changed visual movement speed to be slower and made diagonal movement with arrow keys work
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@@ -130,7 +130,8 @@ 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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@@ -111,7 +111,13 @@ export class GameInput extends Phaser.Events.EventEmitter {
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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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@@ -49,8 +49,8 @@ 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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@@ -247,7 +247,7 @@ export class DungeonRenderer {
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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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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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@@ -285,7 +285,7 @@ export class DungeonRenderer {
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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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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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@@ -51,6 +51,7 @@ export class GameScene extends Phaser.Scene {
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public playerPath: Vec2[] = [];
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public awaitingPlayer = false;
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private lastMoveTime = 0;
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// Sub-systems
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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 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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return;
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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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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.lastMoveTime = this.time.now;
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this.playerPath.shift();
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return;
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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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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.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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@@ -7,6 +7,12 @@ import type { Action, RangedWeaponItem } from "../../core/types";
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export class PlayerInputHandler {
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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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this.scene = scene;
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}
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@@ -170,10 +176,28 @@ export class PlayerInputHandler {
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}
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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 (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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this.scene.targetingSystem.cancel();
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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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if (!player) return null;
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const targetX = player.pos.x + dx;
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const targetY = player.pos.y + dy;
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const targetX = player.pos.x + finalDx;
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const targetY = player.pos.y + finalDy;
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const enemy = this.scene.entityAccessor.findEnemyAt(targetX, targetY);
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if (enemy) {
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return { type: "attack", targetId: enemy.id };
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} else {
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if (Math.abs(dx) + Math.abs(dy) === 1) {
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return { type: "move", dx, dy };
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}
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return { type: "move", dx: finalDx, dy: finalDy };
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}
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}
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}
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