changed visual movement speed to be slower and made diagonal movement with arrow keys work
This commit is contained in:
@@ -10,12 +10,12 @@ export interface AnimationConfig {
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export const GAME_CONFIG = {
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player: {
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initialStats: {
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maxHp: 20,
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initialStats: {
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maxHp: 20,
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hp: 20,
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maxMana: 20,
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mana: 20,
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attack: 5,
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attack: 5,
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defense: 2,
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level: 1,
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exp: 0,
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@@ -52,7 +52,7 @@ export const GAME_CONFIG = {
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roomMinHeight: 4,
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roomMaxHeight: 10
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},
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enemies: {
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rat: {
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baseHp: 8,
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@@ -78,7 +78,7 @@ export const GAME_CONFIG = {
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hpPerFloor: 5,
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attackPerTwoFloors: 1,
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},
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leveling: {
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baseExpToNextLevel: 10,
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expMultiplier: 1.5,
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@@ -130,11 +130,12 @@ export const GAME_CONFIG = {
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horizontal: 54,
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vertical: 55,
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turning: 56
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}
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},
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moveDuration: 62 // Visual duration for movement in ms
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},
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ui: {
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// ... rest of content ...
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// ... rest of content ...
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minimapPanelWidth: 340,
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minimapPanelHeight: 220,
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minimapPadding: 20,
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@@ -148,7 +149,7 @@ export const GAME_CONFIG = {
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targetingLineGap: 4,
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targetingLineShorten: 8
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},
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gameplay: {
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energyThreshold: 100,
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actionCost: 100
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@@ -175,7 +176,7 @@ export const GAME_CONFIG = {
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{ key: "warrior-idle", textureKey: "warrior", frames: [0, 0, 0, 1, 0, 0, 1, 1], frameRate: 2, repeat: -1 },
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{ key: "warrior-run", textureKey: "warrior", frames: [2, 3, 4, 5, 6, 7], frameRate: 15, repeat: -1 },
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{ key: "warrior-die", textureKey: "warrior", frames: [8, 9, 10, 11, 12], frameRate: 10, repeat: 0 },
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// Rat
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{ key: "rat-idle", textureKey: "rat", frames: [0, 0, 0, 1], frameRate: 4, repeat: -1 },
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{ key: "rat-run", textureKey: "rat", frames: [6, 7, 8, 9, 10], frameRate: 10, repeat: -1 },
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@@ -20,12 +20,12 @@ export interface GameInputEvents {
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export class GameInput extends Phaser.Events.EventEmitter {
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private scene: Phaser.Scene;
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private cursors: Phaser.Types.Input.Keyboard.CursorKeys;
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constructor(scene: Phaser.Scene) {
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super();
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this.scene = scene;
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this.cursors = this.scene.input.keyboard!.createCursorKeys();
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this.setupKeyboard();
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this.setupMouse();
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}
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@@ -57,14 +57,14 @@ export class GameInput extends Phaser.Events.EventEmitter {
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// Logic for "confirm-target" vs "move" happens in Scene for now,
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// or we can distinguish based on internal state if we moved targeting here.
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// For now, let's just emit generic events or specific if clear.
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// Actually, GameScene has specific logic:
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// "If targeting active -> Left Click = throw"
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// "Else -> Left Click = move/attack"
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// To keep GameInput "dumb", we just emit the click details.
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// EXCEPT: Panning logic is computed from pointer movement.
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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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this.emit("tile-click", tx, ty, p.button);
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@@ -80,12 +80,12 @@ export class GameInput extends Phaser.Events.EventEmitter {
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const isShiftDrag = p.isDown && p.event.shiftKey;
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if (isRightDrag || isMiddleDrag || isShiftDrag) {
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const { x, y } = p.position;
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const { x: prevX, y: prevY } = p.prevPosition;
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const dx = (x - prevX); // Zoom factor needs to be handled by receiver or passed here
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const dy = (y - prevY);
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this.emit("pan", dx, dy);
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const { x, y } = p.position;
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const { x: prevX, y: prevY } = p.prevPosition;
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const dx = (x - prevX); // Zoom factor needs to be handled by receiver or passed here
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const dy = (y - prevY);
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this.emit("pan", dx, dy);
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}
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}
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});
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@@ -95,7 +95,7 @@ export class GameInput extends Phaser.Events.EventEmitter {
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// Return simplified cursor state for movement
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let dx = 0;
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let dy = 0;
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const left = this.cursors.left?.isDown;
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const right = this.cursors.right?.isDown;
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const up = this.cursors.up?.isDown;
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@@ -107,13 +107,19 @@ export class GameInput extends Phaser.Events.EventEmitter {
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if (down) dy += 1;
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const anyJustDown = Phaser.Input.Keyboard.JustDown(this.cursors.left!) ||
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Phaser.Input.Keyboard.JustDown(this.cursors.right!) ||
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Phaser.Input.Keyboard.JustDown(this.cursors.up!) ||
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Phaser.Input.Keyboard.JustDown(this.cursors.down!);
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Phaser.Input.Keyboard.JustDown(this.cursors.right!) ||
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Phaser.Input.Keyboard.JustDown(this.cursors.up!) ||
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Phaser.Input.Keyboard.JustDown(this.cursors.down!);
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return { dx, dy, anyJustDown };
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return {
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dx, dy, anyJustDown,
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isLeft: !!left,
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isRight: !!right,
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isUp: !!up,
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isDown: !!down
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};
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}
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public cleanup() {
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this.removeAllListeners();
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// Determine is scene specific cleanup is needed for inputs
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@@ -12,19 +12,19 @@ import * as ROT from "rot-js";
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* - You cannot path TO an unseen target tile.
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*/
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export function findPathAStar(
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w: World,
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seen: Uint8Array,
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start: Vec2,
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end: Vec2,
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w: World,
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seen: Uint8Array,
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start: Vec2,
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end: Vec2,
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options: { ignoreBlockedTarget?: boolean; ignoreSeen?: boolean; accessor?: EntityAccessor } = {}
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): Vec2[] {
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// Validate target
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if (!inBounds(w, end.x, end.y)) return [];
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if (isWall(w, end.x, end.y)) return [];
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// Check if target is blocked (unless ignoring)
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if (!options.ignoreBlockedTarget && isBlocked(w, end.x, end.y, options.accessor)) return [];
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// Check if target is unseen (unless ignoring)
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if (!options.ignoreSeen && seen[idx(w, end.x, end.y)] !== 1) return [];
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@@ -36,7 +36,7 @@ export function findPathAStar(
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// Start position is always passable
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if (x === start.x && y === start.y) return true;
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// Target position is passable (we already validated it above)
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if (x === end.x && y === end.y) return true;
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@@ -49,11 +49,11 @@ export function findPathAStar(
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return true;
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};
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// Use rot-js A* pathfinding with 4-directional topology
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const astar = new ROT.Path.AStar(end.x, end.y, passableCallback, { topology: 4 });
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// Use rot-js A* pathfinding with 8-directional topology
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const astar = new ROT.Path.AStar(end.x, end.y, passableCallback, { topology: 8 });
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const path: Vec2[] = [];
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// Compute path from start to end
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astar.compute(start.x, start.y, (x: number, y: number) => {
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path.push({ x, y });
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@@ -15,7 +15,7 @@ export class DungeonRenderer {
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private scene: Phaser.Scene;
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private map?: Phaser.Tilemaps.Tilemap;
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private layer?: Phaser.Tilemaps.TilemapLayer;
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private playerSprite?: Phaser.GameObjects.Sprite;
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private enemySprites: Map<EntityId, Phaser.GameObjects.Sprite> = new Map();
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private orbSprites: Map<EntityId, Phaser.GameObjects.Arc> = new Map();
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@@ -24,7 +24,7 @@ export class DungeonRenderer {
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private fovManager: FovManager;
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private minimapRenderer: MinimapRenderer;
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private fxRenderer: FxRenderer;
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private world!: World;
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private entityAccessor!: EntityAccessor;
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private ecsWorld!: ECSWorld;
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@@ -67,7 +67,7 @@ export class DungeonRenderer {
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// Setup Tilemap
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if (this.map) this.map.destroy();
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this.map = this.scene.make.tilemap({
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data: Array.from({ length: world.height }, (_, y) =>
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data: Array.from({ length: world.height }, (_, y) =>
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Array.from({ length: world.width }, (_, x) => this.world.tiles[idx(this.world, x, y)])
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),
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tileWidth: 16,
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@@ -84,7 +84,7 @@ export class DungeonRenderer {
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});
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this.fxRenderer.clearCorpses();
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// Ensure player sprite exists
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if (!this.playerSprite) {
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this.playerSprite = this.scene.add.sprite(0, 0, "warrior", 0);
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@@ -93,13 +93,13 @@ export class DungeonRenderer {
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}
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this.minimapRenderer.positionMinimap();
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// Reset player sprite position to prevent tween animation from old floor
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if (this.playerSprite) {
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// Kill any active tweens on the player sprite
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this.scene.tweens.killTweensOf(this.playerSprite);
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const player = this.entityAccessor.getPlayer();
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if (player && player.category === "combatant") {
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this.playerSprite.setPosition(
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@@ -143,7 +143,7 @@ export class DungeonRenderer {
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computeFov() {
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const player = this.entityAccessor.getPlayer();
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if (player && player.category === "combatant") {
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this.fovManager.compute(this.world, player.pos);
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this.fovManager.compute(this.world, player.pos);
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}
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}
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@@ -152,9 +152,9 @@ export class DungeonRenderer {
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}
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updateTile(x: number, y: number) {
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if (!this.map || !this.world) return;
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const t = this.world.tiles[idx(this.world, x, y)];
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this.map.putTileAt(t, x, y);
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if (!this.map || !this.world) return;
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const t = this.world.tiles[idx(this.world, x, y)];
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this.map.putTileAt(t, x, y);
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}
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get seenArray() {
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@@ -171,7 +171,7 @@ export class DungeonRenderer {
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this.layer.forEachTile(tile => {
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const i = idx(this.world, tile.x, tile.y);
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const worldTile = this.world.tiles[i];
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// Sync visual tile with logical tile (e.g. if grass was destroyed)
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if (tile.index !== worldTile) {
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// We can safely update the index property for basic tile switching
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@@ -201,19 +201,19 @@ export class DungeonRenderer {
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for (const [trapId, sprite] of this.trapSprites) {
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const pos = this.ecsWorld.getComponent(trapId, "position");
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const spriteData = this.ecsWorld.getComponent(trapId, "sprite");
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if (pos && spriteData) {
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const i = idx(this.world, pos.x, pos.y);
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const isSeen = seen[i] === 1;
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const isVis = visible[i] === 1;
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sprite.setVisible(isSeen);
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// Update sprite frame in case trap was triggered
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if (sprite.frame.name !== String(spriteData.index)) {
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sprite.setFrame(spriteData.index);
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}
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// Dim if not currently visible
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if (isSeen && !isVis) {
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sprite.setAlpha(0.4);
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@@ -241,16 +241,16 @@ export class DungeonRenderer {
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if (this.playerSprite) {
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const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2;
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const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
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if (this.playerSprite.x !== tx || this.playerSprite.y !== ty) {
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this.scene.tweens.add({
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targets: this.playerSprite,
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x: tx,
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y: ty,
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duration: 120,
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ease: 'Quad.easeOut',
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overwrite: true
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});
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this.scene.tweens.add({
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targets: this.playerSprite,
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x: tx,
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y: ty,
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duration: GAME_CONFIG.rendering.moveDuration,
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ease: 'Quad.easeOut',
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overwrite: true
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});
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}
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this.playerSprite.setVisible(true);
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}
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@@ -263,10 +263,10 @@ export class DungeonRenderer {
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activeEnemyIds.add(a.id);
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let sprite = this.enemySprites.get(a.id);
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const textureKey = a.type;
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const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2;
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const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
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if (!sprite) {
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sprite = this.scene.add.sprite(tx, ty, textureKey, 0);
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sprite.setDepth(99);
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@@ -274,22 +274,22 @@ export class DungeonRenderer {
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this.enemySprites.set(a.id, sprite);
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sprite.setVisible(true);
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} else {
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if (!sprite.visible) {
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// If it was hidden, snap to new position immediately
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this.scene.tweens.killTweensOf(sprite);
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sprite.setPosition(tx, ty);
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sprite.setVisible(true);
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} else if (sprite.x !== tx || sprite.y !== ty) {
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// Only tween if it was already visible and moved
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this.scene.tweens.add({
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targets: sprite,
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x: tx,
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y: ty,
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duration: 120,
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ease: 'Quad.easeOut',
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overwrite: true
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});
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}
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if (!sprite.visible) {
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// If it was hidden, snap to new position immediately
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this.scene.tweens.killTweensOf(sprite);
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sprite.setPosition(tx, ty);
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sprite.setVisible(true);
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} else if (sprite.x !== tx || sprite.y !== ty) {
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// Only tween if it was already visible and moved
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this.scene.tweens.add({
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targets: sprite,
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x: tx,
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y: ty,
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duration: GAME_CONFIG.rendering.moveDuration,
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ease: 'Quad.easeOut',
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overwrite: true
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});
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}
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}
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} else if (a.category === "collectible") {
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@@ -308,23 +308,23 @@ export class DungeonRenderer {
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orb.setVisible(true);
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}
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} else if (a.category === "item_drop") {
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if (!isVis) continue;
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activeItemIds.add(a.id);
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let itemContainer = this.itemSprites.get(a.id);
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if (!itemContainer) {
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// Use ItemSpriteFactory to create sprite with optional glow
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itemContainer = ItemSpriteFactory.createItemSprite(this.scene, a.item, 0, 0, 1);
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itemContainer.setDepth(40);
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this.itemSprites.set(a.id, itemContainer);
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}
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const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2;
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const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
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itemContainer.setPosition(tx, ty);
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itemContainer.setVisible(true);
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// bobbing effect on the container
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itemContainer.y += Math.sin(this.scene.time.now / 300) * 2;
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if (!isVis) continue;
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activeItemIds.add(a.id);
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let itemContainer = this.itemSprites.get(a.id);
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if (!itemContainer) {
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// Use ItemSpriteFactory to create sprite with optional glow
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itemContainer = ItemSpriteFactory.createItemSprite(this.scene, a.item, 0, 0, 1);
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itemContainer.setDepth(40);
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this.itemSprites.set(a.id, itemContainer);
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}
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const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2;
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const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
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itemContainer.setPosition(tx, ty);
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itemContainer.setVisible(true);
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// bobbing effect on the container
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itemContainer.y += Math.sin(this.scene.time.now / 300) * 2;
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}
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}
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@@ -350,13 +350,13 @@ export class DungeonRenderer {
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}
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for (const [id, item] of this.itemSprites.entries()) {
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if (!activeItemIds.has(id)) {
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item.setVisible(false);
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if (!this.entityAccessor.hasActor(id)) {
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item.destroy();
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this.itemSprites.delete(id);
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}
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if (!activeItemIds.has(id)) {
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item.setVisible(false);
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if (!this.entityAccessor.hasActor(id)) {
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item.destroy();
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this.itemSprites.delete(id);
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}
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}
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}
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this.minimapRenderer.render(this.world, seen, visible, this.entityAccessor);
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@@ -405,44 +405,44 @@ export class DungeonRenderer {
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}
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showProjectile(from: Vec2, to: Vec2, itemId: string, onComplete: () => void) {
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// World coords
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const startX = from.x * TILE_SIZE + TILE_SIZE / 2;
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const startY = from.y * TILE_SIZE + TILE_SIZE / 2;
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const endX = to.x * TILE_SIZE + TILE_SIZE / 2;
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const endY = to.y * TILE_SIZE + TILE_SIZE / 2;
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// World coords
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const startX = from.x * TILE_SIZE + TILE_SIZE / 2;
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const startY = from.y * TILE_SIZE + TILE_SIZE / 2;
|
||||
const endX = to.x * TILE_SIZE + TILE_SIZE / 2;
|
||||
const endY = to.y * TILE_SIZE + TILE_SIZE / 2;
|
||||
|
||||
// Create sprite
|
||||
// Look up sprite index from config
|
||||
const itemConfig = ALL_TEMPLATES[itemId as keyof typeof ALL_TEMPLATES];
|
||||
const texture = itemConfig?.textureKey ?? "items";
|
||||
const frame = itemConfig?.spriteIndex ?? 0;
|
||||
// Create sprite
|
||||
// Look up sprite index from config
|
||||
const itemConfig = ALL_TEMPLATES[itemId as keyof typeof ALL_TEMPLATES];
|
||||
const texture = itemConfig?.textureKey ?? "items";
|
||||
const frame = itemConfig?.spriteIndex ?? 0;
|
||||
|
||||
// Use 'items' spritesheet
|
||||
const sprite = this.scene.add.sprite(startX, startY, texture, frame);
|
||||
sprite.setDepth(2000);
|
||||
|
||||
// Rotate?
|
||||
const angle = Phaser.Math.Angle.Between(startX, startY, endX, endY);
|
||||
sprite.setRotation(angle + Math.PI / 4); // Adjust for sprite orientation (diagonal usually)
|
||||
// Use 'items' spritesheet
|
||||
const sprite = this.scene.add.sprite(startX, startY, texture, frame);
|
||||
sprite.setDepth(2000);
|
||||
|
||||
const dist = Phaser.Math.Distance.Between(startX, startY, endX, endY);
|
||||
const duration = dist * 2; // speed
|
||||
// Rotate?
|
||||
const angle = Phaser.Math.Angle.Between(startX, startY, endX, endY);
|
||||
sprite.setRotation(angle + Math.PI / 4); // Adjust for sprite orientation (diagonal usually)
|
||||
|
||||
this.scene.tweens.add({
|
||||
targets: sprite,
|
||||
x: endX,
|
||||
y: endY,
|
||||
rotation: sprite.rotation + 4 * Math.PI, // Spin effect
|
||||
duration: duration,
|
||||
ease: 'Linear',
|
||||
onComplete: () => {
|
||||
sprite.destroy();
|
||||
onComplete();
|
||||
}
|
||||
});
|
||||
const dist = Phaser.Math.Distance.Between(startX, startY, endX, endY);
|
||||
const duration = dist * 2; // speed
|
||||
|
||||
this.scene.tweens.add({
|
||||
targets: sprite,
|
||||
x: endX,
|
||||
y: endY,
|
||||
rotation: sprite.rotation + 4 * Math.PI, // Spin effect
|
||||
duration: duration,
|
||||
ease: 'Linear',
|
||||
onComplete: () => {
|
||||
sprite.destroy();
|
||||
onComplete();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
shakeCamera() {
|
||||
this.scene.cameras.main.shake(100, 0.01);
|
||||
this.scene.cameras.main.shake(100, 0.01);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -51,6 +51,7 @@ export class GameScene extends Phaser.Scene {
|
||||
|
||||
public playerPath: Vec2[] = [];
|
||||
public awaitingPlayer = false;
|
||||
private lastMoveTime = 0;
|
||||
|
||||
// Sub-systems
|
||||
public dungeonRenderer!: DungeonRenderer;
|
||||
@@ -138,7 +139,7 @@ export class GameScene extends Phaser.Scene {
|
||||
const dx = next.x - player.pos.x;
|
||||
const dy = next.y - player.pos.y;
|
||||
|
||||
if (Math.abs(dx) + Math.abs(dy) !== 1) {
|
||||
if (Math.max(Math.abs(dx), Math.abs(dy)) !== 1) {
|
||||
this.playerPath = [];
|
||||
return;
|
||||
}
|
||||
@@ -156,7 +157,12 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
}
|
||||
|
||||
if (this.time.now - this.lastMoveTime < GAME_CONFIG.rendering.moveDuration) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.commitPlayerAction({ type: "move", dx, dy });
|
||||
this.lastMoveTime = this.time.now;
|
||||
this.playerPath.shift();
|
||||
return;
|
||||
}
|
||||
@@ -164,8 +170,16 @@ export class GameScene extends Phaser.Scene {
|
||||
let action: Action | null = this.playerInputHandler.handleCursorMovement();
|
||||
|
||||
if (action) {
|
||||
if (action.type === "move" && this.time.now - this.lastMoveTime < GAME_CONFIG.rendering.moveDuration) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.playerPath = [];
|
||||
this.commitPlayerAction(action);
|
||||
|
||||
if (action.type === "move") {
|
||||
this.lastMoveTime = this.time.now;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -7,6 +7,12 @@ import type { Action, RangedWeaponItem } from "../../core/types";
|
||||
export class PlayerInputHandler {
|
||||
private scene: GameScene;
|
||||
|
||||
// Input Chording state
|
||||
private pendingDx: number = 0;
|
||||
private pendingDy: number = 0;
|
||||
private moveChordTime: number = 0;
|
||||
private readonly CHORD_WINDOW = 40; // ms to wait for diagonal chord
|
||||
|
||||
constructor(scene: GameScene) {
|
||||
this.scene = scene;
|
||||
}
|
||||
@@ -170,10 +176,28 @@ export class PlayerInputHandler {
|
||||
}
|
||||
|
||||
public handleCursorMovement(): Action | null {
|
||||
const { dx, dy, anyJustDown } = this.scene.gameInput.getCursorState();
|
||||
const { dx, dy, anyJustDown } = this.scene.gameInput.getCursorState() as any;
|
||||
const now = this.scene.time.now;
|
||||
|
||||
if (anyJustDown) {
|
||||
if (dx !== 0 || dy !== 0) {
|
||||
// Start or update chord
|
||||
if (this.moveChordTime === 0) {
|
||||
this.moveChordTime = now + this.CHORD_WINDOW;
|
||||
}
|
||||
if (dx !== 0) this.pendingDx = dx;
|
||||
if (dy !== 0) this.pendingDy = dy;
|
||||
}
|
||||
|
||||
if (this.moveChordTime > 0 && now >= this.moveChordTime) {
|
||||
const finalDx = this.pendingDx;
|
||||
const finalDy = this.pendingDy;
|
||||
|
||||
// Reset state
|
||||
this.moveChordTime = 0;
|
||||
this.pendingDx = 0;
|
||||
this.pendingDy = 0;
|
||||
|
||||
if (finalDx !== 0 || finalDy !== 0) {
|
||||
if (this.scene.targetingSystem.isActive) {
|
||||
this.scene.targetingSystem.cancel();
|
||||
this.scene.emitUIUpdate();
|
||||
@@ -181,17 +205,15 @@ export class PlayerInputHandler {
|
||||
const player = this.scene.entityAccessor.getPlayer();
|
||||
if (!player) return null;
|
||||
|
||||
const targetX = player.pos.x + dx;
|
||||
const targetY = player.pos.y + dy;
|
||||
const targetX = player.pos.x + finalDx;
|
||||
const targetY = player.pos.y + finalDy;
|
||||
|
||||
const enemy = this.scene.entityAccessor.findEnemyAt(targetX, targetY);
|
||||
|
||||
if (enemy) {
|
||||
return { type: "attack", targetId: enemy.id };
|
||||
} else {
|
||||
if (Math.abs(dx) + Math.abs(dy) === 1) {
|
||||
return { type: "move", dx, dy };
|
||||
}
|
||||
return { type: "move", dx: finalDx, dy: finalDy };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user