changed visual movement speed to be slower and made diagonal movement with arrow keys work

This commit is contained in:
2026-01-28 18:59:35 +11:00
parent f01d8de15c
commit 80e82f68a0
6 changed files with 185 additions and 142 deletions

View File

@@ -130,11 +130,12 @@ export const GAME_CONFIG = {
horizontal: 54,
vertical: 55,
turning: 56
}
},
moveDuration: 62 // Visual duration for movement in ms
},
ui: {
// ... rest of content ...
// ... rest of content ...
minimapPanelWidth: 340,
minimapPanelHeight: 220,
minimapPadding: 20,

View File

@@ -80,12 +80,12 @@ export class GameInput extends Phaser.Events.EventEmitter {
const isShiftDrag = p.isDown && p.event.shiftKey;
if (isRightDrag || isMiddleDrag || isShiftDrag) {
const { x, y } = p.position;
const { x: prevX, y: prevY } = p.prevPosition;
const { x, y } = p.position;
const { x: prevX, y: prevY } = p.prevPosition;
const dx = (x - prevX); // Zoom factor needs to be handled by receiver or passed here
const dy = (y - prevY);
this.emit("pan", dx, dy);
const dx = (x - prevX); // Zoom factor needs to be handled by receiver or passed here
const dy = (y - prevY);
this.emit("pan", dx, dy);
}
}
});
@@ -107,11 +107,17 @@ export class GameInput extends Phaser.Events.EventEmitter {
if (down) dy += 1;
const anyJustDown = Phaser.Input.Keyboard.JustDown(this.cursors.left!) ||
Phaser.Input.Keyboard.JustDown(this.cursors.right!) ||
Phaser.Input.Keyboard.JustDown(this.cursors.up!) ||
Phaser.Input.Keyboard.JustDown(this.cursors.down!);
Phaser.Input.Keyboard.JustDown(this.cursors.right!) ||
Phaser.Input.Keyboard.JustDown(this.cursors.up!) ||
Phaser.Input.Keyboard.JustDown(this.cursors.down!);
return { dx, dy, anyJustDown };
return {
dx, dy, anyJustDown,
isLeft: !!left,
isRight: !!right,
isUp: !!up,
isDown: !!down
};
}
public cleanup() {

View File

@@ -49,8 +49,8 @@ export function findPathAStar(
return true;
};
// Use rot-js A* pathfinding with 4-directional topology
const astar = new ROT.Path.AStar(end.x, end.y, passableCallback, { topology: 4 });
// Use rot-js A* pathfinding with 8-directional topology
const astar = new ROT.Path.AStar(end.x, end.y, passableCallback, { topology: 8 });
const path: Vec2[] = [];

View File

@@ -143,7 +143,7 @@ export class DungeonRenderer {
computeFov() {
const player = this.entityAccessor.getPlayer();
if (player && player.category === "combatant") {
this.fovManager.compute(this.world, player.pos);
this.fovManager.compute(this.world, player.pos);
}
}
@@ -152,9 +152,9 @@ export class DungeonRenderer {
}
updateTile(x: number, y: number) {
if (!this.map || !this.world) return;
const t = this.world.tiles[idx(this.world, x, y)];
this.map.putTileAt(t, x, y);
if (!this.map || !this.world) return;
const t = this.world.tiles[idx(this.world, x, y)];
this.map.putTileAt(t, x, y);
}
get seenArray() {
@@ -243,14 +243,14 @@ export class DungeonRenderer {
const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
if (this.playerSprite.x !== tx || this.playerSprite.y !== ty) {
this.scene.tweens.add({
targets: this.playerSprite,
x: tx,
y: ty,
duration: 120,
ease: 'Quad.easeOut',
overwrite: true
});
this.scene.tweens.add({
targets: this.playerSprite,
x: tx,
y: ty,
duration: GAME_CONFIG.rendering.moveDuration,
ease: 'Quad.easeOut',
overwrite: true
});
}
this.playerSprite.setVisible(true);
}
@@ -274,22 +274,22 @@ export class DungeonRenderer {
this.enemySprites.set(a.id, sprite);
sprite.setVisible(true);
} else {
if (!sprite.visible) {
// If it was hidden, snap to new position immediately
this.scene.tweens.killTweensOf(sprite);
sprite.setPosition(tx, ty);
sprite.setVisible(true);
} else if (sprite.x !== tx || sprite.y !== ty) {
// Only tween if it was already visible and moved
this.scene.tweens.add({
targets: sprite,
x: tx,
y: ty,
duration: 120,
ease: 'Quad.easeOut',
overwrite: true
});
}
if (!sprite.visible) {
// If it was hidden, snap to new position immediately
this.scene.tweens.killTweensOf(sprite);
sprite.setPosition(tx, ty);
sprite.setVisible(true);
} else if (sprite.x !== tx || sprite.y !== ty) {
// Only tween if it was already visible and moved
this.scene.tweens.add({
targets: sprite,
x: tx,
y: ty,
duration: GAME_CONFIG.rendering.moveDuration,
ease: 'Quad.easeOut',
overwrite: true
});
}
}
} else if (a.category === "collectible") {
@@ -308,23 +308,23 @@ export class DungeonRenderer {
orb.setVisible(true);
}
} else if (a.category === "item_drop") {
if (!isVis) continue;
if (!isVis) continue;
activeItemIds.add(a.id);
let itemContainer = this.itemSprites.get(a.id);
if (!itemContainer) {
// Use ItemSpriteFactory to create sprite with optional glow
itemContainer = ItemSpriteFactory.createItemSprite(this.scene, a.item, 0, 0, 1);
itemContainer.setDepth(40);
this.itemSprites.set(a.id, itemContainer);
}
const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2;
const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
itemContainer.setPosition(tx, ty);
itemContainer.setVisible(true);
activeItemIds.add(a.id);
let itemContainer = this.itemSprites.get(a.id);
if (!itemContainer) {
// Use ItemSpriteFactory to create sprite with optional glow
itemContainer = ItemSpriteFactory.createItemSprite(this.scene, a.item, 0, 0, 1);
itemContainer.setDepth(40);
this.itemSprites.set(a.id, itemContainer);
}
const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2;
const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
itemContainer.setPosition(tx, ty);
itemContainer.setVisible(true);
// bobbing effect on the container
itemContainer.y += Math.sin(this.scene.time.now / 300) * 2;
// bobbing effect on the container
itemContainer.y += Math.sin(this.scene.time.now / 300) * 2;
}
}
@@ -350,13 +350,13 @@ export class DungeonRenderer {
}
for (const [id, item] of this.itemSprites.entries()) {
if (!activeItemIds.has(id)) {
item.setVisible(false);
if (!this.entityAccessor.hasActor(id)) {
item.destroy();
this.itemSprites.delete(id);
}
if (!activeItemIds.has(id)) {
item.setVisible(false);
if (!this.entityAccessor.hasActor(id)) {
item.destroy();
this.itemSprites.delete(id);
}
}
}
this.minimapRenderer.render(this.world, seen, visible, this.entityAccessor);
@@ -405,44 +405,44 @@ export class DungeonRenderer {
}
showProjectile(from: Vec2, to: Vec2, itemId: string, onComplete: () => void) {
// World coords
const startX = from.x * TILE_SIZE + TILE_SIZE / 2;
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;
// World coords
const startX = from.x * TILE_SIZE + TILE_SIZE / 2;
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);
// 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)
// Rotate?
const angle = Phaser.Math.Angle.Between(startX, startY, endX, endY);
sprite.setRotation(angle + Math.PI / 4); // Adjust for sprite orientation (diagonal usually)
const dist = Phaser.Math.Distance.Between(startX, startY, endX, endY);
const duration = dist * 2; // speed
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();
}
});
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);
}
}

View File

@@ -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;
}
}
}

View File

@@ -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 };
}
}
}