changed visual movement speed to be slower and made diagonal movement with arrow keys work
This commit is contained in:
@@ -130,11 +130,12 @@ export const GAME_CONFIG = {
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horizontal: 54,
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horizontal: 54,
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vertical: 55,
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vertical: 55,
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turning: 56
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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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},
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ui: {
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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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minimapPanelWidth: 340,
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minimapPanelHeight: 220,
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minimapPanelHeight: 220,
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minimapPadding: 20,
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minimapPadding: 20,
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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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const isShiftDrag = p.isDown && p.event.shiftKey;
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if (isRightDrag || isMiddleDrag || isShiftDrag) {
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if (isRightDrag || isMiddleDrag || isShiftDrag) {
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const { x, y } = p.position;
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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 { 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 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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const dy = (y - prevY);
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this.emit("pan", dx, dy);
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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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}
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});
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});
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@@ -107,11 +107,17 @@ export class GameInput extends Phaser.Events.EventEmitter {
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if (down) dy += 1;
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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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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.right!) ||
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Phaser.Input.Keyboard.JustDown(this.cursors.up!) ||
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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.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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}
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public cleanup() {
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public cleanup() {
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@@ -49,8 +49,8 @@ export function findPathAStar(
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return true;
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return true;
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};
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};
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// Use rot-js A* pathfinding with 4-directional topology
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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: 4 });
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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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const path: Vec2[] = [];
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@@ -143,7 +143,7 @@ export class DungeonRenderer {
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computeFov() {
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computeFov() {
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const player = this.entityAccessor.getPlayer();
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const player = this.entityAccessor.getPlayer();
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if (player && player.category === "combatant") {
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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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}
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}
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@@ -152,9 +152,9 @@ export class DungeonRenderer {
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}
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}
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updateTile(x: number, y: number) {
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updateTile(x: number, y: number) {
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if (!this.map || !this.world) return;
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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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const t = this.world.tiles[idx(this.world, x, y)];
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this.map.putTileAt(t, x, y);
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this.map.putTileAt(t, x, y);
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}
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}
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get seenArray() {
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get seenArray() {
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@@ -243,14 +243,14 @@ export class DungeonRenderer {
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const ty = a.pos.y * 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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if (this.playerSprite.x !== tx || this.playerSprite.y !== ty) {
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this.scene.tweens.add({
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this.scene.tweens.add({
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targets: this.playerSprite,
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targets: this.playerSprite,
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x: tx,
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x: tx,
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y: ty,
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y: ty,
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duration: 120,
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duration: GAME_CONFIG.rendering.moveDuration,
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ease: 'Quad.easeOut',
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ease: 'Quad.easeOut',
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overwrite: true
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overwrite: true
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});
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});
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}
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}
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this.playerSprite.setVisible(true);
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this.playerSprite.setVisible(true);
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}
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}
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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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this.enemySprites.set(a.id, sprite);
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sprite.setVisible(true);
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sprite.setVisible(true);
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} else {
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} else {
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if (!sprite.visible) {
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if (!sprite.visible) {
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// If it was hidden, snap to new position immediately
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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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this.scene.tweens.killTweensOf(sprite);
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sprite.setPosition(tx, ty);
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sprite.setPosition(tx, ty);
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sprite.setVisible(true);
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sprite.setVisible(true);
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} else if (sprite.x !== tx || sprite.y !== ty) {
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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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// Only tween if it was already visible and moved
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this.scene.tweens.add({
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this.scene.tweens.add({
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targets: sprite,
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targets: sprite,
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x: tx,
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x: tx,
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y: ty,
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y: ty,
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duration: 120,
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duration: GAME_CONFIG.rendering.moveDuration,
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ease: 'Quad.easeOut',
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ease: 'Quad.easeOut',
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overwrite: true
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overwrite: true
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});
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});
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}
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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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} 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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orb.setVisible(true);
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}
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}
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} else if (a.category === "item_drop") {
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} else if (a.category === "item_drop") {
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if (!isVis) continue;
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if (!isVis) continue;
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activeItemIds.add(a.id);
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activeItemIds.add(a.id);
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let itemContainer = this.itemSprites.get(a.id);
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let itemContainer = this.itemSprites.get(a.id);
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if (!itemContainer) {
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if (!itemContainer) {
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// Use ItemSpriteFactory to create sprite with optional glow
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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 = ItemSpriteFactory.createItemSprite(this.scene, a.item, 0, 0, 1);
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itemContainer.setDepth(40);
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itemContainer.setDepth(40);
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this.itemSprites.set(a.id, itemContainer);
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this.itemSprites.set(a.id, itemContainer);
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}
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}
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const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2;
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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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const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
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itemContainer.setPosition(tx, ty);
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itemContainer.setPosition(tx, ty);
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itemContainer.setVisible(true);
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itemContainer.setVisible(true);
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// bobbing effect on the container
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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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itemContainer.y += Math.sin(this.scene.time.now / 300) * 2;
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}
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}
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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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}
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for (const [id, item] of this.itemSprites.entries()) {
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for (const [id, item] of this.itemSprites.entries()) {
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if (!activeItemIds.has(id)) {
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if (!activeItemIds.has(id)) {
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item.setVisible(false);
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item.setVisible(false);
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if (!this.entityAccessor.hasActor(id)) {
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if (!this.entityAccessor.hasActor(id)) {
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item.destroy();
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item.destroy();
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this.itemSprites.delete(id);
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this.itemSprites.delete(id);
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}
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}
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}
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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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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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}
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showProjectile(from: Vec2, to: Vec2, itemId: string, onComplete: () => void) {
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showProjectile(from: Vec2, to: Vec2, itemId: string, onComplete: () => void) {
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// World coords
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// World coords
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const startX = from.x * TILE_SIZE + TILE_SIZE / 2;
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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 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 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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const endY = to.y * TILE_SIZE + TILE_SIZE / 2;
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// Create sprite
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// Create sprite
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// Look up sprite index from config
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// Look up sprite index from config
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const itemConfig = ALL_TEMPLATES[itemId as keyof typeof ALL_TEMPLATES];
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const itemConfig = ALL_TEMPLATES[itemId as keyof typeof ALL_TEMPLATES];
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const texture = itemConfig?.textureKey ?? "items";
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const texture = itemConfig?.textureKey ?? "items";
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const frame = itemConfig?.spriteIndex ?? 0;
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const frame = itemConfig?.spriteIndex ?? 0;
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// Use 'items' spritesheet
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// Use 'items' spritesheet
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const sprite = this.scene.add.sprite(startX, startY, texture, frame);
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const sprite = this.scene.add.sprite(startX, startY, texture, frame);
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sprite.setDepth(2000);
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sprite.setDepth(2000);
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// Rotate?
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// Rotate?
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const angle = Phaser.Math.Angle.Between(startX, startY, endX, endY);
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const angle = Phaser.Math.Angle.Between(startX, startY, endX, endY);
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sprite.setRotation(angle + Math.PI / 4); // Adjust for sprite orientation (diagonal usually)
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sprite.setRotation(angle + Math.PI / 4); // Adjust for sprite orientation (diagonal usually)
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const dist = Phaser.Math.Distance.Between(startX, startY, endX, endY);
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const dist = Phaser.Math.Distance.Between(startX, startY, endX, endY);
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const duration = dist * 2; // speed
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const duration = dist * 2; // speed
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this.scene.tweens.add({
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this.scene.tweens.add({
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targets: sprite,
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targets: sprite,
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x: endX,
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x: endX,
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y: endY,
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y: endY,
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rotation: sprite.rotation + 4 * Math.PI, // Spin effect
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rotation: sprite.rotation + 4 * Math.PI, // Spin effect
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duration: duration,
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duration: duration,
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ease: 'Linear',
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ease: 'Linear',
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onComplete: () => {
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onComplete: () => {
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sprite.destroy();
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sprite.destroy();
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onComplete();
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onComplete();
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}
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}
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});
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});
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}
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}
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shakeCamera() {
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shakeCamera() {
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this.scene.cameras.main.shake(100, 0.01);
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this.scene.cameras.main.shake(100, 0.01);
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}
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}
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}
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}
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@@ -51,6 +51,7 @@ export class GameScene extends Phaser.Scene {
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public playerPath: Vec2[] = [];
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public playerPath: Vec2[] = [];
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public awaitingPlayer = false;
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public awaitingPlayer = false;
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private lastMoveTime = 0;
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// Sub-systems
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// Sub-systems
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public dungeonRenderer!: DungeonRenderer;
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public dungeonRenderer!: DungeonRenderer;
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@@ -138,7 +139,7 @@ export class GameScene extends Phaser.Scene {
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const dx = next.x - player.pos.x;
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const dx = next.x - player.pos.x;
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const dy = next.y - player.pos.y;
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const dy = next.y - player.pos.y;
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if (Math.abs(dx) + Math.abs(dy) !== 1) {
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if (Math.max(Math.abs(dx), Math.abs(dy)) !== 1) {
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this.playerPath = [];
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this.playerPath = [];
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return;
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return;
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}
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}
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@@ -156,7 +157,12 @@ export class GameScene extends Phaser.Scene {
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}
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}
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}
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}
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if (this.time.now - this.lastMoveTime < GAME_CONFIG.rendering.moveDuration) {
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return;
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}
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this.commitPlayerAction({ type: "move", dx, dy });
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this.commitPlayerAction({ type: "move", dx, dy });
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this.lastMoveTime = this.time.now;
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this.playerPath.shift();
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this.playerPath.shift();
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return;
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return;
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}
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}
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@@ -164,8 +170,16 @@ export class GameScene extends Phaser.Scene {
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let action: Action | null = this.playerInputHandler.handleCursorMovement();
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let action: Action | null = this.playerInputHandler.handleCursorMovement();
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if (action) {
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if (action) {
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if (action.type === "move" && this.time.now - this.lastMoveTime < GAME_CONFIG.rendering.moveDuration) {
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return;
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}
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this.playerPath = [];
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this.playerPath = [];
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this.commitPlayerAction(action);
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this.commitPlayerAction(action);
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if (action.type === "move") {
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this.lastMoveTime = this.time.now;
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}
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}
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}
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}
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}
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@@ -7,6 +7,12 @@ import type { Action, RangedWeaponItem } from "../../core/types";
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export class PlayerInputHandler {
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export class PlayerInputHandler {
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private scene: GameScene;
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private scene: GameScene;
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// Input Chording state
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private pendingDx: number = 0;
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private pendingDy: number = 0;
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private moveChordTime: number = 0;
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private readonly CHORD_WINDOW = 40; // ms to wait for diagonal chord
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constructor(scene: GameScene) {
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constructor(scene: GameScene) {
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this.scene = scene;
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this.scene = scene;
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}
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}
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@@ -170,10 +176,28 @@ export class PlayerInputHandler {
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}
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}
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public handleCursorMovement(): Action | null {
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public handleCursorMovement(): Action | null {
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const { dx, dy, anyJustDown } = this.scene.gameInput.getCursorState();
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const { dx, dy, anyJustDown } = this.scene.gameInput.getCursorState() as any;
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const now = this.scene.time.now;
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if (anyJustDown) {
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if (anyJustDown) {
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if (dx !== 0 || dy !== 0) {
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// Start or update chord
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if (this.moveChordTime === 0) {
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this.moveChordTime = now + this.CHORD_WINDOW;
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}
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if (dx !== 0) this.pendingDx = dx;
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if (dy !== 0) this.pendingDy = dy;
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}
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if (this.moveChordTime > 0 && now >= this.moveChordTime) {
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const finalDx = this.pendingDx;
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const finalDy = this.pendingDy;
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// Reset state
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this.moveChordTime = 0;
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this.pendingDx = 0;
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this.pendingDy = 0;
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if (finalDx !== 0 || finalDy !== 0) {
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if (this.scene.targetingSystem.isActive) {
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if (this.scene.targetingSystem.isActive) {
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this.scene.targetingSystem.cancel();
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this.scene.targetingSystem.cancel();
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this.scene.emitUIUpdate();
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this.scene.emitUIUpdate();
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@@ -181,17 +205,15 @@ export class PlayerInputHandler {
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const player = this.scene.entityAccessor.getPlayer();
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const player = this.scene.entityAccessor.getPlayer();
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if (!player) return null;
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if (!player) return null;
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const targetX = player.pos.x + dx;
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const targetX = player.pos.x + finalDx;
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const targetY = player.pos.y + dy;
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const targetY = player.pos.y + finalDy;
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|
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||||||
const enemy = this.scene.entityAccessor.findEnemyAt(targetX, targetY);
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const enemy = this.scene.entityAccessor.findEnemyAt(targetX, targetY);
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|
||||||
if (enemy) {
|
if (enemy) {
|
||||||
return { type: "attack", targetId: enemy.id };
|
return { type: "attack", targetId: enemy.id };
|
||||||
} else {
|
} else {
|
||||||
if (Math.abs(dx) + Math.abs(dy) === 1) {
|
return { type: "move", dx: finalDx, dy: finalDy };
|
||||||
return { type: "move", dx, dy };
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user