> compute path (only during player turn, and not while menu/minimap is open)
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this.input.on("pointerdown", (p: Phaser.Input.Pointer) => {
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if (!this.awaitingPlayer) return;
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if (this.isMenuOpen) return;
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if (this.isMenuOpen || this.dungeonRenderer.isMinimapVisible()) return;
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const tx = Math.floor(p.worldX / TILE_SIZE);
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const ty = Math.floor(p.worldY / TILE_SIZE);
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@@ -99,7 +122,7 @@ export class GameScene extends Phaser.Scene {
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update() {
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if (!this.awaitingPlayer) return;
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if (this.isMenuOpen) return;
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if (this.isMenuOpen || this.dungeonRenderer.isMinimapVisible()) return;
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// Auto-walk one step per turn
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if (this.playerPath.length >= 2) {
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