Add in throwable items (dagger) from pixel dungeon
This commit is contained in:
@@ -1,3 +1,4 @@
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// Reading types.ts to verify actor structure before next step
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import Phaser from "phaser";
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import {
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type EntityId,
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@@ -5,13 +6,18 @@ import {
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type Action,
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type RunState,
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type World,
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type CombatantActor
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type CombatantActor,
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type Item,
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type ItemDropActor
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} from "../core/types";
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import { TILE_SIZE } from "../core/constants";
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import { inBounds, isBlocked, isPlayerOnExit } from "../engine/world/world-logic";
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import { inBounds, isBlocked, isPlayerOnExit, tryDestructTile } from "../engine/world/world-logic";
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import { findPathAStar } from "../engine/world/pathfinding";
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import { applyAction, stepUntilPlayerTurn } from "../engine/simulation/simulation";
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import { generateWorld } from "../engine/world/generator";
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import { traceProjectile } from "../engine/gameplay/CombatLogic";
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import { DungeonRenderer } from "../rendering/DungeonRenderer";
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import { GAME_CONFIG } from "../core/config/GameConfig";
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@@ -44,6 +50,11 @@ export class GameScene extends Phaser.Scene {
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private entityManager!: EntityManager;
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private progressionManager: ProgressionManager = new ProgressionManager();
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// Targeting Mode
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private isTargeting = false;
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private targetingItem: string | null = null;
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private targetingGraphics!: Phaser.GameObjects.Graphics;
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private turnCount = 0; // Track turns for mana regen
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constructor() {
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@@ -58,7 +69,8 @@ export class GameScene extends Phaser.Scene {
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this.cameras.main.fadeIn(1000, 0, 0, 0);
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// Initialize Sub-systems
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this.dungeonRenderer = new DungeonRenderer(this);
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this.dungeonRenderer = new DungeonRenderer(this);
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this.targetingGraphics = this.add.graphics().setDepth(2000);
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// Launch UI Scene
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this.scene.launch("GameUI");
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@@ -79,28 +91,23 @@ export class GameScene extends Phaser.Scene {
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// Menu Inputs
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this.input.keyboard?.on("keydown-I", () => {
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// Close minimap if it's open
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if (this.dungeonRenderer.isMinimapVisible()) {
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this.dungeonRenderer.toggleMinimap();
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}
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this.events.emit("toggle-menu");
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// Force update UI in case it opened
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this.emitUIUpdate();
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});
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this.input.keyboard?.on("keydown-ESC", () => {
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this.events.emit("close-menu");
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// Also close minimap
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if (this.dungeonRenderer.isMinimapVisible()) {
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this.dungeonRenderer.toggleMinimap();
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}
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});
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this.input.keyboard?.on("keydown-M", () => {
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// Close menu if it's open
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this.events.emit("close-menu");
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this.dungeonRenderer.toggleMinimap();
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});
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this.input.keyboard?.on("keydown-B", () => {
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// Toggle inventory
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this.events.emit("toggle-inventory");
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});
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this.input.keyboard?.on("keydown-C", () => {
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@@ -132,16 +139,16 @@ export class GameScene extends Phaser.Scene {
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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if (player) {
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this.progressionManager.allocateStat(player, statName);
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this.emitUIUpdate();
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}
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this.emitUIUpdate();
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}
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});
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this.events.on("allocate-passive", (nodeId: string) => {
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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if (player) {
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this.progressionManager.allocatePassive(player, nodeId);
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this.emitUIUpdate();
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}
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this.emitUIUpdate();
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}
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});
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this.events.on("player-wait", () => {
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@@ -155,50 +162,44 @@ export class GameScene extends Phaser.Scene {
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if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
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console.log("Player searching...");
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// Search takes a turn (functionally same as wait for now, but semantically distinct)
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this.commitPlayerAction({ type: "wait" });
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});
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this.events.on("use-item", (data: { itemId: string }) => {
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if (!this.awaitingPlayer) return;
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// Don't block item usage if inventory is open, as we might use it from there or hotbar.
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// But if we use it from inventory, we might want to close inventory or update it.
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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if (!player || !player.inventory) return;
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if (data.itemId === "health_potion") {
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// Heal logic
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const healAmount = 5;
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const itemIdx = player.inventory.items.findIndex(it => it.id === data.itemId);
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if (itemIdx === -1) return;
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const item = player.inventory.items[itemIdx];
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if (item.stats && item.stats.hp && item.stats.hp > 0) {
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const healAmount = item.stats.hp;
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if (player.stats.hp < player.stats.maxHp) {
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player.stats.hp = Math.min(player.stats.hp + healAmount, player.stats.maxHp);
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// Visuals handled by diff in stats usually? No, we need explicit heal event or simple floating text
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// commitPlayerAction triggers simulation which might generate events.
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// But healing from item is instant effect before turn passes?
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// Or we treat it as an action.
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// Remove item after use
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player.inventory.items.splice(itemIdx, 1);
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// Let's remove item first
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const idx = player.inventory.items.findIndex(it => it.id === "health_potion");
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if (idx !== -1) {
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player.inventory.items.splice(idx, 1);
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// Show visual
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this.dungeonRenderer.showHeal(player.pos.x, player.pos.y, healAmount);
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// Pass turn
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this.commitPlayerAction({ type: "wait" });
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this.emitUIUpdate();
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}
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} else {
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console.log("Already at full health");
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this.dungeonRenderer.showHeal(player.pos.x, player.pos.y, healAmount);
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this.commitPlayerAction({ type: "wait" });
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this.emitUIUpdate();
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}
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} else {
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console.log("Used item:", data.itemId);
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} else if (item.throwable) {
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this.targetingItem = item.id;
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this.isTargeting = true;
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console.log("Targeting Mode: ON");
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}
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});
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// Right Clicks to cancel targeting
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this.input.on('pointerdown', (p: Phaser.Input.Pointer) => {
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if (p.rightButtonDown() && this.isTargeting) {
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this.cancelTargeting();
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}
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});
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// Zoom Control
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this.input.on(
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@@ -227,12 +228,15 @@ export class GameScene extends Phaser.Scene {
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// Camera Panning
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this.input.on("pointermove", (p: Phaser.Input.Pointer) => {
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if (!p.isDown) return;
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if (!p.isDown) { // Even if not down, we might need to update targeting line
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if (this.isTargeting) {
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this.updateTargetingLine(p);
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}
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return;
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}
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if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
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// Pan with Middle Click or Right Click
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// Note: p.button is not always reliable in move events for holding,
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// so we use specific button down checks or the shift key modifier.
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const isRightDrag = p.rightButtonDown();
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const isMiddleDrag = p.middleButtonDown();
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const isShiftDrag = p.isDown && p.event.shiftKey;
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@@ -249,16 +253,30 @@ export class GameScene extends Phaser.Scene {
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this.followPlayer = false;
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}
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if (this.isTargeting) {
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this.updateTargetingLine(p);
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}
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});
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// Mouse click -> compute path (only during player turn, and not while menu/minimap is open)
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// Mouse click ->
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this.input.on("pointerdown", (p: Phaser.Input.Pointer) => {
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// Only allow Left Click (0) for movement
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// Targeting Click
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if (this.isTargeting) {
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// Only Left Click throws
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if (p.button === 0) {
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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.executeThrow(tx, ty);
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}
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return;
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}
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// Movement Click
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if (p.button !== 0) return;
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this.followPlayer = true;
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if (!this.awaitingPlayer) return;
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if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
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@@ -267,22 +285,18 @@ export class GameScene extends Phaser.Scene {
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if (!inBounds(this.world, tx, ty)) return;
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// Exploration rule: cannot click-to-move into unseen tiles
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if (!this.dungeonRenderer.isSeen(tx, ty)) return;
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// Check if clicking on an enemy
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const isEnemy = [...this.world.actors.values()].some(a =>
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a.category === "combatant" && a.pos.x === tx && a.pos.y === ty && !a.isPlayer
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a.category === "combatant" && a.pos.x === tx && a.pos.y === ty && !a.isPlayer
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);
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// Check for diagonal adjacency for immediate attack
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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const dx = tx - player.pos.x;
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const dy = ty - player.pos.y;
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const isDiagonalNeighbor = Math.abs(dx) === 1 && Math.abs(dy) === 1;
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if (isEnemy && isDiagonalNeighbor) {
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// Check targetId again to get the ID... technically we just did .some() above.
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const targetId = [...this.world.actors.values()].find(
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a => a.category === "combatant" && a.pos.x === tx && a.pos.y === ty && !a.isPlayer
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)?.id;
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@@ -300,7 +314,6 @@ export class GameScene extends Phaser.Scene {
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{ ignoreBlockedTarget: isEnemy }
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);
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if (path.length >= 2) this.playerPath = path;
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this.dungeonRenderer.render(this.playerPath);
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});
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@@ -323,17 +336,15 @@ export class GameScene extends Phaser.Scene {
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}
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if (isBlocked(this.world, next.x, next.y, this.entityManager)) {
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// Check if it's an enemy at 'next'
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const targetId = [...this.world.actors.values()].find(
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a => a.category === "combatant" && a.pos.x === next.x && a.pos.y === next.y && !a.isPlayer
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)?.id;
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if (targetId !== undefined) {
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this.commitPlayerAction({ type: "attack", targetId });
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this.playerPath = []; // Stop after attack
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this.playerPath = [];
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return;
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} else {
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// Blocked by something else (friendly?)
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this.playerPath = [];
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return;
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}
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@@ -344,39 +355,16 @@ export class GameScene extends Phaser.Scene {
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return;
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}
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// Arrow keys - Support diagonals for attacking only
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let action: Action | null = null;
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let dx = 0;
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let dy = 0;
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// Check all keys to allow simultaneous presses
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if (this.cursors.left!.isDown) dx -= 1;
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if (this.cursors.right!.isDown) dx += 1;
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if (this.cursors.up!.isDown) dy -= 1;
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if (this.cursors.down!.isDown) dy += 1;
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// Force single step input "just now" check to avoid super speed,
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// OR we rely on `awaitingPlayer` to throttle us.
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// `update` runs every frame. `awaitingPlayer` is set to false in `commitPlayerAction`.
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// It remains false until `stepUntilPlayerTurn` returns true.
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// So as long as we only act when `awaitingPlayer` is true, simple `isDown` works for direction combination.
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// BUT we need to ensure we don't accidentally move if we just want to tap.
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// However, common roguelike Input: if you hold, you repeat.
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// We already have `awaitingPlayer` logic.
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// One nuance: mixing JustDown and isDown.
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// If we use isDown, we might act immediately.
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// If we want to support "turn based", usually we wait for "JustDown" of *any* key.
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// But if we want diagonal, we need 2 keys.
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// Simpler approach:
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// If any direction key is JustDown, capture the state of ALL direction keys.
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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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if (anyJustDown) {
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// Recalculate dx/dy based on currently held keys to catch the combo
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dx = 0; dy = 0;
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if (this.cursors.left!.isDown) dx -= 1;
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if (this.cursors.right!.isDown) dx += 1;
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@@ -388,7 +376,6 @@ export class GameScene extends Phaser.Scene {
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const targetX = player.pos.x + dx;
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const targetY = player.pos.y + dy;
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// Check for enemy at target position
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const targetId = [...this.world.actors.values()].find(
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a => a.category === "combatant" && a.pos.x === targetX && a.pos.y === targetY && !a.isPlayer
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)?.id;
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@@ -396,7 +383,6 @@ export class GameScene extends Phaser.Scene {
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if (targetId !== undefined) {
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action = { type: "attack", targetId };
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} else {
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// Only move if strictly cardinal (no diagonals)
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if (Math.abs(dx) + Math.abs(dy) === 1) {
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action = { type: "move", dx, dy };
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}
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@@ -423,10 +409,15 @@ export class GameScene extends Phaser.Scene {
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this.followPlayer = true;
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const playerEvents = applyAction(this.world, this.playerId, action, this.entityManager);
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// Check for pickups right after move (before enemy turn, so you get it efficiently)
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if (action.type === "move") {
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this.tryPickupItem();
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}
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const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityManager);
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this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
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// Increment turn counter and handle mana regeneration
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this.turnCount++;
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if (this.turnCount % GAME_CONFIG.mana.regenInterval === 0) {
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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@@ -440,7 +431,6 @@ export class GameScene extends Phaser.Scene {
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}
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// Process events for visual fx
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const allEvents = [...playerEvents, ...enemyStep.events];
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for (const ev of allEvents) {
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if (ev.type === "damaged") {
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@@ -468,9 +458,8 @@ export class GameScene extends Phaser.Scene {
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}
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// Check if player died
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if (!this.world.actors.has(this.playerId)) {
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this.syncRunStateFromPlayer(); // Save final stats for death screen
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this.syncRunStateFromPlayer();
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const uiScene = this.scene.get("GameUI") as any;
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if (uiScene) {
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uiScene.showDeathScreen({
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@@ -482,7 +471,6 @@ export class GameScene extends Phaser.Scene {
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return;
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}
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// Level transition
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if (isPlayerOnExit(this.world, this.playerId)) {
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this.syncRunStateFromPlayer();
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this.floorIndex++;
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@@ -508,17 +496,13 @@ export class GameScene extends Phaser.Scene {
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this.entityManager = new EntityManager(this.world);
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// Reset transient state
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this.playerPath = [];
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this.awaitingPlayer = false;
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// Camera bounds for this level
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this.cameras.main.setBounds(0, 0, this.world.width * TILE_SIZE, this.world.height * TILE_SIZE);
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// Initialize Renderer for new floor
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this.dungeonRenderer.initializeFloor(this.world, this.playerId);
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// Step until player turn
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const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityManager);
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this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
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@@ -527,6 +511,9 @@ export class GameScene extends Phaser.Scene {
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this.centerCameraOnPlayer();
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this.dungeonRenderer.render(this.playerPath);
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this.emitUIUpdate();
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// Create daggers for testing if none exist (redundant if generator does it, but good for safety)
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// Removed to rely on generator.ts
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}
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private syncRunStateFromPlayer() {
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@@ -548,7 +535,6 @@ export class GameScene extends Phaser.Scene {
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this.loadFloor(this.floorIndex);
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}
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private centerCameraOnPlayer() {
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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this.cameras.main.centerOn(
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@@ -557,5 +543,129 @@ export class GameScene extends Phaser.Scene {
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);
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}
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}
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private updateTargetingLine(p: Phaser.Input.Pointer) {
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if (!this.world) return;
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this.targetingGraphics.clear();
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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if (!player) return;
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const startX = player.pos.x * TILE_SIZE + TILE_SIZE / 2;
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const startY = player.pos.y * TILE_SIZE + TILE_SIZE / 2;
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const endX = p.worldX;
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const endY = p.worldY;
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this.targetingGraphics.lineStyle(2, 0xff0000, 0.7);
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this.targetingGraphics.lineBetween(startX, startY, endX, endY);
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const tx = Math.floor(endX / TILE_SIZE);
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const ty = Math.floor(endY / TILE_SIZE);
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this.targetingGraphics.strokeRect(tx * TILE_SIZE, ty * TILE_SIZE, TILE_SIZE, TILE_SIZE);
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}
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private cancelTargeting() {
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this.isTargeting = false;
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this.targetingItem = null;
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this.targetingGraphics.clear();
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console.log("Targeting cancelled");
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}
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private executeThrow(targetX: number, targetY: number) {
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const player = this.world.actors.get(this.playerId) as CombatantActor;
|
||||
if (!player) return;
|
||||
|
||||
const itemArg = this.targetingItem;
|
||||
if (!itemArg) return;
|
||||
|
||||
const itemIdx = player.inventory!.items.findIndex(it => it.id === itemArg);
|
||||
if (itemIdx === -1) {
|
||||
console.log("Item not found!");
|
||||
this.cancelTargeting();
|
||||
return;
|
||||
}
|
||||
|
||||
const item = player.inventory!.items[itemIdx];
|
||||
player.inventory!.items.splice(itemIdx, 1);
|
||||
|
||||
const start = player.pos;
|
||||
const end = { x: targetX, y: targetY };
|
||||
|
||||
const result = traceProjectile(this.world, start, end, this.entityManager, this.playerId);
|
||||
const { blockedPos, hitActorId } = result;
|
||||
|
||||
this.dungeonRenderer.showProjectile(
|
||||
start,
|
||||
blockedPos,
|
||||
item.id,
|
||||
() => {
|
||||
if (hitActorId !== undefined) {
|
||||
const victim = this.world.actors.get(hitActorId) as CombatantActor;
|
||||
if (victim) {
|
||||
const dmg = item.stats?.attack ?? 1; // Use item stats
|
||||
victim.stats.hp -= dmg;
|
||||
this.dungeonRenderer.showDamage(victim.pos.x, victim.pos.y, dmg);
|
||||
this.dungeonRenderer.shakeCamera();
|
||||
|
||||
if (victim.stats.hp <= 0) {
|
||||
// Force kill handled by simulation
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Drop the actual item at the landing spot
|
||||
this.spawnItem(item, blockedPos.x, blockedPos.y);
|
||||
|
||||
// "Count as walking over the tile" -> Trigger destruction/interaction
|
||||
// e.g. breaking grass, opening items
|
||||
if (tryDestructTile(this.world, blockedPos.x, blockedPos.y)) {
|
||||
this.dungeonRenderer.updateTile(blockedPos.x, blockedPos.y);
|
||||
}
|
||||
|
||||
this.cancelTargeting();
|
||||
this.commitPlayerAction({ type: "wait" });
|
||||
this.emitUIUpdate();
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
private spawnItem(item: Item, x: number, y: number) {
|
||||
if (!this.world || !this.entityManager) return;
|
||||
|
||||
const id = this.entityManager.getNextId();
|
||||
const drop: ItemDropActor = {
|
||||
id,
|
||||
pos: { x, y },
|
||||
category: "item_drop",
|
||||
item: { ...item } // Clone item
|
||||
};
|
||||
|
||||
this.entityManager.addActor(drop);
|
||||
// Ensure renderer knows? Renderer iterates world.actors, so it should pick it up if we handle "item_drop"
|
||||
}
|
||||
|
||||
private tryPickupItem() {
|
||||
const player = this.world.actors.get(this.playerId) as CombatantActor;
|
||||
if (!player) return;
|
||||
|
||||
const actors = this.entityManager.getActorsAt(player.pos.x, player.pos.y);
|
||||
const itemActor = actors.find(a => (a as any).category === "item_drop"); // Safe check
|
||||
|
||||
if (itemActor) {
|
||||
const drop = itemActor as any; // Cast to ItemDropActor
|
||||
const item = drop.item;
|
||||
|
||||
// Add to inventory
|
||||
player.inventory!.items.push(item);
|
||||
|
||||
// Remove from world
|
||||
this.entityManager.removeActor(drop.id);
|
||||
|
||||
console.log("Picked up:", item.name);
|
||||
// Show FX?
|
||||
// this.dungeonRenderer.showPickup(player.pos.x, player.pos.y); -> need to implement
|
||||
this.emitUIUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user