Allow melee attacking diagonally as well
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@@ -221,7 +221,23 @@ export class GameScene extends Phaser.Scene {
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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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const player = this.world.actors.get(this.playerId) as CombatantActor;
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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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if (targetId !== undefined) {
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this.commitPlayerAction({ type: "attack", targetId });
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return;
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}
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}
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const path = findPathAStar(
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this.world,
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this.dungeonRenderer.seenArray,
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@@ -274,31 +290,64 @@ export class GameScene extends Phaser.Scene {
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return;
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}
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// Arrow keys
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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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if (Phaser.Input.Keyboard.JustDown(this.cursors.left!)) dx = -1;
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else if (Phaser.Input.Keyboard.JustDown(this.cursors.right!)) dx = 1;
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else if (Phaser.Input.Keyboard.JustDown(this.cursors.up!)) dy = -1;
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else if (Phaser.Input.Keyboard.JustDown(this.cursors.down!)) dy = 1;
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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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if (dx !== 0 || dy !== 0) {
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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const targetX = player.pos.x + dx;
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const targetY = player.pos.y + dy;
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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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// 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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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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if (this.cursors.up!.isDown) dy -= 1;
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if (this.cursors.down!.isDown) dy += 1;
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if (targetId !== undefined) {
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action = { type: "attack", targetId };
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} else {
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action = { type: "move", dx, dy };
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}
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if (dx !== 0 || dy !== 0) {
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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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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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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}
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}
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}
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if (action) {
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