Add in mana and an asset viewer

This commit is contained in:
Peter Stockings
2026-01-05 18:57:17 +11:00
parent 43d5dce2e5
commit a7091c70c6
14 changed files with 866 additions and 93 deletions

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After

Width:  |  Height:  |  Size: 2.4 KiB

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@@ -1,8 +1,18 @@
export interface AnimationConfig {
key: string;
textureKey: string;
frames: number[];
frameRate: number;
repeat: number;
}
export const GAME_CONFIG = { export const GAME_CONFIG = {
player: { player: {
initialStats: { initialStats: {
maxHp: 20, maxHp: 20,
hp: 20, hp: 20,
maxMana: 20,
mana: 20,
attack: 5, attack: 5,
defense: 2, defense: 2,
level: 1, level: 1,
@@ -29,8 +39,6 @@ export const GAME_CONFIG = {
viewRadius: 8 viewRadius: 8
}, },
map: { map: {
width: 60, width: 60,
height: 40, height: 40,
@@ -72,11 +80,16 @@ export const GAME_CONFIG = {
baseExpToNextLevel: 10, baseExpToNextLevel: 10,
expMultiplier: 1.5, expMultiplier: 1.5,
hpGainPerLevel: 5, hpGainPerLevel: 5,
manaGainPerLevel: 3,
attackGainPerLevel: 1, attackGainPerLevel: 1,
statPointsPerLevel: 5, statPointsPerLevel: 5,
skillPointsPerLevel: 1 skillPointsPerLevel: 1
}, },
mana: {
regenPerTurn: 2,
regenInterval: 3 // Regenerate every 3 turns
},
rendering: { rendering: {
tileSize: 16, tileSize: 16,
@@ -97,7 +110,6 @@ export const GAME_CONFIG = {
visibleStrengthFactor: 0.65 visibleStrengthFactor: 0.65
}, },
terrain: { terrain: {
empty: 1, empty: 1,
wall: 4, wall: 4,
@@ -126,11 +138,32 @@ export const GAME_CONFIG = {
{ key: "rat", path: "assets/sprites/actors/enemies/rat.png", frameConfig: { frameWidth: 16, frameHeight: 15 } }, { key: "rat", path: "assets/sprites/actors/enemies/rat.png", frameConfig: { frameWidth: 16, frameHeight: 15 } },
{ key: "bat", path: "assets/sprites/actors/enemies/bat.png", frameConfig: { frameWidth: 15, frameHeight: 15 } }, { key: "bat", path: "assets/sprites/actors/enemies/bat.png", frameConfig: { frameWidth: 15, frameHeight: 15 } },
{ key: "dungeon", path: "assets/tilesets/dungeon.png", frameConfig: { frameWidth: 16, frameHeight: 16 } }, { key: "dungeon", path: "assets/tilesets/dungeon.png", frameConfig: { frameWidth: 16, frameHeight: 16 } },
{ key: "soldier.idle", path: "assets/sprites/actors/player/soldier/Idle.png", frameConfig: { frameWidth: 60, frameHeight: 75 } },
], ],
images: [ images: [
{ key: "splash_bg", path: "assets/ui/splash_bg.png" } { key: "splash_bg", path: "assets/ui/splash_bg.png" }
] ]
} },
animations: [
// Warrior
{ key: "warrior-idle", textureKey: "warrior", frames: [0, 0, 0, 1, 0, 0, 1, 1], frameRate: 2, repeat: -1 },
{ key: "warrior-run", textureKey: "warrior", frames: [2, 3, 4, 5, 6, 7], frameRate: 15, repeat: -1 },
{ key: "warrior-die", textureKey: "warrior", frames: [8, 9, 10, 11, 12], frameRate: 10, repeat: 0 },
// Rat
{ key: "rat-idle", textureKey: "rat", frames: [0, 0, 0, 1], frameRate: 4, repeat: -1 },
{ key: "rat-run", textureKey: "rat", frames: [6, 7, 8, 9, 10], frameRate: 10, repeat: -1 },
{ key: "rat-die", textureKey: "rat", frames: [11, 12, 13, 14], frameRate: 10, repeat: 0 },
// Bat
{ key: "bat-idle", textureKey: "bat", frames: [0, 1], frameRate: 8, repeat: -1 },
{ key: "bat-run", textureKey: "bat", frames: [0, 1], frameRate: 12, repeat: -1 },
{ key: "bat-die", textureKey: "bat", frames: [4, 5, 6], frameRate: 10, repeat: 0 },
// Soldier
{ key: "soldier-idle", textureKey: "soldier.idle", frames: [0, 1, 2, 3, 4, 5, 6, 7], frameRate: 8, repeat: -1 },
]
} as const; } as const;
export type GameConfig = typeof GAME_CONFIG; export type GameConfig = typeof GAME_CONFIG;

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@@ -31,6 +31,8 @@ export type SimEvent =
export type Stats = { export type Stats = {
maxHp: number; maxHp: number;
hp: number; hp: number;
maxMana: number;
mana: number;
attack: number; attack: number;
defense: number; defense: number;
level: number; level: number;

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@@ -17,6 +17,8 @@ describe('ProgressionManager', () => {
stats: { stats: {
maxHp: 20, maxHp: 20,
hp: 20, hp: 20,
maxMana: 0,
mana: 0,
level: 1, level: 1,
exp: 0, exp: 0,
expToNextLevel: 100, expToNextLevel: 100,

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@@ -8,7 +8,7 @@ describe('World Generator', () => {
it('should generate a world with correct dimensions', () => { it('should generate a world with correct dimensions', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
@@ -26,7 +26,7 @@ describe('World Generator', () => {
it('should place player actor', () => { it('should place player actor', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
@@ -47,7 +47,7 @@ describe('World Generator', () => {
it('should create walkable rooms', () => { it('should create walkable rooms', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
@@ -65,7 +65,7 @@ describe('World Generator', () => {
it('should place exit in valid location', () => { it('should place exit in valid location', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
@@ -83,7 +83,7 @@ describe('World Generator', () => {
it('should create enemies', () => { it('should create enemies', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
@@ -111,7 +111,7 @@ describe('World Generator', () => {
it('should generate deterministic maps for same level', () => { it('should generate deterministic maps for same level', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
@@ -134,7 +134,7 @@ describe('World Generator', () => {
it('should generate different maps for different levels', () => { it('should generate different maps for different levels', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
@@ -152,7 +152,7 @@ describe('World Generator', () => {
it('should scale enemy difficulty with level', () => { it('should scale enemy difficulty with level', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []

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@@ -69,6 +69,8 @@ function checkLevelUp(player: CombatantActor, events: SimEvent[]) {
// Growth // Growth
s.maxHp += GAME_CONFIG.leveling.hpGainPerLevel; s.maxHp += GAME_CONFIG.leveling.hpGainPerLevel;
s.hp = s.maxHp; // Heal on level up s.hp = s.maxHp; // Heal on level up
s.maxMana += GAME_CONFIG.leveling.manaGainPerLevel;
s.mana = s.maxMana; // Restore mana on level up
s.attack += GAME_CONFIG.leveling.attackGainPerLevel; s.attack += GAME_CONFIG.leveling.attackGainPerLevel;
s.statPoints += GAME_CONFIG.leveling.statPointsPerLevel; s.statPoints += GAME_CONFIG.leveling.statPointsPerLevel;

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@@ -308,6 +308,8 @@ function placeEnemies(floor: number, rooms: Room[], actors: Map<EntityId, Actor>
stats: { stats: {
maxHp: scaledHp + Math.floor(random() * 4), maxHp: scaledHp + Math.floor(random() * 4),
hp: scaledHp + Math.floor(random() * 4), hp: scaledHp + Math.floor(random() * 4),
maxMana: 0,
mana: 0,
attack: scaledAttack + Math.floor(random() * 2), attack: scaledAttack + Math.floor(random() * 2),
defense: enemyDef.baseDefense, defense: enemyDef.baseDefense,
level: 0, level: 0,

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@@ -3,6 +3,7 @@ import GameUI from "./ui/GameUI";
import { GameScene } from "./scenes/GameScene"; import { GameScene } from "./scenes/GameScene";
import { MenuScene } from "./scenes/MenuScene"; import { MenuScene } from "./scenes/MenuScene";
import { PreloadScene } from "./scenes/PreloadScene"; import { PreloadScene } from "./scenes/PreloadScene";
import { AssetViewerScene } from "./scenes/AssetViewerScene";
new Phaser.Game({ new Phaser.Game({
type: Phaser.AUTO, type: Phaser.AUTO,
@@ -15,5 +16,8 @@ new Phaser.Game({
backgroundColor: "#111", backgroundColor: "#111",
pixelArt: true, pixelArt: true,
roundPixels: true, roundPixels: true,
scene: [PreloadScene, MenuScene, GameScene, GameUI] dom: {
createContainer: true
},
scene: [PreloadScene, MenuScene, AssetViewerScene, GameScene, GameUI]
}); });

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@@ -53,7 +53,14 @@ export class DungeonRenderer {
}); });
this.fxRenderer.clearCorpses(); this.fxRenderer.clearCorpses();
this.setupAnimations();
// Ensure player sprite exists
if (!this.playerSprite) {
this.playerSprite = this.scene.add.sprite(0, 0, "warrior", 0);
this.playerSprite.setDepth(100);
this.playerSprite.play('warrior-idle');
}
this.minimapRenderer.positionMinimap(); this.minimapRenderer.positionMinimap();
// Reset player sprite position to prevent tween animation from old floor // Reset player sprite position to prevent tween animation from old floor
@@ -72,79 +79,7 @@ export class DungeonRenderer {
} }
} }
private setupAnimations() {
// Player
if (!this.playerSprite) {
this.playerSprite = this.scene.add.sprite(0, 0, "warrior", 0);
this.playerSprite.setDepth(100);
this.scene.anims.create({
key: 'warrior-idle',
frames: this.scene.anims.generateFrameNumbers('warrior', { frames: [0, 0, 0, 1, 0, 0, 1, 1] }),
frameRate: 2,
repeat: -1
});
this.scene.anims.create({
key: 'warrior-run',
frames: this.scene.anims.generateFrameNumbers('warrior', { frames: [2, 3, 4, 5, 6, 7] }),
frameRate: 15,
repeat: -1
});
this.scene.anims.create({
key: 'warrior-die',
frames: this.scene.anims.generateFrameNumbers('warrior', { frames: [8, 9, 10, 11, 12] }),
frameRate: 10,
repeat: 0
});
this.playerSprite.play('warrior-idle');
}
// Enemy animations
if (!this.scene.anims.exists('rat-idle')) {
this.scene.anims.create({
key: 'rat-idle',
frames: this.scene.anims.generateFrameNumbers('rat', { frames: [0, 0, 0, 1] }),
frameRate: 4,
repeat: -1
});
this.scene.anims.create({
key: 'rat-run',
frames: this.scene.anims.generateFrameNumbers('rat', { frames: [6, 7, 8, 9, 10] }),
frameRate: 10,
repeat: -1
});
this.scene.anims.create({
key: 'rat-die',
frames: this.scene.anims.generateFrameNumbers('rat', { frames: [11, 12, 13, 14] }),
frameRate: 10,
repeat: 0
});
}
if (!this.scene.anims.exists('bat-idle')) {
this.scene.anims.create({
key: 'bat-idle',
frames: this.scene.anims.generateFrameNumbers('bat', { frames: [0, 1] }),
frameRate: 8,
repeat: -1
});
this.scene.anims.create({
key: 'bat-run',
frames: this.scene.anims.generateFrameNumbers('bat', { frames: [0, 1] }),
frameRate: 12,
repeat: -1
});
this.scene.anims.create({
key: 'bat-die',
frames: this.scene.anims.generateFrameNumbers('bat', { frames: [4, 5, 6] }),
frameRate: 10,
repeat: 0
});
}
}
toggleMinimap() { toggleMinimap() {
this.minimapRenderer.toggle(); this.minimapRenderer.toggle();

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@@ -0,0 +1,744 @@
import Phaser from "phaser";
export class AssetViewerScene extends Phaser.Scene {
private bg!: Phaser.GameObjects.Graphics;
private controlPanel!: Phaser.GameObjects.Container;
private displayArea!: Phaser.GameObjects.Container;
private currentSprite?: Phaser.GameObjects.Sprite;
private currentKey: string = "";
private currentFrame: number = 0;
private totalFrames: number = 0;
private isPlaying: boolean = false;
private animSpeed: number = 10; // fps
private statusText?: Phaser.GameObjects.Text;
private frameText?: Phaser.GameObjects.Text;
private speedText?: Phaser.GameObjects.Text;
constructor() {
super("AssetViewerScene");
}
create() {
// Reset state
this.currentSprite = undefined;
this.currentKey = "";
this.currentFrame = 0;
this.totalFrames = 0;
this.isPlaying = false;
this.animSpeed = 10;
const { width, height } = this.scale;
// Background
this.bg = this.add.graphics();
this.bg.fillGradientStyle(0x0a0510, 0x0a0510, 0x1a0a2a, 0x1a0a2a, 1);
this.bg.fillRect(0, 0, width, height);
this.cameras.main.fadeIn(500, 0, 0, 0);
// Title
this.add.text(width / 2, 40, "ASSET VIEWER", {
fontSize: "48px",
color: "#ff9922",
fontStyle: "bold",
fontFamily: "Georgia, serif",
stroke: "#111",
strokeThickness: 6,
}).setOrigin(0.5);
// Back button
this.createButton(80, 40, "← BACK", 0x666666, () => {
this.cameras.main.fadeOut(500, 0, 0, 0);
this.cameras.main.once(Phaser.Cameras.Scene2D.Events.FADE_OUT_COMPLETE, () => {
this.scene.start("MenuScene");
});
});
// Cleanup on shutdown
this.events.once("shutdown", this.cleanup, this);
// Create UI sections
this.createControlPanel(width, height);
this.createDisplayArea(width, height);
}
// State
private selectedFrames: number[] = [];
private createdAnimations: Map<string, Phaser.Animations.Animation> = new Map();
// DOM Elements ref
private inputDom?: Phaser.GameObjects.DOMElement;
private frameConfigDom?: Phaser.GameObjects.DOMElement;
private animConfigDom?: Phaser.GameObjects.DOMElement;
private animListDom?: Phaser.GameObjects.DOMElement;
private createControlPanel(_width: number, height: number) {
const panelX = 20;
const panelY = 100;
const panelWidth = 400;
const panelHeight = height - 120;
// Panel background
const panelBg = this.add.graphics();
panelBg.fillStyle(0x000000, 0.85);
panelBg.fillRoundedRect(0, 0, panelWidth, panelHeight, 8);
panelBg.lineStyle(2, 0xff9922, 0.6);
panelBg.strokeRoundedRect(0, 0, panelWidth, panelHeight, 8);
this.controlPanel = this.add.container(panelX, panelY, [panelBg]);
let yOffset = 20;
// --- Section: Load Asset ---
this.addSectionTitle(this.controlPanel, "1. LOAD ASSET", 20, yOffset);
yOffset += 35;
// Path & Size Inputs
const loadHtml = `
<div style="font-family: monospace; font-size: 12px; color: #aaa;">
<div style="margin-bottom: 5px;">Path: <input type="text" id="asset-path-input" value="assets/sprites/actors/player/warrior.png" style="width: 250px; padding: 4px; background: #222; color: #fff; border: 1px solid #555;"></div>
<div style="margin-bottom: 5px;">
Size: <input type="number" id="frame-width-input" value="12" style="width: 30px; background: #222; color: #fff; border: 1px solid #555;"> x
<input type="number" id="frame-height-input" value="15" style="width: 30px; background: #222; color: #fff; border: 1px solid #555;">
</div>
<div>
Margin: <input type="number" id="frame-margin-input" value="0" style="width: 30px; background: #222; color: #fff; border: 1px solid #555;">
Spacing: <input type="number" id="frame-spacing-input" value="0" style="width: 30px; background: #222; color: #fff; border: 1px solid #555;">
<button id="load-btn" style="cursor: pointer; background: #2a4; color: #fff; border: none; padding: 4px 10px; margin-left: 10px;">LOAD</button>
</div>
</div>
`;
this.inputDom = this.add.dom(panelX + 20, panelY + yOffset).createFromHTML(loadHtml).setOrigin(0, 0);
this.inputDom.addListener('click');
this.inputDom.on('click', (event: any) => {
if (event.target.id === 'load-btn') this.loadAsset();
});
yOffset += 85;
this.statusText = this.add.text(20, yOffset, "No asset loaded", { fontSize: "11px", color: "#888" });
this.controlPanel.add(this.statusText);
yOffset += 25;
// --- Section: Frame Picker ---
this.addSectionTitle(this.controlPanel, "2. PICK FRAMES", 20, yOffset);
yOffset += 30;
// Container for frame grid
// Use remaining height for grid but reserve space for playback controls
const gridHeight = panelHeight - yOffset - 110;
const gridBg = this.add.rectangle(20, yOffset, panelWidth - 40, gridHeight, 0x111111).setOrigin(0);
this.controlPanel.add(gridBg);
// Helper text
this.addLabel(this.controlPanel, "Click frames to add to sequence:", 20, yOffset - 15);
// Frame Grid Area (populated dynamically)
this.frameGridContainer = this.add.container(20, yOffset);
this.controlPanel.add(this.frameGridContainer);
yOffset += gridHeight + 15;
// Global Playback & Speed
const playBtn = this.createSmallButton(40, yOffset, "▶ Play", 0x2288ff, () => this.playAnimation());
const stopBtn = this.createSmallButton(130, yOffset, "■ Stop", 0xff4444, () => this.stopAnimation());
const prevBtn = this.createSmallButton(220, yOffset, "◀ Step", 0x666666, () => this.prevFrame());
const nextBtn = this.createSmallButton(310, yOffset, "Step ▶", 0x666666, () => this.nextFrame());
this.controlPanel.add([playBtn, stopBtn, prevBtn, nextBtn]);
yOffset += 40;
// Speed
this.speedText = this.add.text(20, yOffset + 8, `Speed: ${this.animSpeed} FPS`, { fontSize: "12px", color: "#ccc" });
this.controlPanel.add(this.speedText);
const slowerBtn = this.createSmallButton(150, yOffset, "Slower", 0x444444, () => this.adjustSpeed(-5));
slowerBtn.setScale(0.8);
const fasterBtn = this.createSmallButton(220, yOffset, "Faster", 0x444444, () => this.adjustSpeed(5));
fasterBtn.setScale(0.8);
this.controlPanel.add([slowerBtn, fasterBtn]);
}
private frameGridContainer!: Phaser.GameObjects.Container;
private createDisplayArea(width: number, height: number) {
const areaX = 450;
const areaY = 100;
const areaWidth = width - 500;
const areaHeight = height - 420; // Reduced height further to ensure bottom panel fits
const areaBg = this.add.graphics();
areaBg.fillStyle(0x1a1a1a, 0.9);
areaBg.fillRoundedRect(0, 0, areaWidth, areaHeight, 8);
areaBg.lineStyle(2, 0xff9922, 0.4);
areaBg.strokeRoundedRect(0, 0, areaWidth, areaHeight, 8);
// Grid pattern
const grid = this.add.graphics();
grid.lineStyle(1, 0x333333, 0.3);
const gridSize = 32;
for (let x = 0; x <= areaWidth; x += gridSize) {
grid.lineBetween(x, 0, x, areaHeight);
}
for (let y = 0; y <= areaHeight; y += gridSize) {
grid.lineBetween(0, y, areaWidth, y);
}
this.displayArea = this.add.container(areaX, areaY, [areaBg, grid]);
// Instructions
const instructions = this.add.text(areaWidth / 2, areaHeight / 2, "Load an asset to begin\n\nClick in this area to place sprites", {
fontSize: "18px",
color: "#666",
fontFamily: "monospace",
align: "center"
}).setOrigin(0.5);
this.displayArea.add(instructions);
// Make display area interactive for sprite placement
const interactiveZone = this.add.zone(areaX, areaY, areaWidth, areaHeight).setOrigin(0, 0).setInteractive();
interactiveZone.on("pointerdown", (pointer: Phaser.Input.Pointer) => {
// Check if clicking existing sprites? No, simpler for now
if (this.currentKey && this.totalFrames > 0) {
// Adjust for container position?
// Note: pointer.x/y are global.
// displayArea is at areaX, areaY.
// Sprites inside displayArea should be at relative coords.
const localX = pointer.x - areaX;
const localY = pointer.y - areaY;
this.placeSprite(localX, localY);
}
});
// Create Bottom Animation Panel
this.createAnimationPanel(areaX, areaY + areaHeight + 20, areaWidth, 200);
}
private createAnimationPanel(x: number, y: number, width: number, height: number) {
const panelBg = this.add.graphics();
panelBg.fillStyle(0x000000, 0.85);
panelBg.fillRoundedRect(0, 0, width, height, 8);
panelBg.lineStyle(2, 0xff9922, 0.6);
panelBg.strokeRoundedRect(0, 0, width, height, 8);
const container = this.add.container(x, y, [panelBg]);
let yOffset = 20;
// --- Section: Create Animation ---
this.addSectionTitle(container, "3. CREATE ANIMATION", 20, yOffset);
// Selected Frames Display (Moved here)
this.addLabel(container, "Sequence:", 220, yOffset);
this.frameText = this.add.text(290, yOffset, "[]", { fontSize: "12px", color: "#4f4", wordWrap: { width: width - 350 } });
container.add(this.frameText);
const clearBtn = this.createSmallButton(width - 60, yOffset + 8, "Clear", 0x666666, () => {
this.selectedFrames = [];
this.updateFrameText();
});
clearBtn.setScale(0.8);
container.add(clearBtn);
yOffset += 40;
// Config Inputs
const animHtml = `
<div style="font-family: monospace; font-size: 12px; color: #aaa; display: flex; align-items: center; gap: 15px;">
<div>Key: <input type="text" id="anim-key" placeholder="run" style="width: 100px; padding: 6px; background: #222; color: #fff; border: 1px solid #555;"></div>
<div>FPS: <input type="number" id="anim-fps" value="10" style="width: 50px; padding: 6px; background: #222; color: #fff; border: 1px solid #555;"></div>
<div>Loop: <input type="checkbox" id="anim-loop" checked style="transform: scale(1.2);"></div>
<button id="create-anim-btn" style="cursor: pointer; background: #f92; color: #000; border: none; padding: 6px 15px; font-weight: bold; border-radius: 4px;">CREATE ANIMATION</button>
</div>
`;
this.animConfigDom = this.add.dom(x + 20, y + yOffset).createFromHTML(animHtml).setOrigin(0, 0);
this.animConfigDom.addListener('click');
this.animConfigDom.on('click', (event: any) => {
if (event.target.id === 'create-anim-btn') this.createCustomAnimation();
});
yOffset += 50;
// --- Section: Animation List ---
this.addSectionTitle(container, "4. ANIMATIONS", 20, yOffset);
yOffset += 30;
const listHtml = `
<div id="anim-list" style="width: ${width - 40}px; height: 60px; overflow-y: auto; background: #111; border: 1px solid #444; padding: 5px; font-family: monospace; font-size: 11px; color: #ccc; display: flex; flex-wrap: wrap; gap: 8px;">
<div style="color: #666; font-style: italic; width: 100%;">No animations created</div>
</div>
`;
this.animListDom = this.add.dom(x + 20, y + yOffset).createFromHTML(listHtml).setOrigin(0, 0);
this.animListDom.addListener('click');
}
private loadAsset() {
const pathInput = document.getElementById("asset-path-input") as HTMLInputElement;
const widthInput = document.getElementById("frame-width-input") as HTMLInputElement;
const heightInput = document.getElementById("frame-height-input") as HTMLInputElement;
const marginInput = document.getElementById("frame-margin-input") as HTMLInputElement;
const spacingInput = document.getElementById("frame-spacing-input") as HTMLInputElement;
if (!pathInput || !widthInput || !heightInput) return;
const path = pathInput.value.trim();
const frameWidth = parseInt(widthInput.value) || 16;
const frameHeight = parseInt(heightInput.value) || 16;
const margin = marginInput ? (parseInt(marginInput.value) || 0) : 0;
const spacing = spacingInput ? (parseInt(spacingInput.value) || 0) : 0;
if (!path) {
this.updateStatus("Please enter an asset path", "#ff4444");
return;
}
// Generate specific key based on path to update properly
const key = `loaded_${path.split("/").pop()?.replace(".", "_")}_${Date.now()}`;
this.currentKey = key;
this.updateStatus("Loading asset...", "#ffaa00");
// Load the spritesheet
this.load.spritesheet(key, path, {
frameWidth,
frameHeight,
margin,
spacing
});
this.load.once("complete", () => {
this.onAssetLoaded(key, frameWidth, frameHeight);
});
this.load.once("loaderror", () => {
this.updateStatus(`Failed to load: ${path}`, "#ff4444");
this.currentKey = "";
});
this.load.start();
}
private onAssetLoaded(key: string, frameWidth: number, frameHeight: number) {
// Clear previous sprite
if (this.currentSprite) {
this.currentSprite.destroy();
}
// Get frame count
const texture = this.textures.get(key);
this.totalFrames = texture.frameTotal - 1; // Subtract __BASE frame
this.currentFrame = 0;
// Create sprite in center of display area
const areaBounds = this.displayArea.getBounds();
const centerX = areaBounds.width / 2;
const centerY = areaBounds.height / 2;
this.currentSprite = this.add.sprite(centerX, centerY, key, 0);
this.currentSprite.setScale(4); // Scale up for visibility
this.displayArea.add(this.currentSprite);
this.updateStatus(`Loaded: ${this.totalFrames} frames (${frameWidth}x${frameHeight})`, "#22aa44");
// Populate Grid
this.populateFrameGrid();
// Clear selection
this.selectedFrames = [];
this.updateFrameText();
}
private populateFrameGrid() {
this.frameGridContainer.removeAll(true);
// Safety check
if (!this.currentKey || !this.textures.exists(this.currentKey)) return;
const thumbSize = 32;
const gap = 4;
const cols = 8;
for (let i = 0; i <= this.totalFrames; i++) {
const row = Math.floor(i / cols);
const col = i % cols;
const x = col * (thumbSize + gap);
const y = row * (thumbSize + gap);
const bg = this.add.rectangle(x + thumbSize/2, y + thumbSize/2, thumbSize, thumbSize, 0x333333);
bg.setInteractive();
bg.on('pointerdown', () => {
this.selectedFrames.push(i);
this.updateFrameText();
// Visual feedback
this.tweens.add({
targets: bg,
alpha: 0.5,
duration: 50,
yoyo: true
});
});
const sprite = this.add.sprite(x + thumbSize/2, y + thumbSize/2, this.currentKey, i);
// Fit sprite within thumbSize
const scale = Math.min((thumbSize - 4) / sprite.width, (thumbSize - 4) / sprite.height);
sprite.setScale(scale);
const num = this.add.text(x + 2, y + 2, i.toString(), { fontSize: "8px", color: "#fff", backgroundColor: "#00000080" });
this.frameGridContainer.add([bg, sprite, num]);
}
}
private updateFrameText() {
if (this.frameText) {
this.frameText.setText(`[${this.selectedFrames.join(", ")}]`);
}
}
private createCustomAnimation() {
if (!this.currentKey) {
this.updateStatus("Load an asset first!", "#f44");
return;
}
if (this.selectedFrames.length === 0) {
this.updateStatus("Select frames first!", "#f44");
return;
}
const keyInput = document.getElementById('anim-key') as HTMLInputElement;
const fpsInput = document.getElementById('anim-fps') as HTMLInputElement;
const loopInput = document.getElementById('anim-loop') as HTMLInputElement;
if (!keyInput || !fpsInput) return;
const name = keyInput.value.trim() || `anim_${Date.now()}`;
const fps = parseInt(fpsInput.value) || 10;
const loop = loopInput.checked;
// Unique key for Phaser anims registry
const animKey = `${name}`;
// Create Animation
if (this.anims.exists(animKey)) {
this.anims.remove(animKey);
}
const anim = this.anims.create({
key: animKey,
frames: this.anims.generateFrameNumbers(this.currentKey, { frames: this.selectedFrames }),
frameRate: fps,
repeat: loop ? -1 : 0
});
if (anim) {
this.createdAnimations.set(animKey, anim as Phaser.Animations.Animation);
this.updateStatus(`Created '${animKey}'`, "#4f4");
this.refreshAnimList();
// Auto-play
this.playAnimation(animKey);
}
}
private refreshAnimList() {
const list = document.getElementById('anim-list');
if (!list) return;
if (this.createdAnimations.size === 0) {
list.innerHTML = `<div style="color: #666; font-style: italic;">No animations created</div>`;
return;
}
let html = '';
this.createdAnimations.forEach((_, key) => {
// Generate code snippet for this animation
const anim = this.anims.get(key);
const frames = anim.frames.map(f => f.index).join(", ");
const fps = anim.frameRate;
const repeat = anim.repeat;
const code = `
this.scene.anims.create({
key: '${key}',
frames: this.scene.anims.generateFrameNumbers('${this.currentKey.replace("loaded_", "warrior")}', { frames: [${frames}] }),
frameRate: ${fps},
repeat: ${repeat}
});`;
html += `
<div style="margin-bottom: 6px; padding: 4px; background: #222; border-radius: 4px; display: flex; justify-content: space-between; align-items: center;">
<span class="anim-item" data-key="${key}" style="cursor: pointer; color: #fa4; font-weight: bold;">${key}</span>
<button class="copy-btn" data-code="${encodeURIComponent(code)}" style="font-size: 9px; cursor: pointer; background: #444; color: #fff; border: 1px solid #666; padding: 2px 6px;">COPY</button>
</div>
`;
});
list.innerHTML = html;
// Re-attach listeners since innerHTML nuked them
list.querySelectorAll('.anim-item').forEach(el => {
el.addEventListener('click', (e) => {
const k = (e.target as HTMLElement).dataset.key;
if (k) this.playAnimation(k);
});
});
list.querySelectorAll('.copy-btn').forEach(el => {
el.addEventListener('click', (e) => {
const code = decodeURIComponent((e.target as HTMLElement).dataset.code || "");
console.log(code);
navigator.clipboard.writeText(code).then(() => {
this.updateStatus("Code copied to clipboard!", "#4f4");
});
});
});
}
private cleanup() {
// Clean up any loaded assets
if (this.currentKey && this.textures.exists(this.currentKey)) {
this.textures.remove(this.currentKey);
}
// Remove animations
if (this.anims.exists(`${this.currentKey}_anim`)) {
this.anims.remove(`${this.currentKey}_anim`);
}
// Explicitly remove DOM elements
if (this.inputDom) { this.inputDom.destroy(); this.inputDom = undefined; }
if (this.frameConfigDom) { this.frameConfigDom.destroy(); this.frameConfigDom = undefined; }
if (this.animConfigDom) { this.animConfigDom.destroy(); this.animConfigDom = undefined; }
if (this.animListDom) { this.animListDom.destroy(); this.animListDom = undefined; }
}
update() {
// Update current frame display if animation is playing
if (this.isPlaying && this.currentSprite && this.currentSprite.anims.isPlaying) {
this.currentFrame = this.currentSprite.anims.currentFrame?.index || 0;
this.updateFrameText();
}
}
// --- Helper Methods ---
private playAnimation(key?: string) {
if (!this.currentSprite) return;
// If key provided, play that. If not, play last created or fallback
if (key) {
this.currentSprite.play(key);
this.updateStatus(`Playing '${key}'`, "#28f");
this.isPlaying = true;
} else if (this.createdAnimations.size > 0) {
// Play first available
const iterator = this.createdAnimations.keys();
const firstKey = iterator.next().value;
if (firstKey) {
this.currentSprite.play(firstKey);
this.updateStatus(`Playing '${firstKey}'`, "#28f");
this.isPlaying = true;
}
} else if (this.totalFrames > 0) {
// Fallback to default full sequence
if (!this.anims.exists(`${this.currentKey}_anim`)) {
this.anims.create({
key: `${this.currentKey}_anim`,
frames: this.anims.generateFrameNumbers(this.currentKey, { start: 0, end: this.totalFrames - 1 }),
frameRate: this.animSpeed,
repeat: -1
});
}
this.currentSprite.play(`${this.currentKey}_anim`);
this.updateStatus("Playing all frames", "#28f");
this.isPlaying = true;
}
}
private pauseAnimation() {
if (!this.currentSprite) return;
this.isPlaying = false;
this.currentSprite.anims.pause();
this.updateStatus("Paused", "#ffaa00");
}
private stopAnimation() {
if (!this.currentSprite) return;
this.isPlaying = false;
this.currentSprite.anims.stop();
this.currentFrame = 0;
this.currentSprite.setFrame(0);
this.updateFrameText();
this.updateStatus("Stopped", "#ff4444");
}
private prevFrame() {
if (!this.currentSprite || this.totalFrames === 0) return;
this.pauseAnimation();
this.currentFrame = (this.currentFrame - 1 + this.totalFrames) % this.totalFrames;
this.currentSprite.setFrame(this.currentFrame);
this.updateFrameText();
}
private nextFrame() {
if (!this.currentSprite || this.totalFrames === 0) return;
this.pauseAnimation();
this.currentFrame = (this.currentFrame + 1) % this.totalFrames;
this.currentSprite.setFrame(this.currentFrame);
this.updateFrameText();
}
private adjustSpeed(delta: number) {
this.animSpeed = Math.max(1, Math.min(60, this.animSpeed + delta));
if (this.speedText) {
this.speedText.setText(`Speed: ${this.animSpeed} FPS`);
}
// Update animation if it exists
if (this.anims.exists(`${this.currentKey}_anim`)) {
const anim = this.anims.get(`${this.currentKey}_anim`);
if (anim) {
anim.frameRate = this.animSpeed;
}
}
// Restart if playing default
if (this.isPlaying && this.currentSprite && this.currentSprite.anims.getName() === `${this.currentKey}_anim`) {
this.currentSprite.play(`${this.currentKey}_anim`);
}
}
private placeSprite(x: number, y: number) {
if (!this.currentKey || this.totalFrames === 0) return;
const sprite = this.add.sprite(x, y, this.currentKey, this.currentFrame);
sprite.setScale(4);
sprite.setInteractive({ draggable: true });
// Make it draggable
sprite.on("drag", (_pointer: any, dragX: number, dragY: number) => {
sprite.x = dragX - this.displayArea.x;
sprite.y = dragY - this.displayArea.y;
});
// Right-click to remove
sprite.on("pointerdown", (pointer: Phaser.Input.Pointer) => {
if (pointer.rightButtonDown()) {
sprite.destroy();
}
});
this.displayArea.add(sprite);
}
private updateStatus(message: string, color: string) {
if (this.statusText) {
this.statusText.setText(message);
this.statusText.setColor(color);
}
}
private addSectionTitle(container: Phaser.GameObjects.Container, text: string, x: number, y: number) {
const title = this.add.text(x, y, text, {
fontSize: "16px",
color: "#ff9922",
fontStyle: "bold",
fontFamily: "Verdana, sans-serif",
letterSpacing: 2
});
container.add(title);
}
private addLabel(container: Phaser.GameObjects.Container, text: string, x: number, y: number) {
const label = this.add.text(x, y, text, {
fontSize: "12px",
color: "#aaa",
fontFamily: "Verdana, sans-serif"
});
container.add(label);
}
// Note: createControlPanel uses createButton/createSmallButton too, but I defined them there as local?
// No, I called this.createButton. So I need them here.
private createButton(x: number, y: number, text: string, color: number, callback: () => void) {
const width = 120;
const height = 40;
const bg = this.add.graphics();
bg.fillStyle(color, 0.8);
bg.fillRoundedRect(-width / 2, -height / 2, width, height, 4);
const border = this.add.graphics();
border.lineStyle(2, 0xffffff, 0.4);
border.strokeRoundedRect(-width / 2, -height / 2, width, height, 4);
const txt = this.add.text(0, 0, text, {
fontSize: "14px",
color: "#ffffff",
fontFamily: "Verdana, sans-serif",
fontStyle: "bold"
}).setOrigin(0.5);
const container = this.add.container(x, y, [bg, border, txt]);
container.setSize(width, height);
container.setInteractive({ useHandCursor: true });
container.on("pointerover", () => {
bg.clear();
bg.fillStyle(color, 1);
bg.fillRoundedRect(-width / 2, -height / 2, width, height, 4);
});
container.on("pointerout", () => {
bg.clear();
bg.fillStyle(color, 0.8);
bg.fillRoundedRect(-width / 2, -height / 2, width, height, 4);
});
container.on("pointerdown", callback);
return container;
}
private createSmallButton(x: number, y: number, text: string, color: number, callback: () => void) {
const width = 80;
const height = 32;
const bg = this.add.graphics();
bg.fillStyle(color, 0.7);
bg.fillRoundedRect(0, 0, width, height, 4);
const txt = this.add.text(width / 2, height / 2, text, {
fontSize: "11px",
color: "#ffffff",
fontFamily: "monospace",
fontStyle: "bold"
}).setOrigin(0.5);
const container = this.add.container(x, y, [bg, txt]);
container.setSize(width, height);
container.setInteractive({ useHandCursor: true });
container.on("pointerover", () => {
bg.clear();
bg.fillStyle(color, 1);
bg.fillRoundedRect(0, 0, width, height, 4);
});
container.on("pointerout", () => {
bg.clear();
bg.fillStyle(color, 0.7);
bg.fillRoundedRect(0, 0, width, height, 4);
});
container.on("pointerdown", callback);
return container;
}
}

View File

@@ -43,6 +43,8 @@ export class GameScene extends Phaser.Scene {
private entityManager!: EntityManager; private entityManager!: EntityManager;
private progressionManager: ProgressionManager = new ProgressionManager(); private progressionManager: ProgressionManager = new ProgressionManager();
private turnCount = 0; // Track turns for mana regen
constructor() { constructor() {
super("GameScene"); super("GameScene");
} }
@@ -261,6 +263,19 @@ export class GameScene extends Phaser.Scene {
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityManager); const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityManager);
this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId; this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
// Increment turn counter and handle mana regeneration
this.turnCount++;
if (this.turnCount % GAME_CONFIG.mana.regenInterval === 0) {
const player = this.world.actors.get(this.playerId) as CombatantActor;
if (player && player.stats.mana < player.stats.maxMana) {
const regenAmount = Math.min(
GAME_CONFIG.mana.regenPerTurn,
player.stats.maxMana - player.stats.mana
);
player.stats.mana += regenAmount;
}
}
// Process events for visual fx // Process events for visual fx
const allEvents = [...playerEvents, ...enemyStep.events]; const allEvents = [...playerEvents, ...enemyStep.events];

View File

@@ -54,9 +54,10 @@ export class MenuScene extends Phaser.Scene {
}); });
// Buttons // Buttons
const buttonYStart = height * 0.65; const buttonYStart = height * 0.60;
const startBtn = this.createButton(width / 2, buttonYStart, "ENTER DUNGEON", 0x2288ff); const startBtn = this.createButton(width / 2, buttonYStart, "ENTER DUNGEON", 0x2288ff);
const optBtn = this.createButton(width / 2, buttonYStart + 80, "OPTIONS", 0x444444); const optBtn = this.createButton(width / 2, buttonYStart + 80, "OPTIONS", 0x444444);
const assetViewerBtn = this.createButton(width / 2, buttonYStart + 160, "ASSET VIEWER", 0xff9922);
startBtn.on("pointerdown", () => { startBtn.on("pointerdown", () => {
this.cameras.main.fadeOut(1000, 0, 0, 0); this.cameras.main.fadeOut(1000, 0, 0, 0);
@@ -68,6 +69,13 @@ export class MenuScene extends Phaser.Scene {
optBtn.on("pointerdown", () => { optBtn.on("pointerdown", () => {
console.log("Options clicked"); console.log("Options clicked");
}); });
assetViewerBtn.on("pointerdown", () => {
this.cameras.main.fadeOut(500, 0, 0, 0);
this.cameras.main.once(Phaser.Cameras.Scene2D.Events.FADE_OUT_COMPLETE, () => {
this.scene.start("AssetViewerScene");
});
});
} }
private createWindEffect() { private createWindEffect() {

View File

@@ -34,6 +34,16 @@ export class PreloadScene extends Phaser.Scene {
}); });
this.load.on("complete", () => { this.load.on("complete", () => {
// Create Global Animations
GAME_CONFIG.animations.forEach(anim => {
this.anims.create({
key: anim.key,
frames: this.anims.generateFrameNumbers(anim.textureKey, { frames: [...anim.frames] }), // Spread to make mutable
frameRate: anim.frameRate,
repeat: anim.repeat
});
});
progressBar.destroy(); progressBar.destroy();
progressBox.destroy(); progressBox.destroy();
loadingText.destroy(); loadingText.destroy();

View File

@@ -6,6 +6,7 @@ export class HudComponent {
private scene: Phaser.Scene; private scene: Phaser.Scene;
private floorText!: Phaser.GameObjects.Text; private floorText!: Phaser.GameObjects.Text;
private healthBar!: Phaser.GameObjects.Graphics; private healthBar!: Phaser.GameObjects.Graphics;
private manaBar!: Phaser.GameObjects.Graphics;
private expBar!: Phaser.GameObjects.Graphics; private expBar!: Phaser.GameObjects.Graphics;
constructor(scene: Phaser.Scene) { constructor(scene: Phaser.Scene) {
@@ -25,8 +26,12 @@ export class HudComponent {
this.scene.add.text(20, 55, "HP", { fontSize: "14px", color: "#ff8888", fontStyle: "bold" }).setScrollFactor(0).setDepth(1000); this.scene.add.text(20, 55, "HP", { fontSize: "14px", color: "#ff8888", fontStyle: "bold" }).setScrollFactor(0).setDepth(1000);
this.healthBar = this.scene.add.graphics().setScrollFactor(0).setDepth(1000); this.healthBar = this.scene.add.graphics().setScrollFactor(0).setDepth(1000);
// Mana Bar
this.scene.add.text(20, 75, "MP", { fontSize: "14px", color: "#88ccff", fontStyle: "bold" }).setScrollFactor(0).setDepth(1000);
this.manaBar = this.scene.add.graphics().setScrollFactor(0).setDepth(1000);
// EXP Bar // EXP Bar
this.scene.add.text(20, 85, "EXP", { fontSize: "14px", color: "#8888ff", fontStyle: "bold" }).setScrollFactor(0).setDepth(1000); this.scene.add.text(20, 95, "EXP", { fontSize: "14px", color: "#8888ff", fontStyle: "bold" }).setScrollFactor(0).setDepth(1000);
this.expBar = this.scene.add.graphics().setScrollFactor(0).setDepth(1000); this.expBar = this.scene.add.graphics().setScrollFactor(0).setDepth(1000);
} }
@@ -46,15 +51,26 @@ export class HudComponent {
this.healthBar.lineStyle(2, 0xffffff, 0.5); this.healthBar.lineStyle(2, 0xffffff, 0.5);
this.healthBar.strokeRect(60, 58, 200, 12); this.healthBar.strokeRect(60, 58, 200, 12);
// Update Mana Bar
this.manaBar.clear();
this.manaBar.fillStyle(0x333333, 0.8);
this.manaBar.fillRect(60, 78, 200, 12);
const manaPercent = Phaser.Math.Clamp(stats.mana / stats.maxMana, 0, 1);
this.manaBar.fillStyle(0x3399ff, 1);
this.manaBar.fillRect(60, 78, 200 * manaPercent, 12);
this.manaBar.lineStyle(2, 0xffffff, 0.5);
this.manaBar.strokeRect(60, 78, 200, 12);
// Update EXP Bar // Update EXP Bar
this.expBar.clear(); this.expBar.clear();
this.expBar.fillStyle(0x333333, 0.8); this.expBar.fillStyle(0x333333, 0.8);
this.expBar.fillRect(60, 88, 200, 8); this.expBar.fillRect(60, 98, 200, 8);
const expPercent = Phaser.Math.Clamp(stats.exp / stats.expToNextLevel, 0, 1); const expPercent = Phaser.Math.Clamp(stats.exp / stats.expToNextLevel, 0, 1);
this.expBar.fillStyle(GAME_CONFIG.rendering.expOrbColor, 1); this.expBar.fillStyle(GAME_CONFIG.rendering.expOrbColor, 1);
this.expBar.fillRect(60, 88, 200 * expPercent, 8); this.expBar.fillRect(60, 98, 200 * expPercent, 8);
this.expBar.lineStyle(1, 0xffffff, 0.3); this.expBar.lineStyle(1, 0xffffff, 0.3);
this.expBar.strokeRect(60, 88, 200, 8); this.expBar.strokeRect(60, 98, 200, 8);
} }
} }